Tech Profession Integration

Status: 
Pending

The tech profession should be reinstated and mixed with the current professions in some way

making this to discuss this

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NikitaRus
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Joined: 05/21/2010
Agreed. I would totally like

Agreed. I would totally like to collect materials with my jedi/sith/merc and build stuff with tech. That would be amazing to help clan fights for stash.

As I remember the old T2 with tech prof, we had one clan member always on the battlefield building shield dispenser or ammo, to hold the battle together instead of looking for shield on the map.

This would be something similar, but this time no accout change would be requiered, and tech prof is called Agent, so it's more fight based and strategy oriented class instead of the old lazy building tech.

Euclid
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Joined: 05/23/2010
i think there should be

i think there should be sub-professions with in the main force-user one

so you would have your main force user profession: Jedi or Sith

and then you would have to choose between a number of sub-professions: Merc or Tech, for example

Mercs would specialize in weapons, while techs would specialize in creating items

there could be more sub-professions, although i can't think of any besides BEAST MASTER at the moment

Siebe
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Joined: 05/26/2010
well you could have the tech

well you could have the tech and merc

then like assassin (for those experience with the mind trick and with the saber)

um
general for combat heavy ones

the "beast master" could be one that can control NPCs to a point maybe

pilot one that has an unlimited jet pack and excels in sky combat and is weaker on the ground,

I like these sub professions idea alot

Euclid
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Joined: 05/23/2010
well mind trick is a jedi

well mind trick is a jedi power

beast master is my old idea of being able to spawn npcs as a profession but phred shot it down 500 times

pilot would only be useful on maps with ships, and even then ship fighting is never really useful

Siebe
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Joined: 05/26/2010
well pilot is also useful on

well pilot is also useful on maps that are in the open.

places where they have room to fly and such

also pilot could be able to float without holding the jp button down

Euclid
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Joined: 05/23/2010
useful on maps with ships,

useful on maps with ships, whereas tech and merc would be useful everywhere

they have to be equal in usefulness or else nobody would choose it

Siebe
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Joined: 05/26/2010
we should think of things

we should think of things that could make subspecialities in the combat area.

gladiator could be slower but higher damage and greater shield or something like that

stuff like that

Euclid
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Joined: 05/23/2010
well i was getting at things

well i was getting at things that added to the force user but didnt change the force user itself

Siebe
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Joined: 05/26/2010
well each sub profession

well each sub profession should have some strengths and weaknesses.

so we have to consider that oo

Euclid
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Joined: 05/23/2010
what i didnt mean

what

i didnt mean sub-professions that changed the core force-user and gameplay, just separate things like specialty with weapons and items

Siebe
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Joined: 05/26/2010
right, but each one should

right, but each one should have some sort of weakness that can be used to beat it with

like mercs now are weak against force pull/push

that kind of thing.

needs to stay

Euclid
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Joined: 05/23/2010
uhh the weakness will be

uhh the weakness will be inherent in the jedi/sith

sith can drain to avoid push; jedi can absorb

that's why it's SUB profession

RoboPhred
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Joined: 05/06/2010
Disregarding the rest of the

Disregarding the rest of the comments. Crafting for all professions was planned, and even partially implemented, but as it is I have no time to bring it to a working state.