Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Melee Weapons & Martial Arts
03-06-2010, 09:17 AM
I'm not fully awake, but before I forget to post, I just post.

So, I'd like martial arts and possibly some new melee weapons.

Martial Arts skills are already there, yes, but only for tactical. I play a science officer, with a secret agent background, and it would fit much better to not run around with a huge assault weapon or sniper rifle. Something more subtle, and maybe the ability to wear a kit or have access to some special melee attacks, would be awesome.

Bat'Leths are really nice for Klingons, but there are a lot other (smaller) melee weapons that should be available, also to make ground combat a bit more exciting:

Klingon: http://memory-alpha.org/en/wiki/Klingon_blade_weapons
Jem'Hadar: http://memory-alpha.org/en/wiki/Kar%27takin
Ferengi: http://memory-alpha.org/en/wiki/Energy_whip
Vulcan: http://memory-alpha.org/en/wiki/Lirpa
Nausicaan: http://memory-alpha.org/en/wiki/Nausicaan_sword
Reman: http://memory-alpha.org/en/wiki/Reman_blade_weapons
Romulan: http://memory-alpha.org/en/wiki/Teral%27n
Andorian: http://memory-alpha.org/en/wiki/Ushaan-tor
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-28-2010, 11:22 PM
Exactly, simply put, we could use some more melee, even (preferred) cannon melee weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-30-2010, 09:20 AM
Agreed and supported.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-30-2010, 09:34 AM
If anyone runs into a topic that suggested a ground skill tree to learn different species martial arts and melee combat, please post the link here. I can't find it, but it was a good idea how to implement this, skill or kit-wise.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-31-2010, 07:54 AM
I'd love to see more melee going on, too.

Has anybody experimented with training up melee-oriented boffs? That was going to be a project coming up soon, but figured I'd ask before I dropped points into it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-31-2010, 12:28 PM
From what I read, BOs will stand around and look confused if you give them a Bat'Leth, and not do anything with it even if you tell them to.

I'd also like to teach them 'tactics", like... hm, I don't know, set individual behavor patterns for each. Like, I train 1 of my away team to sniper (he'll stay in cover and try to exploit - another thing BOs don't do, would obviously require sniper rifles to really have a longer range than an assault weapon, for example), 2 to stay in ranged combat, and 1 to melee with either a specific weapon or martial arts.

Plus, I suggest the new ground skills BOs can learn:

- Firearms (increases damage of all guns)
- Martial Arts (increases melee damage)
- Melee Weapon (increases damage done with all non-firearm weapons)

For captains - class neutral kits that have different types of (passive) ground combat skills, like:

Sniper I, II, III - increases range & damage of sniper weapons
One Man Army I, II, III - increases damage done with assault weapons & decreases knock back chance
Assassin I, II, III - increases damage done from out of stealth attacks & grants (active) skill Stealth Module (cooldown 1 min)
Blade Master I, II, III - increases damage done with melee weapons & chance to critical/exploit with them
Martial Artist I, II, III - increases damage done without weapons & gives active martial arts actions (depending on kit, these actions are Aikido (human), Mok'Bara (Klingon) or Suus Mahna (Vulcan), purely for rp or aesthetics/player taste)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-31-2010, 07:38 PM
Quote:
Originally Posted by ArievDhien
I'd also like to teach them 'tactics", like... hm, I don't know, set individual behavor patterns for each. Like, I train 1 of my away team to sniper (he'll stay in cover and try to exploit - another thing BOs don't do, would obviously require sniper rifles to really have a longer range than an assault weapon, for example), 2 to stay in ranged combat, and 1 to melee with either a specific weapon or martial arts.

Plus, I suggest the new ground skills BOs can learn:

- Firearms (increases damage of all guns)
- Martial Arts (increases melee damage)
- Melee Weapon (increases damage done with all non-firearm weapons)
I agree with this 100%. And some ground combat skills should be class-neutral, not limited to tactical.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-31-2010, 09:23 PM
I think all 3 should be class neutral. There is no logical reason why an engineer would be better with a sword than a tactical officer, or why a scientist would be a worse sniper than an engineer.

Captain kits, I would honestly make assault weapons tac only, maybe also eng. But being a one man army is quite uncommon for a scientist, even one researching weapons. Tac and Eng (as in 'the one who builds the weapon should know how to use it') seem more logical.

Kit-wise, I'd like to see the idea of customizable kits go hand in hand with it. Craft your own kits, and get the option to combine the ground combat skills with others of your class for more effectiveness, like make a tac kit that has sniper and stealth module. Suggestion topic about kits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9 Martial Arts
04-01-2010, 12:24 AM
I agree whole-heartedly with this topic. Added martial arts skills, melee attacks and weapons would be an awesome idea to impliment.
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Posts: 120
# 10
04-01-2010, 12:39 AM
i totally agree with this one dax, councelor troy and even captain picard knew some moves to get out of situations or even cause some damage. none of them were tactical accept maybe picard.

there should be kits like this that are officer type neutral so that everyone can do those basic moves. however the kits for tactical should do more damage. and they should be redone to allow for better moves like a better kick, and another type of lunge to account for the differences of class.

i would love to see all the melee weapons in the game eventually...but the klingons first cause more people are aware of the klingon weapons methinks.
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