Aevitas
Well-Known Member
- Joined
- Mar 2, 2010
- Messages
- 2,307
Hello!
We're still working very hard on getting Buddy Wing: The Old Robot ready for launch. We've come to the point where we're working on getting the combat for all classes and advanced classes sorted out, and we would like to ask our community to help with this. As Singular has already proven, the best way to go for default combat classes is a community-driven project. We strongly believe in this, and aside from the fact that it isn't humanly possible to play each and every class at max level while working on Buddy Wing as well, we would like to involve you guys in the development of the combat classes.
What can you do? Well, if you're interested, you could provide us with "rotations" - though they're not strictly rotations, more like "what do I cast when?".
If you have a maximum level character, and you think it's fun to do your part in the development of something awesome, you can provide spell conditionals in the following format:
It doesn't have to be in that specific format, but those three things have to be in. If you're telling me to cast a CC spell, but you forgot to tell me that it should be on someone we're not targeting right now, because it'd break otherwise, it'll go south. To give you an idea, here's a line Kickass gave me:
Now that's really useful. I know I want to cast force lift, I know I want to cast it on a silver/gold elite mob, and that I want to cast it when we have 3 or more mobs attacking me. That's something we can turn into CC logic!
Anyway, here's a list of all the classes in the game. Green are the ones we have reliable CC logic for as it stands, Orange means we have a stub, but we still need more input, and Red means we don't have anything on that particular class yet.
Empire
Warrior - Juggernaut
Warrior - Marauder
Bounty Hunter - Powertech
Bounty Hunter - Mercenary
Inquisitor - Assassin
Inquisitor - Sorcerer
Agent - Operative
Agent - Sniper
Republic
Jedi Knight - Guardian
Jedi Knight - Sentinel
Trooper - Vanguard
Trooper - Commando
Jedi Consular - Sage
Jedi Consular - Shadow
Smuggler - Gunslinger
Smuggler - Scoundrel
We already have all basic classes covered, so there's no need to provide those. We're after the advanced classes specifically. I'll keep this list updated as we make progress.
We hope we can get combat going strong with you guys' help, and once we get our navigation problems sorted out, we should be making great progress.![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
ps. Please keep this thread to combat rotations only, and discussion in the discussion thread.![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
Thanks,
Aevitas
We're still working very hard on getting Buddy Wing: The Old Robot ready for launch. We've come to the point where we're working on getting the combat for all classes and advanced classes sorted out, and we would like to ask our community to help with this. As Singular has already proven, the best way to go for default combat classes is a community-driven project. We strongly believe in this, and aside from the fact that it isn't humanly possible to play each and every class at max level while working on Buddy Wing as well, we would like to involve you guys in the development of the combat classes.
What can you do? Well, if you're interested, you could provide us with "rotations" - though they're not strictly rotations, more like "what do I cast when?".
If you have a maximum level character, and you think it's fun to do your part in the development of something awesome, you can provide spell conditionals in the following format:
[Spell], [Cast on who?], [Cast When?]
It doesn't have to be in that specific format, but those three things have to be in. If you're telling me to cast a CC spell, but you forgot to tell me that it should be on someone we're not targeting right now, because it'd break otherwise, it'll go south. To give you an idea, here's a line Kickass gave me:
Code:
Spell.Cast("Force Lift"), // logic - if 3+ mobs and 1+ being a silver / gold elite - cast on the gold, or silver (in that order)
Now that's really useful. I know I want to cast force lift, I know I want to cast it on a silver/gold elite mob, and that I want to cast it when we have 3 or more mobs attacking me. That's something we can turn into CC logic!
Anyway, here's a list of all the classes in the game. Green are the ones we have reliable CC logic for as it stands, Orange means we have a stub, but we still need more input, and Red means we don't have anything on that particular class yet.
Empire
Warrior - Juggernaut
Warrior - Marauder
Bounty Hunter - Powertech
Bounty Hunter - Mercenary
Inquisitor - Assassin
Inquisitor - Sorcerer
Agent - Operative
Agent - Sniper
Republic
Jedi Knight - Guardian
Jedi Knight - Sentinel
Trooper - Vanguard
Trooper - Commando
Jedi Consular - Sage
Jedi Consular - Shadow
Smuggler - Gunslinger
Smuggler - Scoundrel
We already have all basic classes covered, so there's no need to provide those. We're after the advanced classes specifically. I'll keep this list updated as we make progress.
We hope we can get combat going strong with you guys' help, and once we get our navigation problems sorted out, we should be making great progress.
![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
ps. Please keep this thread to combat rotations only, and discussion in the discussion thread.
![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
Thanks,
Aevitas
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