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------------------------------------------------------------------------------------- Imperial Officer: An enlisted officer in the Imperial Army. ------------------------------------------------------------------------------------- Faction: Sith Empire • Attribute: Subtlety. • Resource: Power • Armor Proficiency: Light. • Weapon Proficiency: Blaster Rifle. Advance Class: Dragoon • Roles: Healing, Range DPS. • Armor Proficiency: Light. • Off-hand: Generator. • Weapon Proficiency: Assault Cannon Specializations: o Apothecary: Advances the Watcher's technology to treat wounds and heal their allies in combat. o Sentry: The Watcher is key in combat, to scout ahead to find and eliminate enemies, especially the unseen ones. o Subterfuge (Shared): To get away quickly or to keep the enemy on their toes in combat, these tricks and traps are essential. Advance Class: Watcher • Roles: Range DPS or Range Stealth DPS. • Armor Proficiency: Light. • Off-hand: Generator. • Weapon Proficiency: Blaster Rifle. Specializations: o Surveillance: Up in the frontlines, the Dragoon's goal is to take out the enemy and get out quickly. o Reconnaissance: Focuses on using stealth and tricks and traps to take out the enemy. o Subterfuge (Shared): To get away quickly or to keep the enemy on their toes in combat, these tricks and traps are essential. ---------------------------------------------------------------------------- If you want to learn about the other classes or attributes, go to my main thread which links to the other classes, click the link below. Main hub.
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------------------------------------------------------------------------------------ Republic Spy: Member of the Republic Strategic Information Service (SIS) ------------------------------------------------------------------------------------- Faction: Galactic Republic • Attribute: Subtlety. • Resource: Power. • Armor Proficiency: Light. • Weapon Proficiency: Blaster Rifle. Advance Class: Ranger • Roles: Healing, Range DPS. • Armor Proficiency: Light. • Off-hand: Generator. • Weapon Proficiency: Sniper Rifle. Specializations: o Corpsman: Teaches the Ranger to heal and treat critical wounds in the heat of battle. o Pathfinder: The Ranger is a survivalist who tracks down and eliminate their foe, those seen and unseen. o Stratagem (Shared): These tactical skills leave the enemy stunned with utilities and tricks that can turn the tide of battle. Advance Class: Infiltrator • Roles: Range DPS or Range Stealth DPS. • Armor Proficiency: Light. • Off-hand: Generator. • Weapon Proficiency: Blaster Rifle. Specializations: o Covert Ops: The infiltrator is all about time, a quick trigger finger, and planning perfect execution. o Espionage: Enhances stealth technology for the Infiltrator and close-range combat for guerilla or hit-and-run tactics. o Stratagem (Shared): These tactical skills leave the enemy stunned with utilities and tricks that can turn the tide of battle. ---------------------------------------------------------------------------- If you want to learn about the other classes or attributes, go to my main thread which links to the other classes, click the link below. Main hub.
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------------------------------------------------------------------------------------- Imperial Guard: Proud and Loyal Guard of the Emperor ------------------------------------------------------------------------------------- Faction: Sith Empire • Attribute: Morale. • Resource: Dominance • Armor Proficiency: Medium. • Weapon Proficiency: Force Pike. Advance Class: Bloodguard • Roles: Melee Tank, Melee DPS. • Armor Proficiency: Heavy. • Off-hand: Darkblade, Shield Generator. • Weapon Proficiency: Force Pike, Electorstaff, Techstaff. Specializations: o Honor Guard: This training of the Bloodguard allows them to become an unstoppable hand of the Emporer. o Devotion: Bloodguards know no pain and never surrender, defending allies while absorbing enemy attacks. o Valor (Shared): Teaches the greatest honor in serving, while being able to charge into battle without fear, pain and remorse. Advance Class: Executioner • Roles: Melee DPS or Melee Stealth DPS. • Armor Proficiency: Medium. • Off-hand: Darkblade. • Weapon Proficiency: Force Pike, Electorstaff, Techstaff. Specializations: o Verdict: The Executioner further trains into stealth and exploiting foes when they are vulnerable. o Execution: The Executioner is trained to become a deadly force that spares no one. o Valor (Shared): Teaches the greatest honor in serving, while being able to charge into battle without fear, pain and remorse. ---------------------------------------------------------------------------- If you want to learn about the other classes or attributes, go to my main thread which links to the other classes, click the link below. Main hub.
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------------------------------------------------------------------------------------ Renegade: A former Imperial, now prisoner of war and conscript to the Republic Military. ------------------------------------------------------------------------------------- Faction: Galactic Republic • Attribute: Morale. • Resource: Dominance. • Armor Proficiency: Medium. • Weapon Proficiency: Vibro-ax. Advance Class: Privateer • Roles: Melee Tank, Melee DPS. • Armor Proficiency: Heavy. • Off-hand: Switchblade, Shield Generator. • Weapon Proficiency: Vibro-ax, Electorstaff, Techstaff. Specializations: o Enforcer: A renegade further enhances melee skills and a devestating brawler. o Toughness: A renegade learns to brush aside pain from enemy fire, and being able to intimidate and overpower enemies. o Martial Skill(Shared): Skills that literally takes the fight to the enemy and utilities that assist in combat. Advance Class: Brigand • Roles: Melee DPS or Melee Stealth DPS. • Armor Proficiency: Medium. • Off-hand: Switchblade. • Weapon Proficiency: Vibro-ax, Electorstaff, Techstaff. Specializations: o Plunder: The brigand becomes a dangerous storm of raw melee attacks. o Menace: Enhancing stealth, the brigand can sneak in, take out an enemy or escape from enemy attacks. o Martial Skill (Shared): Skills that literally takes the fight to the enemy and utilities that assist in combat. ----------------------------------------------------------- If this idea were to be happen, the voice of this character would be Imperial (ie: British). Since the Sith have Bounty Hunters who are not "imperial" it would be fair to have a non-"American" accented playable character. Companions would be other prisoners (either criminals or POW's) or outlaws in general: pirates, smugglers, bounty hunters, drifters, whatever. ------------------------------------------------------------ If you want to learn about the other classes or attributes, go to my main thread which links to the other classes, click the link below. Main hub.
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Guess what? Another update I just can't be satisfied. Now I made this thread a central hub to divert readers to the rest of the classes and mechanic/attribute discussions. Have fun.
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This thread is designed to show the classes' new attribute system and combat mechanics. Nothing in this thread is confirmed and only opinion and speculation. ------------------------------------------------------------------------------------- New Attributes: Morale: Increases melee and critical chance with tech-weapon damage and skills and decreases some damage taken. Subtlety: Increases damage, healing, and critical strike and critical healing with Tech based skills and boosts their combat probes. New Resources: Dominance: This resource works similar to how the Rogue in WoW or Rift, where you build up combos and then use a finishing strike or ability that uses up the charges to null. Many will argue that this will be similar to Jedi Knight or Sith Warrior's focus and rage, respectively; no, there are only six charges. If the Dominance points are at max, it is advisable to spend the points ASAP. Power: This resource works similar to Wow Cataclysm-era Hunters, Officers/Spies use Power whenever they do attacks or summon a Probe. When they are out of or low on Power, they cannot use many offensive/support abilities, otherwise the Officer/Spy will have certain abilities that recharge the Power. Unlike Smugglers and IA who’s Energy recharges every second, theirs do not recharge, they need to use these Power-generating abilities to recharge their Power resource. New mechanics: Morale-users: The object for these classes is to build and max up Dominance points (or Combo Points in other games). Instead on a target, the resource bar will tally each point. Finishing moves (or Executions in-game) will be unlocked once Dominance points are equal or greater than one, and will scale each point until it maxes out at six. o Tanks gain a chance to gain a combo (Dominance point) when taking damage. Use Finishing moves to increase defenses, a mini-heal, or to deal damage. DPS'ers gain a chance to gain a combo when completing an execution/finishing move or when attacking with combo-creating abilities. Use Finishing moves to increase melee speed and to deal damage. Subtlety-users: This is a “pet-based” class, where they summon a temporary Probe droid to assist in combat in a particular role, kind of similar to Shaman’s totems from WoW. o Healers (Ranger/Dragoon) can summon a Healing Probe to assist in healing, while other talents will aid the Officer/Spy in healing in general. The Probe can be cancelled or destroyed in combat. o Damagers use an Assault Probe that aids in combat, doing damage along with the creator for a very short period of time. o Stealth-based DD's (Watcher/Infiltrator) use a Sapper Probe that aids in combat, dealing damage along with the creator, and when killed, duration ends, or simply detonated, will cause an explosion, dealing an AE attack around it. o Officer/Spies of any role can have a Sentry Probe that supports the creator or group by decreasing incoming damage to all members in the party/operation. ---------------------------------------------------------------------------- If you want to learn about the other classes or attributes, go to my main thread which links to the other classes, click the link below. Main hub
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YES! Agreed.
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"Advanced Classes = Fundamentally Different Class Designs"
coldeyeXperience replied to JKhayos's topic in Suggestion Box
This. Although I disagree in some of your points, I do aprove. Most people, and I stress that, want to choose a class with a unique play style from other classes, whereas WoW (as you stated) made many classes very similar to one another, but different in name only. I don't want ToR falling for the same thing. -
This is what I think how Bioware's share tree specializations work: it's a Utility tree that can have points be put in, but just increase an ability/stat/etc. Or it's one of those "pick a play-style you like" kind of things. Otherwise, I think your idea would be cool, but it wouldn't be really balanced if everyone could heal/tank, you wouldn't need other classes, imo.
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New update: added Imperial Officer and Republic Spy "Power" resource, combat mechanics, and some updated information for the Renegade/Imperial Guard.
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Easy way to improve space missions
coldeyeXperience replied to Leprechanus's topic in Suggestion Box
Thank you for adding that, I forgot to mention it in my earlier post. Yes, money, but it feels like a job. I wouldn't get into my personal space ship and fly in on a space mission and go "okay, another day another dollar," no, I want it to be an adventure, like a Star Wars movie, not a job! That's why I really don't like Ilum, it's a daily hub, not adventure. -
Easy way to improve space missions
coldeyeXperience replied to Leprechanus's topic in Suggestion Box
LOL! This is actually in-game, especially the higher level ones. However, they are so predictable in terms of flight path, and most of the time they escape quickly behind an asteroid. -
Easy way to improve space missions
coldeyeXperience replied to Leprechanus's topic in Suggestion Box
Totally agree on everything above. Your idea would inspire competition, a reason to do them besides getting free exp, tokens, titles. Also, add something of a curve-ball during the mission, because most of the time i can expect where the guy comes in and leaves. Love the idea. -
I don't want to sound like I'm redirecting to or endorsing my thread, but take a look at my thread i made some time back of class ideas.
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Update: New explanations for new attributes, new resource and mechanics for new the classes and clarified their roles based on the mechanics. Enjoy and keep the recommendations and opinions flowing.