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Tienbau

Suggestions For Specialist Combat/trade Jobs

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Hi,

the new mining explore jobs I added a few months ago seem to be quite popular. At the time I said I was going to add versions for the warrior and traders. That hasn't happened yet and now I've forgotten all the excellent ideas that people were suggesting.

So - could I get some ideas for combat jobs and trade jobs which are warrior and trader only respectively please? They should be interesting ones that focus on the relative abilities of the two types.

For traders I believe the leading best idea is to perform 'blockade runs' to guarded stations, with a few potential pitfalls along the way.
For warriors the leading idea is to escort NPC trade vessels through dangerous territory, where they'll be attacked by MOBs.

Any other suggestions would be welcome, but please stay on topic, any posts for suggestions for other things unrelated will have to be deleted.

thanks,

TB

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For Warriors: Sit on a nav and defend it vs 2-3 waves of mobs. There may or may not be something to protect, but the job should spawn 6-9 critters and a boss equal to the max level for the job, making for a sort of base defense idea.
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Traders: Supply the front line. Job involves making 10 weapons or shields or what have you and driving them to the defense nav for drop off. Sorta like build your own satellite/trash.
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those ideas are really good Ryle. Very practical too, they can definitely be done. Thanks, exactly what I was looking for.

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[quote name='Ryle' timestamp='1343952515' post='61317']
Traders: Supply the front line. Job involves making 10 weapons or shields or what have you and driving them to the defense nav for drop off. Sorta like build your own satellite/trash.
[/quote]
+1 Ryle
adding to it, drop off to The Warrior(s) defending the NAV or to [u]Multiple[/u] designated NPCs increasing the degree of difficulty, aggression and XP.

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For the Warriors:
This is going to sound crazy and off the wall but it is different.

How about something with passive defence?
Protect an NPC and/or repair Bot without firing a shot.
This would require all the Skills and a couple of devices (maybe a new one or two) to be working properly.
This could also work for the other classes too.
ie; Fold Space, Hack, Gravity Link etc etc...A gravity well separating the NAVs and NPC would make it more feasible.

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[quote name='Phorlaug' timestamp='1343960199' post='61322']
+1 Ryle
adding to it, drop off to The Warrior(s) defending the NAV or to [u]Multiple[/u] designated NPCs increasing the degree of difficulty, aggression and XP.
[/quote]

Level 50 - As written
Level 75 - 2 NPCs in hostile territory
Level 105+ - 3 NPCs in concert with a warrior job defending the nav

Like that maybe? Might be a good idea to make that an optional type in case of slow days when a warrior may not be available, but I dig the idea.

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I like both of those and would do both job types, they sound fun. The only couple suggestion I would have is, do not make the protection mobs to far below the bosses level so you still get combat xp from them, maybe just make them with lower shield caps and/or hulls. This is depending on what you plan on setting the rewards for the jobs of course, remember players will want to do muliples of the jobs at once, so they cannot be so hard that the difficulty out weighs the rewards or nobody will do them, I.E the lower level clear asteroid field jobs. The clear roid field jobs right now are too difficult to do at lvl 50 and 75 (unless you have fixed those Tienbau).

Also, for the trade jobs, please do not make the items mega expensive to build, as I don't think anyone would do them if it the case.

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clear roids are too difficult at 50 and 75? Could you give me some more info pls? too far away or the roid fields are too high level?

Also excellent suggestions guys, I'm looking forward to creating these new jobs. I did promise I'd do something for the warriors and traders back when I first did the new explore jobs.

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There are two main issues with the 50/75s 1 is that most of the 50s dont even spawn their fields. The ones out of Net-7 are notorious for this. The other is that the ores out of level 75s are generally in the level 6/7 range, meaning the poproids for those missions are universally one shot lethal to the little level 60s trying to do them. (i.e. no point in doing a 3000xp mission if youre gonna get 10k xp debt finishing it) Edited by Ryle

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Also Tien since youre working on combat jobs, and ive got your attention.

https://forum.enb-emulator.com/index.php?/tracker/issue-440-job-terminal-combat-job-level-issue/page__gopid__1648#entry1648

That issue really needs fixed as soon as you guys can.

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The roid levels are too high for the 50 and 75 clear roid jobs, you cannot expect a lvl35 or even lvl 50 playeer to mine lvl5/6 roids, the lvl50 jobs should be 1-3 or maybe even lvl4 max roids to mine, The lvl75 should be 3-5 anything higher is impossible to mine taken consideration reactor lvls and prospect skill at those levels. I know my last char I leveled was a PS and I didnt even bother doing anymore clear roid fields until the 105 jobs, because of the difficulty or down right impossibilty of doing them at lower levels. On a side note I kept that PS balanced on CL,EL,TL throughout my leveling of it.

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[quote name='Ryle' timestamp='1343972642' post='61337']
Also Tien since youre working on combat jobs, and ive got your attention.

[url="https://forum.enb-emulator.com/index.php?/tracker/issue-440-job-terminal-combat-job-level-issue/page__gopid__1648#entry1648"]https://forum.enb-emu..._1648#entry1648[/url]

That issue really needs fixed as soon as you guys can.
[/quote]

Yes this does need to be fixed and has been reported a while back, because they have been that way since the lower level job were introduced to the stations with the higher level jobs, F7, Endriago, OMP etc.

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on the original subject...the waves of enemy mobs is a great idea, and the supply run sounds good too!

Another idea would be a patrol mission for warrior classes. It would send them to 3 navs, and one of the 3 navs has a chance to spawn a random encounter, could be a pushover, could be a tough mob (for example, a level 50 job could spawn a level 5, or it could spawn a level 17). Another option would be a defend idea...defend an NPC target. A level 50 JD job might have to defend a patrol of level 5 shinwa from a level 15 enemy trying to attack the formation.

Trade jobs could also entail low level building...missions to build a certain amount of low level items and deliver them to a station or NPC...like level 3 components or something for a 105 job, level 2 for 75 jobs, ect. You could also add jobs that make use of existing trade runs...for example, a job that requires you to deliver 20 crates of Jenquai technology to Somerled station...this would make trade runs still worth the time.


This is somewhat unrelated, but later on as the EMU nears completion and the content team is looking for new things to add...what about little fun missions? They could be repeatable, and even class unique in the players home sectors...for example, explorers could get scan missions of varying difficulty...the missions could range from scanning mars planet, to scanning the remote minefield in VT. Tradesman could be asked to do more than make supply deliveries, they could get missions where their job was to help escort a ship...a ship with powerful guns but very low shield regeneration rate, and a mob attacking it that was higher than the tradesman would normally be able to kill, forcing the trader to follow and heal the glass cannon in order to complete the mission. Warriors could end up with missions to search and destroy. The warrior would be given a sector where a mob was ravaging local shipping, exact location unknown, but within 30k of a specific landmark...the warrior would need to go hunt the mob down and help a NPC glass cannon ship defeat the menace.

What would be really neat is if these missions were able to be tied in together...for example, the newby version of these home sector missions: A PS gets a mission to go scan mars, but there would be an enemy mob lurking nearby that they would be unable to kill easily on their own. A PP gets a mission to heal a NPC ship to keep it from being killed by an enemy mob that the PP would not be able to easily kill on their own. A PW gets a mission to find a NPC ship and help it seek out and destroy an enemy mob that it would be unable to solo, but can with the help of a group or the NPC ship. These missions could be completed solo (but would take longer) or completed in a group (the trader and warrior smash the enemy ship while the explorer buffs and gets its scan update).

There are lots of little ideas, and most of mine would be a pain to try and code probably (and even more of a pain to balance), but perhaps they might be useful later on in the EMU after most of the other work is finished.

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ok we've drifted off topic a little, I'll take a look at the level 50/75 issues you've talked about first. I'll lock this topic for now as I have some really good stuff to work with when I implement the trader/combat jobs.

Thanks!! :)

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