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First I will go through the basics of combat. Then I will go into the professions some are very similar to what they were, and others are vastly different. Some professions seem to have been removed, but new ones were put in. I might even be able to hit on some of the new item integration systems. Like before I will just stick to synopsized statements.
STANCE.
The new combat system will be stance heavy. Ranged will have its prone, kneeling, standing. Melee will make use of three stances offensive, defensive, and parry. The ranged stances as before will provide the standard accuracy mitigations, but will also have speed mitigations. The high accuracy prone will cause you to fire slower. While the low accuracy stand will have a higher fire rate. I must point out now that auto attack is back. The three melee stances also have two sets of mitigation. Offense will allow the melee player to do greater damage with attacks at the expense of passive defense. Defense is strong in passive defense but will make attacks less damaging. Parry is a combination of both medium damage, and medium defense. These stances will also impart a speed mitigation being offensive will allow for fastill be critical in combat. Better then half a characters accuracy will be dedicated to stance for ranged, and obviously stance is critical for how a melee character will fight.
STANCE 2.
While there are two systems for Melee, and ranged there are two other unique systems one for the scouting classes, and one for the medic classes. The medic class will come with retreat, drag, cover. Retreat is a stance that will turn off all offense on the medic, but allow them a damage/state/wound dampener. Any damage done to them will be reduced, and states will stick less often. A downside is a medic in retreat will have no regen, and will not be able to heal. Drag is the standard drag unconscious player to safety it does now break aggro on target being dragged. So the medic can drag a pinned player to safety. Drag allows for no defense on the part of the medic, or offense the player being dragged gains a retreat bonus without suffering the reduced regen. The obvious price is the medic is entirely defenseless. Cover allows for complete defense of a target. All attacks aimed at the target will be intercepted by the medic. This is used for reviving incapacitated, or healing wounded players. The medic in cover can self heal, and act as a attacker. Only players with medic can activate, and make use of these stances.
STANCE 3.
The scouting stance is based on two combat stances, and one general utility stance. The two combat stances masked the character will move in a crouching style, and be harder to detect by creatures. Drawback moving very slowly. Bursting run which is the old burst run, but now it is limited to the scouting prereq, and branches. There will also be a passive speed boost so as to not interfere with other stances. The utility stance is a reserve stance for special terrain negotiations earned throughout scout, and its trees. Many areas in the game are going to be redesigned so a player might be able to crawl, climb, swim to bypass areas.
CERTIFICATIONS.
Certifications for weapons, armors, and item use will be spread evenly throughout all the combat professions. Expect nine weapons per mastery. Excluding the obvious CDEF standard issues. Additional items or weapons certifications may be gained through expansion blocks. You must gain a certification to use a weapon, armor, item.
CERTIFICATIONS 2.
Weapons are generally broken up profession wise into damage types. Most weapons will be of equal standing. A tusken rifle found in marksman will generally be equal to a T21. The greater emphasis is variability in damage types. Expect to not see a radical increase in speed, or accuracy mods in the skill sheet. While there will be some growth the greater emphasis will be on moves, and certifications. Rather then increasing skill attributes. There will be the standard damage fair. Marksman for example may be the energy/kinetic profession. While pistoleer might be Acid/stun. The more professions you invest in the more damage types you can make use of.
Important note. The creature redesign is being designed with varying resists in mind, and far more dramatic. Useing the right damage type makes for easier kills, and most dungeons will make equal use of varying resists. Forcing the players to want balance in a grouping context. A group of Eight players built exactly the same will be slaughtered. The plan is to have no more then ten percent of the population being a specific build.
CERTIFICATIONS 3.
Armor has two dramatic alterations from Pre Cu. The first alteration is armor is built as a suit. Each type of armor has pluses, and minuses. Each armor type will have innate strengths simply for being that armor type, and distinct weaknesses for that armor type in the area of resistances. Each armor will also have a built in immunity to one damage type. Example a player in composite armor will have less resistance to heat, and electricity, but will have a higher resist to kinetic, and acid. The player in composite will also have a immunity to chemical attacks Poison/disease. The plan is to make it impossible for the armorsmith to balance these suits. Raising a weak resist will cost a lot more then extenuating medium or high resists. The second change is armor certification each profession will have a armor certification. The more armor certs you have the more you can adapt to different enemies. Obviously some professions will have redundant certs.
CERTIFICACTION 4.
Equipment while there will be a lot of useful equipment to be used much of which will be consumable. I will quickly focus on the most interesting. Implants are nothing new to people who have played kotor. Implants act as a permanent buff until they decay. Implants can be equipped, and changed. Implants can provide increases in a skill mod, or a resistance to some effect. A example would be if you fight someone, and are using a blinding attack, and it is not seeming to stick they may have a implant that is mitigating it in some fashion.
PROFESSIONS.
There are four basic combat professions still. Marksman, Medic, Scout, Brawler. Each profession breaks into four sub disciplines, and just four. You will also need to master two low level professions to gain access to a elite profession. While the subdisciplines are set the hybrids are not.
MARKSMAN.
Breaks down into Riflemen, Pistoleer, Carbineer, Grenadier. There are common enough but grenades are supposed to be more critical then in Pre Cu. Expect real moves with grenades, and expect them to have effective states. Grenades are for use on mobs be them players, or npc. Traps are for one on one. Grenades are supposed to have total effective radius damage. That means any target in the radius will take full damage. Obviously classes with defenses may take less damage. The entire premise is to help players break up groups in PVE with attacks that may scatter enemies, and in PVP the use of grenades will punish healing blocks.
SCOUT.
First scout is getting a radical redesign. Most of the common features remain trapping, camping, masking scent, foraging. There are new skills at play. I will touch on the four old disciplines first. Trapping will now be usable on players. Traps should do unique state effects so as to not diminish those in other professions. Camps will be broken down into four types first aid, redoubt, rally point, bunker. First aid gives a massive passive heal, and a buff to healing. Camps come with a standard timer they will no longer abandon of their own accord. Redoubt is a camp that equips a passive aggro reduction, but also gives the players in the scouts group a passive defense bonus as long as they are in the zone of the camp. The rally point serves to enhance buffs, repairs, upgrades. This camp is deployed shortly before combat to prepare. Important note buffs have a radical redesign most buffs will be short term so applying them close to a engagement is important. Bunker is actually more of a GCW function the bunker camp can equip turrets, A bunker gives many bonuses such as missions, and will allow for a number of PVE events. A example I was given is that players could use a bunker to generate a attack by the other side they have to fend off. Bases are structures tethered to NPC cities dependent on who controls that city. I believe I have covered the maskscent so I will move to foraging. Scouts will still be able to forage, but expect the foraged food to be of higher quality, and to have unique uses.
SCOUT 2.
The new skills in scout that I have not already covered are telepresence, Droid combat, and enviromental awareness. Droid combat is a basic precursor to CH. Though everyone can use droids only scouts can use combat droids. Expect to find bomb droids here. Telepresence is a droid use skill that will allow a player to pilot a small droid over the terrain. The droid cannot do anything but it is useful to see around corners. Supposedly this will be very useful in story line missions. The droid has a limited range. Environmental awareness is a new feature for the entire game. The scout will get a bonus to radar use is bad weather conditions. There was a thought to only equip scouts with the radar feature, but that was deemed too great of an advantage.
Environment the plan is to make greater use of environmental effects. During the game when say a dust storm blows up most players will lose the use of their radar, and effectively be blind. Only players with scouting can safely navigate their radar will maintain some functionality. The player that doesn't stop may run into a very dangerous mobs. NPC mobs across the planets will vary in strength some will be able to kill any player regardless of level. Environmental affects also can damage players as a long dot. The dot may decrease ham, or apply wounds depending on the weather. They will increase damage to vehicles. The best option is to seek shelter in a city, or in a camp. Most dangerous weather will have precursor signs. Foliage changing colors, or the sky growing darker.
SCOUT 3.
Scout breaks up into Ranger, Creature handler, Raider, Explorer. Creature handler now carries the Bioengineering. The system is simple tame a creature, and you can then make use of DNA to create mutagens. That will allow you to upgrade your pets it is a risk reward system. So the more aggressive the mutation the more likely a failure is to happen. Much of CH remains the same except they will be the only profession that can make use of mounts. Combat can be done from mounts so it acts as a burst run line.
Ranger. Makes use of four new camps that follow a similar line to scout, but are obviously much stronger. They also have access to stronger traps. Ranger will get access to some new ranged weapons, and a new camo cloak. Think the old riflemen conceal.
Explorer is more of a unique loot collector. There is supposed to be some sort of tracking function in it to allow players to track down artifacts. This profession is for the player that focuses on looting above all else. The missions are supposed to take a lot of time, and have a few dangerous encounters.
Raider is actually probably the most ingenious class. This class has a incredible speed bonus, and comes equipped with high explosives. This class is designed to either pull enemies, or attack exposed enemies. The idea is for the class to run in fast hit hard, and try to get the hell out before death. Both the speed, and the attacks cost a lot of ham points. So there is obviously a lot of cool down, but probably would be a group favorite to have someone that could raid.
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