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