Artisan Archive

Thread: Vehicle Revamp ideas and discussion

05577
Mon Jun 27, 2005 11:31 pm
#40

What I would like to see is the vehicles work more like the ships. Have the MAs make the chassis and the Engineer track be able to make items like engines, reactors, and even possibly armor, shields and weapons (as kind of a precursor to making the more complex WS/AS items) but at least engines and reactors. The benifit of this would be that ALL vehicles would be totally customizable to the point where the different types of vehicles could actually compete with each other. Just as different ships have different attributes to affect performance, so can the vehicles. Swoops, being described as and engine with a seat would have a fairly high mass allotoment for it but would only use a reactor and an engine, where as an X34 would have all of the slots for a reactor, engines, armor, etc. Not only would this create more of an interest in having a vehicle, but it might actually encourage people to repair thier vehicles instead of leaving smoldering heaps at the starports.


This could also be an excuse for adding more loot items especially to the lower level thugs like the swooper and swoop leaders that hang around outside the cities. I think it would be cool just to beable to actually compete on the swoop tracks even though I don't happen to own an AV-21. I can't believe that the coding for this would be that difficult to implement. The only real problem I see with doing this is being able to convert the current vehicles to the new system, but I am sure that a means can be devised where you take your existing vehicle to a garage and get it changed that way.


It would also be great if we as players could repair our vehicles with repair kits and not just having to get to a garage and pay cash to have it done. Let us be able to repair it at our houses or at campsites for those times where you are stuck on Yavin or Dathomir with no garage around.


After5CST
Tue Jun 28, 2005 6:57 am
#41

My concern with a speeder revamp is that (1) speeders are used by pretty much everybody and (2) I believe 90% of the customer base ( yours truly included, as a DE/CM ) could really care less about minor tweaks to stats.


It is my belief that "the masses" would appreciate speeders that were clearly identifiable as to what's good and what's not, through a simple easy-to-read-and-understand system... which is NOT something we have today IMO. A limited set of chassis, coupled with an easy-to-understand system to determine "what's best for me?" is going to have the largest market appeal.


If a speeder revamp doesn't accomplish this, then "the masses" will likely just decide on "swoopz iz best" ( or whatever is common perception ), and we're right back where we are now: a largely homogenous travel system, where a huge majority has the exact same vehicle.


Now, if speeders costed 1M CR each to create, then the rules change dramatically. If I'm going to drop 1M+ on an item, you can durn tootin' be sure I'll do my research to make sure I'm getting the best I can for the money I have. But at 20K a pop, it's just not worth my brainpower to sort through myriads of little modifier stats to decide what I want.


That's the reason I proposed a rather simplistic 10-point system as listed above: it's easy to understand and grasp what's good for what, without a lot of number-crunching or comparisons. At the risk of being redundant ( OK, too late ), I stand by variety in speeders will be irrelevant unless the consumer has (1) equivalent options and (2) an easy way to learn and understand the benefits of one model over another.

Ezane
Wed Jun 29, 2005 8:24 am
#42


I am totally for this vehical revamp. I really liked the ideas that Falacy posted in Guruweavers orginal post. I like to craft, so adding to the difficulty of making the vehicals is a great idea. After a few days of thinking about this, this is what I would like to see in addition to Falacy's susgesstions.


I like variety so add more vehicals. (the jabba skiffs seen in Return of the Jedia would be good start)


Paint texture kits for vehicals.


Repair kitsfor the AV-21 in the event it becomes disabled.


If I am escorting a NPC for a mission allow me to invite the NPC for a ride.


If weapons are added to vehicals they should bring down the durablity of the entire vehical.


I do not like the idea that I can pull my vehical out of my pocket in 15 secs in the middle of no where. At least bring back of having to have a camp available. For the lower end camps have a higher timer than what a Master Rangers high end camp would have. I did like the idea of just being able to pull vehcials out a garages too. Another idea I had on this topic is that Rangers could make an area just for vehicals to protect them while the owners are out doing their thing. Maybe just some poles with force fields bewteen them. Something that the Ranger/owner does not have to be near to stay active. It would disbanded in a predetermined amount of time or feed batteries to increase the about of time left. The force field is attackable. An alert would go out to the owners of vehicals in the area that the force field in under attack. However to prevent misuse the force field would have to be disabled and cannot be engernized with a player inside.Only persons with vehicals would be allowed to enter the protected area. This could also be something that is crafted by artisans that can be sold as kit. (batteris sold seperatly)


Limit the amount of weight a vehical can carry. If I have 500k of steel in my backpack. I shouldnt be getting on a swoop bike!


I liked the idea of being able to see the vehical as the deed.


A cargo hold in the larger vehicals.


If I come up with any more ideas I will be sure to post them.








Ezzze Lightstrider Sep 2003 - Nov 2005
May the force be with you all.

SOE You still holding to the beleif that your cancelled subscriptions are not down that much? Entire guilds are quiting! This time the damage is too great...They are not coming back!
LastEE
Mon Jul 04, 2005 3:48 am
#43

Don't forget vehicle repair kits just like droid and ship repair kits. Something to at-least get the vehicle functional again if it's disabled, or if you're at the village for 12 hours let you repair it a couple times (make it much more expensive than a garage, but still possible). Players should prefer the garages, just like in space I prefer to repair at the station, but I also have the option of using a repair kit on the ship.

Maybe the LE Repair droid can repair any eligible vehicle (subject to GCW rules)

I support making vehicles (and droids and weapons to some extent) more like ships and lightsabers where you can swap out the core components (all factory craftable) instead of 2 very boring stacks of components (at-least some GP and Mem modules, they are MA items after-all).



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
ratdeath
Fri Jul 22, 2005 1:04 am
#44

Keep it small and simple is the best aproach for players and the devs to find time to actually do it I think

Make them like ships is a to big revamp I think, also makes it very complicated to make them, sure more intresting.

My ideas here could all be only craftable for artisans or also go into armorsmith and droidengineer.

Make one or more slots for vehicles:

Speed/Terrain Handling Slot
A chip/module crafted for either speed or better terrain handling. Can be installed and removed by the owner.
Speed Module craftable by Artisan
Terrian Handling craftable by Droid Engineer (or Artisan)

Shield/Durability Slot
Shield Module craftable by Armorsmith (or Artisan)
Durability Improvments craftable by Artisans

Special Slot
Survey Module, install one survey tool so you can survey without dismounting the vehicle, only one type or for a few or all of them. Must stand still to be able to survey of course. Craftable by Artisan.
Mask Scent Module, this module installs a mask scent permitter around the vehicle so if you stay close it will keep you safe from wild animals (maybe like old camps used to work). Craftable by Rangers (or Artisans).

Vehicles remains as they are, no need for extra modules to use them, but the modules adds a bit of costumizing on the performance of your vehicle if needed. No need for special orders as you can stock up vendors with each item and people buy those they need and install/remove them themself.

New textures for vehicels, with some cool patterns or symbols.



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:: PiroTech Shipyard :: Dantooine Imperial Outpost :: -3454 -3019 ::
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Emmaline - the nge clouds everything -
Pirotezz' - shipwright -
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