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October 18, 2009 at 4:54 pm #1256

Muddledde

Discussion was made, ideas were thought of and now thoughts are being post.

The age old discussion of repeaters. They are too powerful and make combat lop sided. Thinking of ways to make them more reasonable, and to help bring back balance and combat for other weapons could be to allow them only to Combatants with higher level of the Combat class are higher levels via a feat. And the argument "Anybody could pick up a repeater and use it" is null. Yes, the probably could, just like anybody could walk into the bridge of medium sized ship and move it move, or onto the bridge of a capital ship and start pressing buttons to do make it move or fire as well, but they both has skills attached to them. The skill attached to blasters is for a general use of energy based weapons, not specifically repeaters, so don’t try to bring that up either. If you want each specific weapon to have a skill, fine, but repeaters should be higher level still.
If that isn’t acceptable, somebody mentioned that repeaters would be too large most of the time for a holster (especially a hip holster). To help balance that thought, so there is no quick draw 8 shot, have the repeater unable to be holstered and when wielded have a small warm up time like a shield does. Not as long as a shield, because they take a while at times.

Also, discussion brought up the thought of Bounty Hunters and a way to make them feel more like Bounty Hunters, a way to increase RP maybe? Whatever, here is the thought anyway. Have a move at higher levels of Bounty Hunter that focuses on attacking or draining the movement of their target. This is mainly used to bring targets in alive (for torture, or for the pleasure of executing them). Gathorn brought up that this would be a bad move for the thought that BH would have an easier time perming people, BUT this move could only be used as an RP method to bring targets in alive. If somebody were permed with this move (though it shouldn’t effect them that way), or because of this move, they would be restored.
Another subject with poisons. Having a makepoison skill, allowing a player to make different kinds of poisons that could effect different things. Stats damage, slow health drain, increased movement when the person who is poisoned moves, or again, a poison that damages movement directly. Poisons could also be administered different ways. Getting somebody to drink some at a bar, etc. Again, most poisons should be used in an RP manner, not "I don’t like the way he looked at me, here comes some fatal poison with his drink."

This is an idea that was, again, brought it in a discussion. Adding a 3rd combatesk class. Something like a combatant, BH, and smuggler. The Assassin class. More focused on stealth, and high damage attacks. Maybe a few large damaged attacks in the beginning. Skills could be focused around increased stealth, sneak attacks, focus on weapons such as a blade or rifle (snipe assassinations ftw), sabotage/damage of weapons and armor, attacks that have chances of by passing armor, etc. This class is not a front line combatant either. The class is just an idea. Think about it and let it simmer on the mind for a bit.
Also on that note, a idea was brought up to use these three classes to help balance each other in some way. Assassins hold the upper hand on Bounty Hunters, Bounty Hunters on Combats, and Combats on Assassins. Or whatever seems to fit well.

As usual, I had more thoughts to post, but it took me too long to post what I had here so I forgot. I’m sure they will pop up later though.

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