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DocMorgan

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Posts posted by DocMorgan

  1. Please do this immediately!

     

    It wouldn't take much and would make these decorations easily become some of the best out there! As they are now, they're relatively useless, and look completely out of place, regardless of where you put them. Even with being able to move them a whole 20 slots in any direction, they still cannot rest flush against a wall.

     

    Please make the hooks for these decorations more reasonable!

  2. "Death's Regiment"

     

    1st Battalion, 13th Special Forces Regiment

     

    TheImperial113th.org

     

     

    Who We Are

     

    We are a relatively old guild on the Ebon-Hawk, and one of the very few Imperial military guilds. We do -not- recruit Sith, or force-users. We're a heavy role-playing guild with events at least twice a week. We have a well developed integration program for new recruits, which can be seen on our website. We also enjoy PvP, GSF, and end-game PvE including flashpoints and operations, but role-playing is our primary focus. A lot of us are active duty military men and women in real life, or veterans.

     

     

    What we're looking for

     

    Currently we're looking for more Imperial soldiers and loyalists interested in joining our ranks. We're looking for mature, adults interested in role-playing as a member of an elite, Imperial special operations force. We have no requirements on activity, and ask only that you attend our events and join us whenever you can!

     

     

    How can you enlist?

     

    Simply visit our website at.. TheImperial113th.org, simply click on the 'Recruitment' tab and fill out all the blocks! After that, we'll have reviewed your application within 24 hours and given you an answer!

     

    Thanks for reading.

  3. -Skirmish-

     

    What is Skirmish?

     

     

    Simply put, Skirmish is an RP-PvP event I plan on hosting roughly once a month, or perhaps even every other month. The intent behind it, is to further explore the conflict between the Sith Empire and the Galactic Republic, and role-play through a series of (potentially) large-scale battles. I envision people from both factions gathering together under one banner, discussing war-plans and putting together a solid set of tactics in hopes of crushing the enemy. Additionally I think it should be a lot of fun, and offer a unique opportunity to meet new people and characters, outside of the traditional 'gala/party' type atmosphere. Additionally it may add some conflict into RP, perhaps your character remembers that grisly looking bastard that gave them a new scar, and just so happens to spot them on a neutral world. Or even better it brings the potential for alliances and friendships. Arguably there is no greater bond than that forged in the fires of combat. Imagine your character being able to sit back with a fellow Veteran and regale others with their war stories.

     

     

    However, with the upcoming release of the expansion things will obviously be changing somewhat. Although Skirmish will still continue.

     

     

     

     

    How do you get involved?

     

     

    Join us at swtor-skirmish.com/ for a full list of our rules and upcoming events!

     

     

    Thanks for reading, and may the force be with you!

  4. Here's a few more images of Imperial troopers, created by SB.

     

     

    http://24.media.tumblr.com/99698766fc9f0b8e60716b2f5c6b7add/tumblr_mwda77FZDS1rd6zdyo1_1280.jpg

     

     

    http://media.tumblr.com/8017cf0273f85d3500a3e9b187f2ab2d/tumblr_mr69msdDmP1rd6zdyo1_500.jpg

     

     

     

    Two more by Lesatho!

     

     

    http://24.media.tumblr.com/2993a7809fe76d74924f87c6bd64833d/tumblr_mfz1z87ilH1re0uq3o1_1280.jpg

     

     

    http://fc09.deviantart.net/fs70/i/2012/341/4/2/death__s_regiment_by_lesatho-d5ndmnk.jpg

     

     

    Another by Emmarine!

     

    http://imageshack.us/a/img708/1228/113thb.jpg

     

    And one last one by Ravnie

     

    http://th04.deviantart.net/fs70/PRE/i/2013/297/a/6/death_s_regiment_by_gy4rados-d6rpk35.png

     

     

     

    And of course... what would this thread be without a few screenshots?

     

     

     

    http://i121.photobucket.com/albums/o238/IsraeliDefender/ZEROHOUR.jpg

     

     

    http://fc08.deviantart.net/fs70/f/2013/053/1/c/backgroundfin23feb_by_akerluck-d5vwi5q.jpg

     

     

    http://i121.photobucket.com/albums/o238/IsraeliDefender/AkerScreencap.jpg

     

     

    http://fc09.deviantart.net/fs71/f/2013/094/2/1/joker_by_akerluck-d60gmlz.jpg

  5. Seen by so many, but known by very few. This is the tale of the Imperial Trooper. He fought Havoc Squad on Ord Mantell, the Jedi Knight on Coruscant, The Jedi Consular on Ilum, and the Smuggler on Nar Shaddaa. His persistence has led to the many successes of the great Sith Empire, and yet he remains without a name, and perhaps without a future..

     

     

    The Imperial 1-13th on the Ebon-Hawk

     

     

     

     

     

     

     

    http://fc07.deviantart.net/fs70/f/2013/331/b/9/imperial_trooper_v3_by_akerluck-d6rjog8.png

     

     

     

     

     

    http://fc00.deviantart.net/fs70/f/2013/331/b/f/imperial_trooper_by_akerluck-d6vthzb.png

  6. Those are actually some excellent quest ideas man. Being able to go back and see how things had progressed or changed based on the decisions you made, perhaps even such as the Slave revolt on Dromund Kaas, would be amazing. It'd give players a real feeling like the decisions their characters are making are actually making a difference.

     

    In regards to the buildings idea. Even just one purchasable building that could be an instance large enough for ops groups would be great. Ships are awesome, but there's no real way to bring your guild together in one area privately. What about just having one large meeting type building, positioned on the Capitol planets that guild leaders could purchase?

  7. Thanks for replying!

     

    As far as the buildings, yes I think it'd be vital for them to be instances as well. Otherwise it'd just be a huge mess. But I think that the instances need to be able to support up to a full 16 or greater ops group. That way guilds can have meetings and various activities there.

     

    In regards to the neutral zones, sorry for the clarification. My meaning was that some areas would be completely neutral such as Voss of Nar Shaddaa. Perhaps a third party faction would be required along with an intense back story. But why not just another neutral planet such as how Manaan was in KOTOR? And I certainly understand the PvP issue, a lot of people don't like it. But perhaps having the PvP quest only obtainable from a PvP terminal might be acceptable?

  8. This would be an amazing addition to the game. Just have a little mini-game such as this would really be appreciated. Thanks for putting up this awesome thread and I hope the SWTOR staff sees this!
  9. To whom it may concern,

     

    Greetings SWTOR community! I'm a role-player from the Ebon-Hawk server. I'd like to propose my idea to the SWTOR staff and development crews. If you agree with my ideas or would like to see something similar, please post in this thread and support my idea! So, onto the idea...

     

    "Home worlds"

     

    - While I understand that both Dromund Kaas and Coruscant are entry level planets (10-15) they are still the center of the Sith Empire and the Galactic Republic. As such, I'd like to propose that they receive an expansion and are added upon. Right now, the game has added several additions to both planets, but for the majority they have remained entry-level planets that most people have no interest in visiting. Why not expand the main city areas of both? Add higher level vendors, and bring every amenity of the fleet down to the Capitols. Additionally you could possibly expand upon both to include a small series of quests. Unfortunately I don't have an idea for any quest ideas at this time, but I'm sure as people begin to reply to this thread we can all pitch in and build some ideas of what the community wants to see.

     

    - I think this would benefit the game by bringing players together. Right now the majority of role-play and any character interaction occurs on the fleet, and for good reason. Everything you could ever need is located there. But why should the vast Empire and the mighty Republic have so much invested into their space stations, rather than their home worlds? If both planets were expanded, it might bring higher level players back down to some of the starter planets, allowing them to offer assistance, chat, and give advice to lower level players. It also gives new players a glimpse at some of the new content that's floating about. A little teaser and a bit of eye candy for that new armor that was released or those new mounts. As for us role-players.. there's only so much you can do on a rather linear space station. So being able to have a full planet to move about, would be very much welcomed.

     

    Keypoints

    1. Expand the Dromund Kaas and Coruscant city areas.
       
    2. Insert additional vendors to both city areas.
       
    3. Add level 55 content to both planets.
       
    4. Possibly create a world event for both planets to highlight the new additions and bring attention to them.

     

     

    "Buildings"

     

    "The home should be the treasure chest of living." - Le Corbusier

     

    - The idea behind 'Buildings' is to give players and guilds alike an area to call their own, a 'home', if you would. Many people have often complained that it was a promised never fulfilled by SWTOR or Bioware. I've heard many others echo throughout the community that they'd love to have a building of their own that could be styled and decorated however they want. Whether it be to show off their accomplishments, a hideout, or even a guild hall. There's been a lot of talk about 'Guild Ships' and hoping that they'll come with the new space expansion, but most of us aren't even if sure if it's been discussed. I think this could easily be accomplished by the SWTOR development team and would definitely receive a lot of high praises and accolades from the community.

     

    - With 'buildings' you could easily add different phases on different planets such as Dromund Kaas, Coruscant, Voss, Makeb, Alderaan, and virtually any planet you'd like. Preferably, depending on the size of the humble abode, I'm sure most people would like up to entire ops groups to be allowed to enter. There's a lot of instances where guilds want to hold private meetings, whether they be role-play based or not, and having your own phase for an entire guild would be amazing. You could help regulate this by displaying a message at the entrance to the phase, saying that the player must purchase the building for 'x' amount and also possibly displaying some of the benefits that the building has, (E.g. up to an 8 person ops group allowed in, cargo hold access, 'x' amount of achievement displays and etc.) Which brings me to my next point, some of the benefits behind purchasing a 'building'.

     

    - Perhaps you could add various items that players would be able to purchase and have automatically added to their building, similar to the way the game currently uses ship upgrades. Players could purchase GTN terminals, training dummies, vendors, furniture, literally anything you can think of to upgrade their personal space and make it more personalized. Additionally you could make this a rest area, allowing players to rest in their own 'buildings' instead of just random cantinas.

     

    Keypoints

    1. Create building phases that players can purchase through either credits or cartel coins. (Whichever fits your fancy)
       
    2. Create several phases to allow entire ops groups to have entry, for guild meetings and such.
       
    3. Add these buildings to various planets such as Dromund Kaas, Coruscant, Voss, Makeb, and anywhere which might be popular.
       
    4. Create and add items or upgrades for these buildings to include, GTN terminals, Training Dummies, Vendors, furniture additions and such.

     

     

    "Neutral Zones"

     

    - Neutral zones are the main hubs for Cross-Faction role-play, the primary ones right now are Voss and Nar Shaddaa. Because of this, on most nights you'll find role-players of all types gathering on the Promenade for various events that people have scheduled and created. I think that the addition of more Neutral zones such as these, would strongly benefit role-players and allow them to convene even more. While satiating the numerous desires of role-players may not be the intent of SWTOR, I still believe that this idea is very valid. Some of the most enjoyable times I had on PvP servers were encountering random players of the opposite faction in neutral areas and taunting them into a duel. The problem is, we have beautiful worlds such as Makeb, which are so infested and cluttered with Mobs and enemy NPC's, that just trying to get where you're going can be a real hassle, much less fighting someone of the opposite faction.

     

    - I propose that both a neutral area and an open PvP area be added to Makeb or more planets. This would not only give these planets popularity amongst all servers, but also allow PvP'ers to create massive PvP based battles on the twisting terrain of Makeb. Right now I think most people that are lured into PvP on Makeb, are usually ganked while fighting a mob, seeing as how they're literally everywhere. You could even add PvP quests to these areas, or possibly world events to help create a rise in their popularity.

     

    Keypoints

    1. Create additional Neutral and PvP areas across various planets.
       
    2. Possibly add PvP quests or a world event to create popularity in these areas.
       

     

     

    I sincerely hope that you've enjoyed reading this and that you found some, if not all of these ideas to be interesting. If anyone has any questions or needs any clarification on some of my thoughts, by all means post below! I hope to hear from all of you soon!

     

    Thanks for reading,

    -Aker

  10. /prone - An emote to put characters into the prone, sort of like an alternative to /kneel where your weapon is put away and concealed. This would probably be well liked amongst role-players.

     

    /playdead - An emote where your character clenches his chest as though acting and then falls to the ground. Your character then continues to lay there until the player attempts to move or conduct any other action.

     

    /rest - An emote based on the military position of Parade Rest, as seen in various cut scenes of the game, in which the character folds his/her hands behind their back and spreads their feet to shoulder width apart.

     

    Or even just stances as suggested, something to give characters an alternative way to stand. Perhaps even something with their hands on their hips, hands in their pockets, or some of the ones suggested above. Thanks for reading!

  11. CLASSIFED: SECRET

     

     

     

     

    The Imperial One Thirteenth

     

    "Death's Regiment"

     

     

     

     

     

    Potential Candidate,

     

    You have answered the call to arms time and time again, upholding your duties as we all must to survive. This war demands more than the average soldier, in order to succeed on the battlefield, our Empire demands the best. Soldiers that can operate beyond the normal spectrum of combat, that can put aside their uniforms but not their cause. It takes guts, to fight and drive on when all the odds are against you, far beyond enemy lines, bogged down in the mud and grime while under fire. Loyalty, to carry the man beside you through thick and thin, to cast yourself into harms way, if only for the sake of your comrades. This war is about far more than just you and I, it's about our very way of life, the very Empire we stand to protect. If not us, than who? Do you have what it takes? To be more than just another number, to fight with the best...

     

     

     

     

     

     

    Introduction

     

     

     

     

     

    Death's Regiment is an Imperial Aligned Role-Play guild on Ebon-Hawk Server.

     

    As a Role Play guild, we feature a guild-story premise and a guild wide plot arc that takes place both in-game and on the forums and we put forth the effort to make it suitable for all different character types and professions. We are a military themed guild of Imperial Loyalists augmented by a Sith force to help aid the Empire in their attempts to seize control of the galaxy and bring all planets under the galactic Imperial rule. We encourage members to participate at a level they are most comfortable with; including RP, 'Mission' Events, Operations, Flashpoints, and casual PvP. Finally, there are no Alt Character restrictions, so there is plenty of questing and leveling to be had.

     

    If Death's Regiment sounds like a guild you may be interested in joining, please read our recruitment policy, and then fill out a Guild Application to begin the recruitment process. If you are from another guild and wish to form a relationship with us, please make a thread in the General Chat or send a PM to any of our available admins. We would also like to invite folks to join us on our Vent server and our public IC chat channel: /cjoin 13thComms.

     

    - Written by: Lesatho 08OCT2013

     

     

     

     

     

    General Rules and Policies

     

     

     

     

     

     

     

    1. Respect

    All guild members are required to respect one another and other players, regardless of faction, enemy players in PvP and Open World PvP zones, and NPC mobs. Pretty much, don't be a dick. We all love the game so don't make it lose it's fun for other folks out there.

     

    2. No strong sexual or violent discussions.

    This applies to both in-game and on the forums. While we make it a point not to recruit members under the age of 18, some exceptions are made. Don't carry on conversations of a strong sexual or violent nature and if somebody becomes uncomfortable with what you might be talking about and asks you to stop? Stop.

     

    3. Honor Your Commitments

    We will never force a guild member to do something they do not wish to do. However, if a guild member chooses to participate in any aspect of the guild, they are required to follow through with that commitment, and to adhere to all specific rules and policies. Should something arise that disrupts a member's ability to participate (vacation, family emergencies, etc), it is their responsibility to inform a Guild Leader or Officer.

     

     

    - Written by: Lesatho 08OCT2013

     

     

     

     

     

    The Application Process

     

     

     

     

     

     

    While there is a Sith section, it falls under a different command structure in order to keep troops under the command of the military rather than sith and overall control of the Regiment rests with the current Soldier Leadership: Major Aker and Lieutenant Qell'zik. The Sith command their own, but still fall under the military regulations that govern the soldier side of it all. Also employed by the Regiment are a number of mercenaries, contractors and technicians and they supported by Military Intelligence in the form of agents and the occasional Cipher. This is a non force user-centric guild with no real room for Sith progression.

     

     

     

    Death Regiment's recruitment process is fairly straight forward, which begins by filling out a Guild Application. We ask that all applicants be as detailed as possible in answering questions and prompts because it will be used by the guild and the officers as a basis for membership. Also, due to the level of mature content that takes place within the guild, we ask that all applicants be at least 16 years old, ideally 18. After your application has been approved by three officers within the guild, you will be notified in the same thread as your application and will receive a guild invitation in-game as a candidate.

     

    Once you have settled into the guild, you will be granted full membership after we, as a whole guild, feel as though you would make a good fit within our community. At this time you will promoted from 'Candidate' to the appropriate member status tag. We simply desire to maintain the community we have built up by limiting unnecessary drama from conflicting personalities, and adding players who are interested in the things we like doing.

     

    Here are a few recommendations for becoming a full fledged member after you've filled out an application:

     

    • Don't be a dick, ******e, or douche.
    • Actively talk to us via guild chat, the website forums, or Vent.
    • Actually play the game with us, whether it be Flashpoints, PvP, or RP.
    • Generally be around enough so that you're not a stranger to us.

     

     

    By using this method, final approval is not handled solely by the leadership but emphasizes an overall guild approval through interaction and attitude. If the candidate earns legitimate disapproval rather than approval, whatever issues caused the negative reviews will be addressed and given time to be corrected. If the issues continue though, the candidate will have the reasons why explained to them and be removed from the guild.

     

    Approving Admins are: Aker, Lesatho, CruelSpider, Damry, Vinice, Malunyn, MistahRistah, Mar'eyce and Adrala.

     

    All other member approvals are counted as "vouches".

     

    Now go forth and APPLY!

     

    - Written by: Lesatho 08APR2013

     

     

     

     

     

    Guild Lore

     

     

     

     

     

     

     

    The Founding

     

     

     

     

     

     

     

    The history of the 1-13th traces it's roots all the way back to beginning of the Jedi Civil War in 303 BTC. The unit was initially designated as the 13th Slave Regiment, and consisted of over 2,000 slaves collected across the Galaxy by the Sith Empire. During the sacking of Foerost, the Regiment was amongst the first Imperial units to seize the Republic dry-docks and land a crippling blow to the Republic fleet. Despite heavy losses, their ranks would replenished by those that defected. They went on, fighting from Roche to Lannik, engaging in hundreds of skirmishes and boarding party actions against Republic forces. Barely managing to survive the battle of Foless, the Regiment emerged with a staggering 80 percent casualty rate. The battle had proven to be a complete disaster, what was initially believed to be a small garrison of scattered republic troops, had actually been three divisions of Republic elite forces. Dozens of drop ships burned in the sky after being blown apart by punishing anti-aircraft emplacements, and even more forces perished on the surface, trapped and completely surrounded by enemy forces. It was during this conflict that the Regiment earned it's infamous title of being "Death's Regiment."

     

    In the years to come, the Regiment would have it's strength regained, the survivors of Foless rising in the ranks to eventually become veteran commanders, despite still being slaves. Fighting countless battles on end, the men and women of the Regiment prevailed against all odds. Being forced into the heat of battle as the tip of the spear, they proved themselves, constantly fighting for the hopes of freedom or a quick death. During the Dark Wars, the Regiment fought at the second battle of Onderon, their experienced commanders leading them to many successful ambushes and raids on Royalist military targets. Narrowly surviving the Sith civil war, the Regiment emerged once again during the Tingel Arm Campaign. It was here, that they would earn their freedom, that their claim to fame would be made, and where they would prove themselves yet again, against all odds.

     

    The fight for Belkadan, the Regiment's most glorious victory. Eager to test the Belkadan government's military, the Empire sent the Regiment as it's initial shock troops. Despite being out numbered nearly 3 to 1, COL. Vance Karrics, a veteran of the Jedi Civil War, led the Regiment in a series of daring assaults and raids, overwhelming the Belkadan defenses by exploiting their weaknesses. Consistently he used aggressive hit and run tactics, disabling enemy communication centers with small squads of infiltrators before attacking with his main force. A full three days passed, without the Regiment having passed a single transmission to their orbiting fleet. Finally the silence was broken, COL. Karrics announced that the planet had been successfully sacked, and that the principle authorities of the planet officially surrendered.

     

    For their heroic actions on Belkadan, and continued service towards the Sith Empire, the 13th Slave Regiment was officially deactivated and the survivors were granted their freedom. COL. Karrics was to reside on Belkadan and serve as Governor of the planet, and emissary of the Sith Empire. To the surprise of his superiors, Karrics refused, arguing that he and his men were best suited for combat, and wished to serve the Empire even still. Although many took the opportunity to gain their freedom, hundreds of others, dedicated to Karrics' cause remained loyal to the regiment. On 28 BTC, the unit was officially re-activated as the 1-13th Special Forces Assault Regiment. COL. Karrics was promptly promoted to the rank of General, and in turn was tasked with not only leading the regiment, but also with training it's soldiers, establishing standards, and creating a professional fighting force, capable of infiltrating enemy lines and conducting small unit raids and ambushes.

     

    -Written by: Aker 21OCT2013

     

     

     

     

     

    Equipment Overview: Armor

     

     

     

     

     

     

     

    System booting...

     

     

    System Online. Enter query.

     

     

    Armor Systems: 113th Regiment

     

     

    Searching...Error, subject classified. Enter passcode.

     

     

    XXXXXXX (Whatever your passcode may be)

     

     

    Passcode accepted. Searching...

     

     

    Match found. Displaying all known files.

     

     

    113th Armor Review: CAE(Combat Ability Enhancement) Type-A Combat Suit

     

     

    VARIANT:CAE Type-A Combat Suit-1142/A

     

    This version of the Combat Suit is designed to optimize firepower, the ability to suppress enemy combatants, and to assist in frontline fighting. 1142/A comes standard with a small bit of extra protection, moreso around the torso, upper legs, head, and upper arms. This leads to more adequate protection, without sacrificing too much of the operators maneuverability. In addition, the HUD offers several different vision modes, as well as automatically marking vital targets, and targets of opportunity, should they arise.

     

    Extra pouches are also included on the armor, as to help hold more ammunition, or other things that the operator may carry. The optional bandolier adds more pouches, as well as an area to easily sheath a knife, with mag-lock seals, that keep the knife in, unless it is directly pulled downward.

     

     

     

    VARIANT: CAE Type-A Combat Suit-1123/R

     

     

    This version was designed to optimize recon capabilities in Operators, sporting a bit less protection as to put less weight on the Operator, allowing them to move more quickly, and effectively. Built into the helmet, is a multitude of vision modes, including built in electrobinoculars, which, while not as powerful as a normal pair of electrobinoculars, still allows for the Operator to see a great range out. The HUD comes standard with a motion sensor, which works up to 25m. USER NOTICE! Combatants moving slowly will not be displayed. Only those who are moving quickly will be shown.

     

    The pack of the armor has been removed, as to take weight off the user. This will prevent the user from using the pack as a way to store equipment, alternative means are recommended. The knife sheath is built halfway up the left bracer, to allow for quick access.

     

     

    VARIANT:CAE Type-A Combat Suit-1165/D

     

     

    This version of the Combat Suit is designed with the intent on aiding Demolition specialists. Sporting better protection all around, this variant offers the second most protection in the line of armors. Standard gear included with this variant, includes a wrist-mounted grenade launcher, capable of firing most types of grenades, except thermal detonators. The armor also comes with more places to store ordnance, which are shielded should stray blaster fire strike them. USER NOTICE! Shielding will only last two or three hits, be warned. The pauldron has been removed from the armor, though the bandolier is retained. The location of the knife sheath remains the same as standard armor.

     

    The HUD automatically marks potential targets for demolition, including enemy armor and structures, and a button on the bracer of the armor allows the operator to detonate charges remotely. The pack has been slightly enlarged as to allow for more holding space.

     

     

    VARIANT:CAE Type-A Combat Suit-1138/M

     

    This version of the suit is optimized for use by those trained as medics, or combat medics. Sporting an enhanced HUD for medical purposes, used to scan injured persons and determine the extent of their injuries. The bandolier and pauldron is removed as to make the armor somewhat less bulky. The backpack remains, slightly larger. The armor also comes equipped with a dart-launcher that can fire an array of darts. From kolto, to painkillers, to stimulants, even poisons when the need arises. Beyond that, the armor contains several elements to the Assault variant.

     

     

     

    - Written by: Kerix 28DEC2012

     

     

     

     

     

     

     

    Character Specialties

     

     

     

     

     

     

     

    Below are the IC specialties for SF Operators and Regular Imperial Military for the guild which are known as attachments to DR. In your applications when asked your characters IC job/role, you can put one of these highspeed specialties!

     

     

     

     

     

    Operator Specialties

    The best trained special forces the Imperial Legion has to offer, these men and women of near super-humanoid physical, and mental ability are expected to master all manner of what is known as "Operator Skills" which range from weapons operations, combat tactics, airborne and air assault operations, interrogation, and reconnaissance to name a few. All of these jobs are done far behind enemy lines, against overwhelming odds, with little to no support. Failure is not an option, and defeat and surrender is not in their vocabulary. They remain calm and focused under stress and are not rattled easily. Outside of these skills there are four main specialties that an Operator can have as their primary specialty. Later on in their career with experience and time in service they may select a secondary specialty, further specializing them and making them more deadly on the battlefield and an asset to The Empire.

     

     

     

    Weapons Operator: Widely considered throughout the Imperial military community as the best combat experts and best shots far and wide, Weapons Operators are subject matter experts on all manner of weapon from the small arms to rocket launchers. Excellent eyesight, hand-eye coordination, and top physical condition are expected of all operators but more-so of the Weapons Operators. To these soldiers, most problems are solved with well placed shots center mass. Within Weapons Operators one might find snipers, machine gunners, pistoleers, or riflemen.

     

     

     

    Engineer Operator: These operators are specialists across a wide range of disciplines, from demolitions and constructions of field fortifications to topographic survey techniques. While mostly expected and utilized to place explosives in order to make breach points or destroy enemy buildings, vehicles or equipment, these individuals also serve as the expert craftsmen, and builders however utilized in a combat role. Often times these operators are thinkers, ponderers, and quite creative in either their application of explosives or innovation in invention of a tool or apparatus to complete a mission or to come up with a solution to a problem that might have their more trigger happy counterparts stumped.

     

     

    Medical Operator: In the area of first-response medical treatment, these men and women are second to none. With the ability, supplies, equipment and know-how to treat all manner of wounds in combat, or in the operating room (To a degree), they are heavily relied upon by the other operators to keep them patched up and in fighting condition either through temporary medical treatment in the middle of a fire fight to keep them alive long enough to get out of the combat zone or in a more stable medical facility or operating room to simply keep them alive to recover and fight another day. Often times, many Medical Operators will develop a "motherly" or "fatherly" or big "brotherly or sisterly" care for the other Operators they serve with. Constantly bugging them to "Go get that checked out!" or "Take this medication!" or "quit walking on that bad leg!" They focus on the physical and mental health of these other highly trained Imperials so that they can focus on their respective jobs. Truly a vital role.

     

     

     

    Communications Operator: From satellite comms, to radio, to carrier pigeons these operators must exist and must be subject matter experts in their chosen field in order to allow everyone else to communicate effectively. Generally known as the "Tech-guy" these experts in all things electronic and computerized keep the lines of communication open and clear. They call in the airstrikes, the medevacs, and the air recon's. They also play the cat and mouse game of electronic warfare with the more advanced enemies like the Hutts or Republic where jamming signals and corrupting data can mean life or death for high risk soldiers like the operators of Deaths Regiment. This operator could be the communications expert or the hacker or all other manner of information and communication technology expert.

     

     

     

    Imperial Attachments

    Outside of the above mentioned soldiers are attachments to Deaths regiment. While they work very closely with the regiment in the day-to-day operations and missions they ultimately report and answer to a higher or different command. They range from Imperial Intelligence agents or spies to civilian medical personnel to contracted bounty hunters and mercenaries.

     

     

     

    Imperial Intelligence: Spies, assassins, military intelligence and secret police, these agents represent the darker and shadowier side of the Empire and represent a valuable asset to the contrasting soldiers of Deaths Regiment. While they do fall under the chain of command, answering to the Commander and senior leadership, they take their general directives from their parent unit. They augment the unit by filling the roles that conventional and unconventional warfare does not fill. Where a strike team stacking on a room and clearing a building might not be the best choice, an agent from Imperial Intelligence who is trained in various forms of assassination might find a more clever way to accomplish their goal. Poison, accidents, or framing perhaps? The methods of their jobs are as varied as the agents themselves.

     

     

    Military Support: From the ranks of the regular Imperial Legion, many soldiers choose to step forward and serve in the special operations community, but not exactly in the line of fire or in an Operator capacity. They are the ever valuable and completely vital clerks, cooks, and mechanics. While the operators and agents might be forward of the TOC, pulling the trigger, planting listening devices, or blowing up enemy tanks, a mechanic is back at base working on vehicles while a clerk pushes through the paperwork necessary to facilitate the violence, a cook prepares the meals and a supply sergeant counts rifles. Not the cutting edge of warfare, no, however required and very appreciated by the tired operators upon their return.

     

     

    Contractor:[/color] A politically correct term, contractor is only a name on paper for what these individuals really are: Bounty Hunters. They are hired, either on a long-term contractual salary or a job by job basis. They either accompany the unit on missions as combat multipliers or are sent alone or on teams without the unit to accomplish missions for various reasons the unit is unable to do themselves. They do a wonderful job in filling in the gaps where normal military cannot fill and always have a wide variety of other skills and talents that seem to help the regiment quite frequently. Not as honorable or prestigious as the Operator, but necessary none the less. They hunt, observe, capture, rescue, destroy, negotiate, bargain, deliver, and steal as required by the commander and have even been known to be hired as personal body guards or mercenaries by certain high ranking soldiers or Sith Lords who can afford them.

     

     

    Other: Given the varying and wild missions and purpose of the Imperial 13th SFG, there is no telling who or what else might be attached or assigned to this band of merry killers. Navy captains, Moffs, sooth-sayers, celebrities, store-owners, lawn care specialists, barbers or babysitters to name the most random things that come to mind. This category fills the tiny gaps in and around the regiment that might need filling by this strange profession that you might have. Sell yourself!

     

     

    - Written by: Kerix 29JUL2013

     

     

     

     

    Propaganda

     

     

     

     

  12. I can agree with that Pairaka, it's a royal pain trying to role-play an Imperial trooper when very few players actually possess the Imperial trooper armor. The only armor even relatively close is the Imperial pilot's suit or the TT-15A Powertech armor. But yes I most certainly agree that the collector's edition vendor should remain the same, making it bind on legacy though would be another plus for Collector's Edition holders.
  13. Dear Bioware/Moderators/Fellow members of the community,

     

    I'm writing this in request for one simple piece of armor which is already implemented into the game, the Imperial Trooper armor. While I thoroughly understand that it is an invaluable bonus for the collector's edition holders, I also think that both Bioware and the community could benefit from it being placed into the general population. I'm not suggesting that the armor be a simple drop, however with the upcoming 1.5 update including the 'Cartel Market' system, adding it should be considered. While there's already several very attractive sets on the market, there is nothing similar to the Imperial trooper armor what-so-ever. I know many players, including myself would shell out whatever the price of cartel coins necessary to acquire this set of armor. And perhaps as an added bonus, the cartel market set should be re-skinned slightly different and made to be 'Bind on Pickup' while the C.E. vendor's set could be Binds on Legacy. This would still offer a significant benefit to collector's edition holders, but meanwhile satisfy the desires of the community, and possibly be a profit to Bioware. Lastly with the Cartel Market addition, Republic trooper armor is already being included and purchasable for Imperial players, therefore it would only seem fair to have a similar option for Republic players to purchase Imperial trooper armor, should they choose to do so.

     

    Another exciting addition I would love to see in the future would be more end-game space missions. While I'm sure this is already in the works, the current end-game space mission for the Empire 'Ascendency Barrier' is a relatively easy mission once above the grade 5 ship parts. Also this mission rewards players with 20 fleet comms, and I believe 3 daily comms per day. I believe removing the daily comms should be considered, and more space missions should be added in place that offer not only the daily comms, but also even more fleet comms. The Imperial pilot's chest-piece costs 250 fleet comms which takes literally takes over 13 days of grinding this final space mission, unless players revert back to completing lower level missions and gaining significantly less fleet comms as a result. If more space missions and fleet comm redeemable items were added, this would significantly raise the number of space missions completed by end-game characters. And if Bioware truly wants to make a profit off of this, they could even make the end-game space-missions purchasable on the Cartel Market.

     

    So yeah, there are my two little ideas ladies and gentlemen, mostly I'm a proponent to adding the Imperial trooper armor but I'll settle for anything similar. I'll even draw you concept sketches, texture, heck do anything it takes to see that Imperial trooper armor come to life. By all means just let me know.

     

    http://1.bp.blogspot.com/-ckUUujOnVrA/Tf6_nZPitnI/AAAAAAAAEZI/XmBN4eXci-E/s1600/img-ab_imperial_trooper.jpg

     

    Thanks again for taking the time to read all of this,

    -Doc

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