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Which solution do you prefer? (Note: This is for user opinion feedback only. The final decision will acount in several other factors.)

Hutt Cartel
Shadow Collective

Voting closes: December 28, 2018, 10:32:38 PM

Shadow Collective Faction Announcement

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Shadow Collective Faction Announcement
« on: November 28, 2018, 10:09:33 PM »
 

Marko

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I'm just going to use this thread to be able to brainstorm and organise the next new faction idea.

The new faction design is an attempt to introduce an entirely assymetric, seemingly 'unbalanced' faction. It doesn't follow the absolute balance rules(symmetric classes, weapon categories etc.), and it doesn't have a specific counter-faction.

The idea was born after inspecting some Turmoil Across the Stars assets, Mongol has designed practically every single outfit and most of the weapons we'd need to equip either of the factions we decide to implement, therefore we can do this in a realtively 'free' way in terms of time and resources!



Shadow Collective

The Shadow Collective was very short lived coalition of the Hutt Cartel, Nightsisters, Death Watch, and the Black Sun crime syndicates.

Key traits:
  • Less asymmetric warfare(more limited force users and lack of only the top military grade weapons being the only drawbacks)
  • Higher base movement speed for light units
  • Only lightly lighter weaponry compared to other factions
  • High uniform and appearance modularity
  • Less potent force users.
  • Highly potent melee weapons for all classes

Class list:
  • Nightsister
    Spoiler: ShowHide

  • Hutt Guard - Medium/Light armoured, equipped with standard and light blasters. Standard infantry unit.
    Spoiler: ShowHide

  • Black Sun Soldier - Heavily armoured, heavy machine gun and heavy weapons specialists for the Shadow Collective
    Spoiler: ShowHide

  • Hutt Marksman - Medium armoured, sniper and marksman weapons.
    Spoiler: ShowHide
  • Smuggler - Very lightly armoured, fast moving, unconventional weapon equipped troops.
    Spoiler: ShowHide


  • Supercommando - Medium armoured, equipped with jetpacks.
    Spoiler: ShowHide

« Last Edit: December 12, 2018, 10:09:51 PM by Marko »
 

Re: New Faction Concept and Idea
« Reply #1 on: November 28, 2018, 10:32:50 PM »
 

Marko

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Poll added.
 

Re: New Faction Concept and Idea
« Reply #2 on: November 28, 2018, 11:29:18 PM »
 

Ianitori

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Some weapon suggestions pulled from places such as swotor and the clonewars cartoon

Possible carbine/smg model
Spoiler: ShowHide


Pistols (The first one could easily be a specialised weapon for the smugglers only, increased firerate/ different stats)
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For deathwatch i noticed that the pistols and primary weapons are basically the same but am including 2 images anyway

Pistol - Called the westar 35 i believe, could be wrong
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Carbine/Rifle
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Re: New Faction Concept and Idea
« Reply #3 on: November 29, 2018, 06:21:32 AM »
 

Funky

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Obviously imma vote shadow collective. I know how damned cool that bow is and I want it.
 

Re: New Faction Concept and Idea
« Reply #4 on: November 29, 2018, 06:34:47 AM »
 

vengeful

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Suggestion for the Smuggler and how to make him interesting.

2 Options for the Smuggler. Pistols get buffed overall in the mod (They need it imo) or the Smuggler gets his own slightly stronger pistol.

1st Slot: Pistol, Twin Pistol
2nd Slot: Knife, Pistol?, Detpack fuse
3rd Slot: 3(2) Frag grenades, 5(3) smoke grenades, 5 Det Packs
4th Slot: Ammo

So its gameplay would be mainly about the usage of usables, supported by the light loadout you would be pretty fast.

Also Detpacks should definitely be destroyable by shooting them, otherwise there is no way around them and it just feels bad having to sacrifice a player to push a detpack player.

Edit:
The Bow for the Sisters should definitely have energy bows and arrows, like in the show.

Spoiler: ShowHide


Edit:
Darth Maul was the Leader of the Shadow Collective, so you could even give them the option of taking him as a full Jedi (So he would be regarded as Jedi in events and the Night Sister as Padawan, for rules) That way we would not see their strong force user in events, so we still have assymetrical factions.
« Last Edit: November 29, 2018, 12:33:49 PM by vengeful »
 

Re: New Faction Concept and Idea
« Reply #5 on: November 29, 2018, 01:05:25 PM »
 

Marko

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snip

Good reference material!

Obviously imma vote shadow collective. I know how damned cool that bow is and I want it.
Mark tested the bow, all is fine and dandy...but there's no crosshair on the bows for some reason so that'll be another thing to fix.

Also Detpacks should definitely be destroyable by shooting them, otherwise there is no way around them and it just feels bad having to sacrifice a player to push a detpack player.
This is going to be very difficult to implement, but I have been thinking about this for a while now. It's a very necessary thing, but it'll take a while for me to figure out how to implement it. Also the bows are energy, and will fire energy ammo. I'm not sure about Maul, implementing one unique character that can potentially be spawned more than once is always a potentially bad idea. I have been toying around with the idea of a 'team leader' class which is globally hardcoded to a 1 person limit, but the implementation isn't top priority now.
 

Re: New Faction Concept and Idea
« Reply #6 on: November 29, 2018, 01:58:43 PM »
 

Funky

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Mark tested the bow, all is fine and dandy...but there's no crosshair on the bows for some reason so that'll be another thing to fix.


ye I know, i tested it too in sp, they are cool as hell though. I have a sneaky suspicion that the crosshair doesn't show up because right click with the bow is already used to take an arrow out of the bow.
 

Re: New Faction Concept and Idea
« Reply #7 on: November 29, 2018, 02:49:56 PM »
 

Flint

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I'll vote shadow collective for sure. I like how there are nightsisters and that supercommando armor looks really cool
 

Re: New Faction Concept and Idea
« Reply #8 on: November 29, 2018, 03:09:25 PM »
 

Marko

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I'll vote shadow collective for sure. I like how there are nightsisters and that supercommando armor looks really cool
Here: ShowHide
 

Re: New Faction Concept and Idea
« Reply #9 on: November 29, 2018, 03:41:13 PM »
 

Chainsor

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Re: New Faction Concept and Idea
« Reply #10 on: November 29, 2018, 04:36:03 PM »
 

Mark

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Got a suggestion from an ex player and friend of mine for the Smuggler class. Posting it here so I won't forget and so that it can be taken into discussion:

Spoiler: ShowHide
Nightfuego Today at 12:15
Suggestion. Make the smugglers kind of like pseudo jedi
- Give them a shield which kind of works like force counter, and maybe allow them to wield a pistol with it, as the only class which can
- To balance that frontal defense, give them weaker armor, so that theyre really squishy.
- Hard shell, soft insides. Like a turtle, or a frozen York peppermint patty
- Alternatively, maybe give them something that works like force healing (put in the same slot as the shield, so they cant have both), and something like force offence. Maybe a short jump pack which operates as a slightly worse force jump would be nice too, alternatively allowing them to equip something that increases their armor a little bit might be a good choice.
- Next... for their pistol, allow them a choice between a weaker pistol, with higher mobility (lower weight), and higher fire rate, a slightly stronger pistol with lower mobility, and a lower fire rate to match, and a light rifle which is incompatible with the shield, and should basically just be on par with whatever you give the other troops.
- Maybe allowing them to dispense powerpacks also, in the shield slot, might be a decent ability, especially for siege maps
- If Im not mistaken, there should be two weapon slots left.
     - One could be grenades or a powerpack
     - And the last one should probably just be a powerpack

So, in summary, I know you probably won't use this, but, the smugglers would be a high mobility pseudo-jedi of sorts. Low damage, high utility. The shield would be a worse force counter, cuz it's a shield, which wouldnt cover your entire body. In return for that, however, they also get to use their pistol to fire out from behind it. They could play any real role necessary for their team, from super AoE medic or ammo boy in a siege, to spearhead assault unit with their offensive buffs or shield. Theyd be a high value target, however, with low health, or if they choose, low mobility.
That could possibly solve the hutt cartels not having a force user issue... plus. Their greatest strength seems to be versatility and speed.  So. Why not give that to them?
Maybe allowing the smuggler a choice between a smaller shield with higher mobility and a larger shield with lower mobility would be a good idea too. More choices is probably better for this idea.
 

Re: New Faction Concept and Idea
« Reply #11 on: November 29, 2018, 04:39:32 PM »
 

Mark

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Some weapon suggestions pulled from places such as swotor and the clonewars cartoon

Love these suggestions!

Edit: Gotta say I love how many people are actually choosing for the non-mainstream faction here. Hutt Cartel has been requested for ages and the fact people choose a less famous faction is a very interesting thing to see!
 

Re: New Faction Concept and Idea
« Reply #12 on: November 29, 2018, 05:15:46 PM »
 

Funky

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- Give them a shield which kind of works like force counter, and maybe allow them to wield a pistol with it, as the only class which can
- To balance that frontal defense, give them weaker armor, so that theyre really squishy.

I'll defend shield till the day I die but that sounds OP. They'll just be able to walk around cover, stand in the open and shoot whoever is behind it. Their health wouldn't matter because they'd have no reason ever to not use the shield so you'd literally have to shoot till they run out of force and then shoot them. Even Jedi have to drop their shield to attack. The only way that'll work is to give them NO melee attack and when they play have the enemy always be a Jedi and not a padawan. I fear this idea is unbalancable. If they can't kill a Jedi, they'll just die every round because nothing will be able to hold back the Jedi and it'll slaughter the entire team. If they are able to hold back against a Jedi, they'll slaughter the entire enemy team because they can just walk around corners and in the open with no problem whatsoever.
 

Re: New Faction Concept and Idea
« Reply #13 on: November 29, 2018, 05:28:08 PM »
 

Marko

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I'll elaborate fully tomorrow since I don't have the time right now but here's my thought summary on that:

It seems like a pretty unfeasible idea if you consider what smugglers are. Flashy, big shield, pseudo-powers, healing etc.
On a gameplay level it sounds like an insanely hard thing to balance.
 

Re: New Faction Concept and Idea
« Reply #14 on: November 29, 2018, 08:49:14 PM »
 

MatiasHogden

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That and allowing pistol glitch for a single class?