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Post Info TOPIC: combat upgrade.


Guild support

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Posts: 1315
Date: Jan 15, 2005
combat upgrade.


hello everyone


Seems that some ppl ingame not really sure what the combat upgrade is all about.


see below and for more detail see the SGW website.


greetings Alas.


What's going on with Combat?

I know there are many of you that are eager to know what's going on with our plans to upgrade the combat system and here is the first glimpse at what we are planning, how we plan do it and how we will make you a part of this big change to the Star Wars Galaxies combat system.

Our High Level Goals

Star Wars Galaxies is making bold changes to its extensive in-game combat system. The goal of this all-encompassing set of changes is to make game play more strategic, more interactive and ultimately more engaging and fun for players of all levels. And with the completion of these changes, every player will have the freedom to re-allocate their character's skill points as they wish to take advantage of the new, enhanced combat system.

What's Been Happening?

Since the end of Publish 9 we have been focusing on the in-game combat system, though the design groundwork was done months earlier. Not too long before the initial beta for Jump to Lightspeed began, we had a team meeting and talked about the ongoing development of the Star Wars Galaxies combat system, the community's expectations and the needs of the game to be more strategic, more fun and more interactive for our customers.

As a result of this team meeting, we realized that to meet both our goals and the expectations of the community, just "balancing" the existing combat system wasn't enough. We have expanded the scope of development, with combat balance becoming just one part of the overall project that we're now calling the Combat Upgrade.

The Combat Upgrade is our overall effort to improve our player combat experience, including:



  • Combat Balance - tuning all our numbers and the combat professions.
  • Core Combat Changes - HAM improvements, Incapacitation & Death changes, Armor and more.
  • Combat Additions - more special moves, new counter moves, new armors, new weapons and new crafting options.


Now that Jump to Lightspeed has launched, the Combat Upgrade is our next major milestone in the advancement of the Star Wars Galaxies experience.

We have been working to complete the alpha version of Combat Upgrade since Publish 9. Initial alpha testing will start in a few weeks. We are inviting correspondents, former correspondents and five people each current correspondent has chosen to do this initial testing. We expect alpha testing to take several weeks. When we reach the point where the implementation is complete but some tuning and debugging is needed, we will begin beta testing. At this time, we will begin inviting community members in who have signed up for beta testing. The closed beta testing will probably not start until after the Holidays, dependent on how quickly the alpha testing period has progressed.

You can register for the Combat Upgrade closed beta test here.

The final phase of testing will be the open beta testing period we typically do before any major publish. We will put the Combat Upgrade publish on our Test Center so all customers have access to it prior to it being published to the Live service. We are committed to ensuring that the Combat Upgrade is extremely high quality. This means the Combat Upgrade's publish pacing is not dictated by the calendar, but by how it evolves in the testing and tuning process. Combat Upgrade is something no other major Live game has ever attempted, but we want to push Star Wars Galaxies to a new level. While testing and deploying the Combat Upgrade we will also be instituting numerous small publishes of fixes and enhancements to the Live game. Once Combat Upgrade is done, we will immediately work on upgrading all the non-combat professions in another series of publishes. Once all the professions have been through the upgrade process we will focus on expanding and enhancing the Galactic Civil War. Our promise to our players is that Star Wars Galaxies will become an even more amazing experience each month, truly a place to "live the saga" that is Star Wars Galaxies. Thank you for your continued patronage, and the feedback you give us on how we can improve your gaming experience.

Click here to discuss this in our forums.

You can find the original thread here.

For those new to the discussion, please read through the Dev Tracker or the old thread when you get a chance. There are a lot of good answers and discussion points.




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Anonymous

Date: Jan 15, 2005

The most needed update in all SWG... damn armors and buffs (6 months since last armour use, woho!)

... still waiting for my invite to beta

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Posts: 54
Date: Jan 17, 2005

woot awesome was wondering what was going on Cheer's for finding this info :) passes alastrina a 8oz shot glass of jd with coke chaser (coke as in pop) not sure if u want a straw

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Guild support

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Posts: 1315
Date: Jan 19, 2005

hello all.
 
Found some more Combat update related stuff.
 
Think this makes it even more clear.
 
Greetings Alas.
 
 
 
 
This update is intended to give you a very high level overview of where we are headed and what our goals are. We are open to significant shifts during the hands-on testing opportunity alpha testing gives us, so we don't want to communicate specific details that may end up being completely erroneous after the alpha testing period is completed.

This will be the first of many updates. We look forward to sharing more information with you though it may not be an "every week" frequency at the start. Prepare yourself for a whole lot more fun, flash and interactivity.
 
High Level Purpose
The SWG combat upgrade is intended to create more exciting combat. The goals for the Combat Upgrade are:
 

1. Make combat more interesting, diverse, hands-on, and less repetitive.
2. Create character inter-dependences that facilitate group tactics.  
3. Make combat feel more like Star Wars

 
Feature Summary
Here are some of the new features we have added to bring you a more exciting combat experience.  More news will be provided as the new combat system shakes out.
 
1. Make Combat More Interesting
 
• New HAM System

  • Separate special action costs from damage – no more dying from using your special actions!
  • Special action cost adjustments – more variety and tactics in gameplay, special actions now cost time instead of health.
  • Context sensitive abilities – Exciting new visual effects allow you to make tactical decisions based on changing situations – you can "see" what others are shooting you with while in combat. 


• Profession and Character Upgrades

  • New abilities to help professions – each of the combat professions will be given a specific role in combat to fulfill.
  •  “Mind” stat Balance - it won’t be the all-important stat in combat that it is now.
  • Make all species viable in combat – Different species will have different advantages based on their stats.
  • Dramatically reduce probability of “first strike” always determining victory.

• Improved Visuals 



  • Enhanced weapon effects - more effects all around.
  • Counter-move and Recovery effects – You now have ways to recover from attacks - no more one sided combat!
  • State (DoT, Diseased, etc.) effects - new state effects and dots balanced with moves and counter moves.
  • Hit reaction effects - new visual effects increase the feel and pace of combat so players can react. 
  • New Weapons Types - Added weapon types with their own visuals.


2. Create Interdependence
 
• Improve Professions

  • Professions now have unique roles in a group and make all roles useful.
  • Profession archetypes are more likely to be special and sought after.
     

• New Death and Incapacitation Rules 



  • Change to the way HAM interacts with death - group with friends to increase your overall stopping power.
     

• Weapons and Armor Interaction 
 

  • Profession specific benefits for wearing armor based on Profession - new roles for different armor types to prevent any one set of armor from being "the best". 
  • Armor types are affected differently by different weapons. – there should no longer be a “best” weapon.
     

• High End Content 

  • Tough NPCs and creatures will require groups to take them down. 
  • Buffs and HAM drain/regeneration put back into balance. 
  • Players can still solo character advancement.


3. Make Combat Feel More like Star Wars
 
• Look and Feel

  • Added new faction armor – four new armor sets.
  • New weapon balance makes all the Star Wars weapons usable in combat
  • Stormtrooper armor is now viable in combat – wear it with pride!
     

• Ranged Combat 

  • Make ranged combat more interesting and important - we are working to extend combat range.
  • Prevent ability to make one’s self immune to range damage - No more unbeatable stacker templates.
  • New ranged weapons – more blasters, more blasters!


- by Thunderheart


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Senior Member

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Posts: 124
Date: Jan 19, 2005

wow sounds cool cant wait now

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Forum Troller

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Posts: 1122
Date: Jan 20, 2005

Wow thanx for the info alas


Sounds like soe is finally gonna revamp the game hope we get it soon



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Senior Member

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Posts: 122
Date: Jan 21, 2005

i agree with the anonomous dude more armour and buffs we also need more player city structures and different house thatel b cool more theme parks would b cool 2 so pretty much looooots more stuf list is never ending thatel make the game rock

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Veteran Post Master

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Posts: 480
Date: Jan 22, 2005

Well, all sounds awesome - maybe we can entice some of our dear departed members back into the KS fold now?

Mike

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Guild support

Status: Offline
Posts: 1315
Date: Jan 25, 2005

hello everyone :)


AS u all might now part of the new upgrade is being tested in test centrer


thought i post the current changes.


(this doesn't mean they are going to be in the game as they are in testing,thats why they test it first)


if anyone plays on test centre feel free to make some remarks about some of this i'm finding it very intresting,


greetings Alas


 


 


Test Center Only
Version 0.109759


Entertainer



  • Entertainer mission payouts have been substantially increased.

Politician



  • Politician skill boxes will no longer require skill points to train.





Test Center Only
Version 0.109759


Artisan



  • Crafting an All Purpose Ship Repair Kit will now use artisan experimentation instead of shipwright experimentation.

Combat



  • Fixed a problem where warcry would stack multiple times.

Crafting



  • Allowed survey/sampling while on mounts

Dancers / Musicians



  • We now allow a dancer/musician buff simultaneously

Entertainer



  • Entertainer mission payouts have been substantially increased.

GCW



  • Imperial crackdown presence has had their firepower DRAMATICALLY increased
  • Fixed faction base vulnerability bug

Jedi



  • Force Meditate now clears on all server transitions and login

Loot



  • Exceptional quality weapons will no longer drop with unlimited DOT charges.

Missions



  • The prison ship in the rebel tier 4 recovery duty "Rescue prisoners from the Empire" will no longer exit the Dathomir region early.
  • Fixed a bug that prevented space missions from failing if you left the mission zone prematurely.

New Players



  • Newly created players who start in Kaadara, Naboo will no longer float 200m above the ground for 20 seconds

Player Structures



  • All maintenance fees will automatically attempt to deduct from Bank accounts after the maintenance pool has been depleted. Once a structure reaches 0 hitpoints, it will flag itself as condemned instead of deleting itself. Condemned houses are not enterable, and all other structures are not usable. To uncondemn a house, simply enter it with enough money in the bank to pay the repair cost. To uncondemn all other structures, use them with enough money in the bank to pay the costs.

Politician



  • Politician skill boxes will no longer require skill points to train.

Quests



  • Players will only be allowed 350 quests in their quests list. 

Server Stability



  • Fixed some issues that were causing server crashes

Ships



  • Complete revamp of interior ship alarms. They should turn off now. You must redeed existing ships to completely correct the issue
  • The target status window updates properly for gunners.
  • Weapon capacitor overcharge should charge the space ship weapons beyond 100% and increase charge rate

Space



  • Star Destroyer now grants experience equivalent to Rebel Spacestation in Deep Space

Space UI



  • In the ship component view ('v') the following corrections where changed

    • Capacitors where not reflecting the correct state data in the components UI.
    • The shield recharge rate has now been corrected
    • Max capacitor value now changes to reflect the new max value.

  • Grey targeting arrow for POB ships will now fade in and out instead of disappearing.

Spawns / POI



  • Krayt Dragon Population boom!
  • Decreased spawn times for some POI’s
  • Decreased spawn times for Dathomir Spider Cave
  • Spawn System Refinements

Species



  • Mon Calamari now able to spend faction points to buy items from Imperial recruiter.

Travel



  • Added X31 (not a typo) landspeeder to all newbie starting equipment. This new speeder looks identical to the X34 but goes 10% slower.
  • Decreased starport wait time to 60 seconds
  • Fixed an issue where spawns were not being generated when in a speeder

UI



  • Reticle optimization
  • Tweaked space controls backend
  • Fixed display of faction rank for character with no rank affiliation

Vendors



  • Fixed an issue with vendors where you had less then the maximum amount but you couldn’t place a vendor
  • Player and vendor must be in the same building for the player to be allowed to initialize the vendor.


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Veteran Member

Status: Offline
Posts: 54
Date: Jan 26, 2005

some of it is now live in game not sure whats all live but pollitican part is thats for sure. also while i was on talus i got to blow up a fusion plant and a gate control not sure how that happened but was fun fusion had 10k ham and gate had 20k lots of fun when u have 300 wounds and tkn lol NOTE: this was not a players miner(harvestor) but think was a random spawn looks like there are new missions on rebel term as well unless i just nvr seen them befor but there is a dilvery there :)
TCB

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Guild support

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Posts: 1315
Date: Jan 26, 2005

hello again everyone.


yep my bad must pay more attatino when stealing info form a site its the 12.1 update :)


greetings Alas.



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Date: Mar 22, 2005

hello all.


Some required reading about the CU.


greetings.


Greetings...


I’m Blair, producer for Star Wars Galaxies and more specifically in charge of the Combat Upgrade (CU) project. I’ve been around for a while now, and many of you may recognize me from when I worked on the Live team. In the upcoming weeks you will start to see what Combat Upgrade is all about. Next week, I’ll have a development diary set up, where you can see what happens on a daily basis. The diary will let you in on what changes we make, what feedback you give, and what the daily work on Combat Upgrade actually is. What we’ve got today is the first round of public documentation which talks about the hard work the CU team is doing. Our plan is to review the feedback this weekend, and prepare a response of the most frequently cited issues next week. Have a read. (It’s long!)


Combat Upgrade Update We looked at the current combat system in SWG and iterated designs several times to be sure that it is on target with your input for the system and for our overall mission which is to make SWG more fun, more accessible (easy to understand, hard to master) and Star Wars-centric. During this process we worked to make every system easier to understand, more engaging and more fun to play.


This vision document summarizes the exciting updates of the Combat Upgrade.


Statistics



  • Star Wars characters will now have a single hit point bar, called "Health". When health reaches zero, the player is incapacitated.
  • Offensive attacks are performed ultimately to damage your opponent’s health statistic in order to win in combat. Players continue to perform special actions in combat that they receive during their character’s advancement. These actions draw from two point pools "Action" and "Mind". You must have the required number of pool points to perform the action.
  • There will be no more stat migration capability.
  • Players no longer have the so-called "drain" stats: Strength, Quickness, and Focus. They will continue to have the recharge stats "Constitution", "Stamina", and "Willpower", however they will be called "health regeneration rate", "action regeneration rate", and "mind regeneration rate".
  • Species differentiation will be defined by different regeneration stats, skill mods, and minor special abilities.
  • The only wounds a player can receive are health wounds. All other wound types will be removed from the game.


Health, Action, Mind pools



  • A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
  • Players will be able to reference their combat level.
  • Short term buffs will modify this health value no more than 20%.
  • Long term buffs will modify this health value no more than 10%.
  • Species modifiers will affect no more than 10% of a base statistic.


Special Actions



  • The following profession trees will be modified by adding and removing new special abilities to bring them in line with the new system: Marksmen, Medic, Brawler, Scout, Riflemen, Pistoleer, Carbineer, Bounty Hunter, Smuggler, Commando, Pikeman, Swordsman, Fencer, Jedi, TKA, Doctor, Combat Medic.
  • All of the above professions will be re-balanced so that mastery requires a more equal number of skill points for each of the elite professions. No player will be able to master three elite combat professions.
  • The profession trees for Entertainers, Musicians, Dancers and Image Designers will be affected by the Combat Upgrade, and will likely need some profession tweaking because of the changes with wounds, stat migration and buffs to the mind. We will make adjustments to entertainers by creating some long lasting, minor buffs for combat professions. The initial changes to these professions will be: Profession Dancer



  • Added new dance (Tumble) to Dancing Knowledge I
  • Added new dance (Tumble2) to Dancing Knowledge II
  • Added new dance (Breakdance) to Dancing Knowledge III
  • Added new dance (Breakdance2) to Dancing Knowledge IV
  • Removed the 15 second delay between stopping one song or dance and starting a new song or dance.
  • Removed chance of making a mistake while dancing.


Profession Musician



  • Added new song (Starwars4) to Novice Musician skill box.
  • Added new song (Funk) to Music Knowledge II.
  • Removed the 15 second delay between stopping one song or dance and starting a new song or dance.

Profession - Image Designer



  • Reduced Image Designer skill point costs by 16 by reducing each skill box between Novice Image Designer and Master Image Designer by one point.
  • Removed Image Designer action timers for Body and Cosmetic changes.

Special Actions (continued)



  • Players that have skill boxes in one of these affected professions will be allowed a skill re-spec for their character. This does not include the force sensitive skills. (A re-spec is short for "respecify". It is the chance to choose new skills for your character).
  • Special actions will follow a more traditional "3 phase" execution: Wind-up, Execution, and Cool-down. Certain actions don’t have a windup and will execute instantly.
  • The wind-up phase is the time from when the player begins a special move to when the move takes effect. During this time, there will be a UI element, visible particle effects (or animation), and sound effects to indicate the player has initiated an action. The length of the wind-up time is determined by the ability used, the character's advancement level and associated buffs on the character.
  • Some abilities can be interrupted in the wind-up phase by attacks from opponents.
  • Moving during the wind-up phase cancels the action. By extension, actions which have no wind-up time will not be cancelled by moving. (Many special actions will not have a wind-up. Wind-ups will be used for specials such as "Aim" where the player would be stopping to aim a weapon).
  • The execution phase is the time the special action uses to perform the action. It is determined by the weapon the character has equipped and any associated buffs on the character. During this time, no other actions can be performed. The execution time is indicated on-screen by disabling all other special action icons, by animations and particle effects associated with the action, and by sound effects.
  • The cool-down phase is the time after the action is performed when that action cannot be executed again. The length of the cool-down time is determined by the ability used, the character’s advancement level, and any associated buffs. All actions belong to a "cool-down group".
  • Actions which share the same cool-down group cannot be executed until the cool-down timer expires. Cool-down is visualized by disabling all icons in the same cool-down group. No sound effect or animation is associated with cool-down since the player will be doing other things during the potentially long cool-down phase.
  • While an action or group is cooling down, the player may begin actions that are in other cool-down groups.
  • Toolbar text will be updated to better describe each ability.
  • The icons for each ability will be redone in full color. They will visually indicate which abilities draw from mind, which draw from action, and which draw from both.

Weapons and Armor



  • All weapons will do a base damage of type of two possible types: "Kinetic" or "Energy". Several weapons will do additional elemental damage of one of the following types: "Heat", "Cold", "Acid", "Electrical".
  • Armor will resist a percentage of the base damage. Some armor will have additional resistances to the elemental damage types.
  • Armor layer crafting allows you to add protection against the special damage types. Raising protection against any element will lower protection against the opposing element.
  • Recon Armor receives a nominal bonus to energy protection and a nominal penalty to kinetic damage protection. This can be conceptualized as a free energy layer.
  • Battle Armor has even protection against all damage types – no modifiers at all.
  • Assault Armor receives a nominal bonus to kinetic protection and a nominal penalty to energy damage protection. This can be conceptualized as a free kinetic layer.
  • Armor layer crafting allows you to add protection against the special damage types. Raising protection against any element will lower protection against the opposing element.
  • Wearing advanced armor will apply de-buffs to your character such as slower movement, accuracy penalties, etc. Armor with basic cores will not apply de-buffs.
  • As your character progresses through the skill tree, (s)he will learn certifications for certain weapons and armor types. Until your character has that certification, you cannot equip weapons or armor of that type.
  • Particle effects for the “hits” and the “muzzle flashes", and the color of the bolts will be determined by the damage type of the weapon. The color for energy weapons will be red. The color for kinetic weapons will be blue.
  • We will convert all existing weapons, armor, factory crates, and schematics to use the new combat data wherever possible.


Buffs



  • The group UI will be re-worked so that you can see the buffs and de-buffs applied to other group members.


Healing/Doctor/CM Changes



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
  • Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
  • Enhancers are on a 1000 point scale - the higher the number the better.
  • The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
  • The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
  • Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.

Combat Range



  • The maximum range for basic combat attacks will be 64 meters.
  • Melee will be effective at a maximum distance of 6 meters. This will tighten the look and feel of combat making it more "up close and personal".


Artificial Intelligence



  • AI will receive a general upgrade.
  • A hate system will be introduced to improve gameplay and make agro control more interesting and engaging.
  • AI will be changed so that NPCs and creatures make use of Action and Mind pools. This will give players tactical AI choices that can prevent AI special attacks. They will also use the wind-up/cool-down system.
  • AI will use special attacks including: healing, buffing, de-buffing, interrupting, and crowd control against players.
  • AI will use both range attacks and melee attacks to challenge and engage the players with the new combat system.

Miscellaneous Changes



  • Moving, getting discovered by an enemy by performing too many actions will bring a rifleman out of cover.
  • Several UI components will be changed to reflect the new system including: the character sheet, the stat migration page, the toolbar system, and the group interface.
  • Food, spices, and medications will be altered to conform to the new rules.
  • All schematics will be updated to ensure newly created weapons and armor conform to the new rules.
  • All creature data will be modified to re-adjust their hit points. Creatures will also have their attacks and armor modified to conform to the new rule set.
  • We will implement a host of new sounds in the combat game to make the system more exciting and immersive. Line-of-sight will be turned on for terrain. Players will be unable to fire if they don’t have line-of-sight to the target.


Profession Pre-requisites


We are revamping the skill point costs of elite combat professions to be more even across the board, though they will not be 100% identical.


OLD Profession Prerequisites:



  • Rifleman = Marksman, Rifles Tree (4 boxes)
  • Carbineer = Marksman, Carbine Specialization Tree (4 boxes)
  • Pistoleer = Marksman, Pistol Specialization Tree (4 boxes)
  • Pikeman = Brawler, Polearm Specialization Tree (4 boxes)
  • Swordsman = Brawler, 2H Sword Specialization Tree (4 boxes)
  • Fencer = Brawler, 1H Sword Specialization Tree (4 boxes)
  • Teras Kasi Artist = Brawler, Unarmed Specialization Tree (4 boxes)
  • Bounty Hunter = Master Marksman (Full Novice Profession), Scout Exploration Tree (4 boxes)
  • Commando = Master Marksman (Full Novice Profession), Brawler Unarmed Specialization Tree (4 boxes)
  • Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes), Scout Exploration Tree (4 boxes)

NEW Profession Prerequisites:



  • Rifleman = Marksman, Rifles Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
  • Carbineer = Marksman, Carbine Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
  • Pistoleer = Marksman, Pistol Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
  • Pikeman = Brawler, Polearm Specialization Tree (4 boxes), Brawler Unarmed Specialization Tree (4 boxes)
  • Swordsman = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
  • Fencer = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, Unarmed Specialization Tree (4 boxes)
  • TKA= Brawler, Unarmed Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
  • Bounty Hunter = Marksman Ranged Support Tree (4 boxes), Scout Exploration Tree (4 boxes)
  • Commando = Brawler, Unarmed Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
  • Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes)

Be ready to engage in the new, faster-paced Star Wars Galaxies combat system. As we finalize the various systems, we will continue to bring you updates and ask for your input. Please remember to keep your discussions constructive, we appreciate your feedback.


And again, please remember that this is In-Development. Things will change based on your feedback about the overall fun of the game. Looking forward to your comments!


Blair
Producer



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Senior Member

Status: Offline
Posts: 100
Date: Mar 29, 2005

(First: Original link to alas' previous post)


What do you ppl think of the upcoming combat upgrade at the moment? And how does it affect the template you are currently using?


I think the new system of the specials, the heatup-perform-cooldown, the ability to see what specials enemies are using, the new armor-types etc are all great changes that may indeed make the game more challaging. Also the balancing in the proffessions will be nice (and the abilty to freely respec your affected prefession when the CU comes). The new weapons types, the new weapon system, the abilty to kill NS (). All great


The pvp part looks like it is becomming better as well, since they are trying to remove the first-strike wins part (dizzy-knockdown, poison, etc) and change professions such that they can't be invinceble no more (the ever lasting fights without a winner, or see a master profession trying to kill another player, while doing no damage at all)


Also i think the buff part and the ability for player to heal themselves will turn out to be a good change (no more need to spend 15sp to novice doc to use B-stims (however i will need 15sp MORE for my current template )). Though i think they should indeed revamp the buffs, i think the ability to heal yourself would lower the need for buffs as well by a big part.


 


But now what I probably absolutely will NOT like is the part that they move the Doctors to medic and Bio-Engineer I was planning to open a big medical shop, as you might have seen in my crafting workshop/pub. I have been gathering resources for an ethernety, collecting the best resources, spend millions on harvesters, factories, crafting stations and expensive creature resources (avian/herb). Put loads of effort in to get my 12pt suit (not there yet, but getting closer 11pt now). Even used my vet-reward to be able to craft buffpacks. And i cant do both the crafting part of BE and the doctor profession, keeping my rifles. 


To make it a even worse : the same story will be for my ingame wife Arora, combat medic crafting seems to go to BE-as well. So waste of money, crafting suit, resources etc, PLUS loosing the ability to craft when not in the mood to fight.


So to sum-up, if this is true, i see millions and millions going down the drain, and most long term effort in this game will be gone


 


So i think the CU will be a great upgrade , but please someone tell me that the crafting part is not true



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