Artisan Archive

Thread: Vehicle Wishlist!

NeutralMonk
Tue Dec 16, 2003 2:56 pm
#79

And a racing profession
KgAutobahn
Wed Dec 17, 2003 5:45 am
#80

I got one big wish. Two people in a landspeeder!



_____________________________________________________________________
Chimaera: Tylir | Jedi Padawan --- Tylyr | MBioEng MCH
Infinity: Akac | MSmuggler MPistoleer MMarksman
JohnnyCashTheManInBlack
Wed Dec 17, 2003 9:20 am
#81

OK the fishing Idea is excellent actually. I'd head for Naboo and go out on that sea, park the landspeeder and start casting. I can see it now the first annual Naboo fishing tournament.



Would be awesome.



Mainly I want to be able to place display models since I want to sell swoops.




Send Marksmen, Blasters, and Credits - By JohnnyCash TheManInBlack

I went home with a dancer the way I always do. How was I to know she was with the Bothans too? While gambling in Mos Espa I took a little risk. Send marksmen,blasters, and credits to get me out of this. I'm the innocent bystander but somehow I got stuck between a Hutt and a hard place and Im down on my luck. Send marksmen, blasters, and credits (repeat 3 times)
Rassylon
Wed Dec 17, 2003 11:31 am
#82

Here is a suggestion, A vehicle repair tool kit in the Engineering IV skill block, just as long as the kit does not make the vehicle dissappear like the other tools did before e.g Weapon tool kit.







Kyytharr Wookiee MA but I like Engineer better )

CerionSkydreamer
Wed Dec 17, 2003 5:23 pm
#83

1). Repair droids able to repair vehicles


2). Tailors able to build custom upholstery for interiors and/or seats.


3). Actual fuel consumption rather than simulated through vehicle repair.


4). Swoop gangs that actually have swoop bikes and pursue you.


5). other peoples suggestions like--color, experimental speed and performance, modules, power-ups


6). More than one vehicle









b Vist the NEW JEDI HOLOCRON -- Naboo -3246, 3984 Kauri Galaxy--CLOSED! R
If I had my choice, I'd still be a Creature Handler.
Instead, all I got was this lousy padawan robe.

Eutock
Wed Dec 17, 2003 10:26 pm
#84

Wishlist Item: I would like to hitch my astromech or humanoid droid to the back of my Landspeeder.





Eutock of Radiant
July 5th, 2003 - August 4th, 2005

"I am not a droid engineer, but I used to play one in Star Wars Galaxies."

Propolis
Thu Dec 18, 2003 1:39 pm
#85

My Wishlist?


Have an optional "Performance Package" slot.


When building the performance package, there are 2 (maybe more) experimentation fields - Durability and Efficiency.


Normally, a vehicle with this package runs like any other vehicle.



  • Experimentation v1 "Racing Vehicle". - When you hit the Nox via a programmable word(in this example lets say you experiment Efficiency to 98%, Durability to 20% or less) the vehicle LEAPS into action, boosting the speed by 50-80%. The catch? While the performance package is active, if it's durability is 20 or less then it's deterioration cycle is every 6 seconds (instead of 10 minutes).

  • Experimentation v2 "Fuel Economy Vehicle". - When you hit the switch, the vehicle runs in economy mode. It moves slower (as slow as 50%) but benefits by costing MUCH less during the deterioration cycle. Why would you use this? So you can park your swoop bike for an hour while you do harvs etc, and the thing won't be half broken when you get back. If you had Durability experimented up to 98% and Efficiency at 20%, then the bike is a turd, but only costs 10 damage per 10 minute maint cycle.

  • Experimentation v3 "Meet me half way" If you are capable of experimenting both stats over 50%, you can get modest gains in either efficiency or speed without losing the other one.

Mathematically? Well, I don't remember the terms or methods so well, but it could work like this...


First - remember, the changes from the performance package can be turned on or off at the commands of the user.


This is how I would do it.


Efficiency - When you command the performance package to go into effect, this number will determine how fast the vehicle will be capable of traveling. At eff 1-20, the vehicle travels 50% it's normal speed. At 50% efficiency, the vehicle will travel at its natural speed. At 100% efficiency, the vehicle will travel at its max boosted speed (150%? 200%?). If you want to make it dangerous, Add 1 damage forevery % over 50 any time the vehicle clips with an object (houses, rocks, trees) - this will make terrain deadly to the vehicle.


Durability: Unlike Efficiency being centered at 50% (actually 60% would probably be smarter), center durability on whatever % efficiency is at.


Any time Durability is lower than Efficiency, shorten the clock tick - you can do this logarithmically- but flatten out either if durabilility is below 20 so that 1-20 durability is the same. Example - in v1 above, if efficiency was 98 and durability was 20 (or anywhere between 1-20) then Efficiency minus durability is 78. Make it so that a delta of 80 is the worst possible. Possible sample delta numbers I am going to pull out of the air: 80 - vehicle damage tick shortened from 10 minutes to 6 seconds. 75 - 10 seconds. 70 - 20 seconds. 65 - 30 seconds. 60 - 40 seconds. 55 - 50 seconds. 50 - 1 minute. 45 - 2 minutes. 40 - 3 minutes. 35 - 4 minutes.


Any time Durability is HIGHER than Efficiency, leave the 10 minute damage tick at 10 minutes - but REDUCE the damage the vehicle takes when it ticks. You could do this as a pure percentage. If Durability is 80 points higher than efficiency, when you toggle the performance package on your vehicle now takes 80% less damage on the tick. (a swoop would take 10 damage instead of 50 etc...)


Like I said, I made the numbers up for example only, and they consist of linear lines. You need a large top end, or people will have faster vehicles at relatively no cost...




Here is the cool part... Someone with +15 artisian experimentation in their clothing (from tapes or whatever)- who is ALSO in a research city - now has the equivalent of3 extra points to experiment with.




So what is the point? The point is to make BOTH lines of experimentation valuable - for racing, different configurations are going to give you Drag speed vs. long distance performance - people will have to tweak their vehicles for the particular race.


For people who don't want their vehicle to rot outside their house while they are inside experimenting with schematics for two hours, the durability option allows you to "set the parking brake" while you are away. While programming your vehicle, maybe there should be a second toggle that allows the performance package to engage automatically any time a vehicle is idle for 5 minutes.



Ho humm!





Propolis,
Retired Character.
Contact Goa'uld in game, or GoaOld on these boards.
herrschiest
Thu Dec 18, 2003 4:01 pm
#86

When you drive, the vehicle shouldn't deteriorate hit points unless you run into stuff or get attacked. Instead it should use fuel cells crafted by artisans. This way you stimulate the player economy instead of just taking the easy way out and making a big money sink at the garages. We'd still be paying the appropriate amount to run the vehicle, it'd just go through the crafters like it should.


Oh yeah, and when the vehicle does take damage, why don't repair droids fix it? They're already in the game. They're just worthless.

handlebar
Thu Dec 18, 2003 4:10 pm
#87

I wish that vehicles could at least be re-deedable so if a customer felt they made the wrong choice you don't have to destroy a perfectly good vehicle. That's a lot of resources and I could give it to someone else.. on the other hand you should be able to generate more than one type of vehicle. Treat the vehicles as if they were a pet or a droid, so the player is only able to have one vehicle out at a time. This would save you from having to destroy a vehicle, but any player with more than one vehicle would be paying more repair costs so it evens out. This also give artisans a second chance to make money and not flood the market.


I would also like to include the developers did an excellent job of getting this patch out and fixing the bugs you have been getting. I know as a programmer that getting code that won't bug right away is very difficult to do in such a short time. Waiting in anticipation for the expansion, into space where the hearts of all Star Wars fans are..


IntoTheGarbage
Thu Dec 18, 2003 10:22 pm
#88


So many good ideas!


I will try to come up with some new ones.


1. Repair droids . (Or droid co-pilots which reduce or eliminate wear on your vehicle.)


2. Racing!


2a. Race coliseums in the major cities and can be build by architects in player cities.


2b. Custom race courses. Basically a series of markers placed by the owner of the course. You set them out wherever you like. Players enter the race at a terminal at the start then they get automatic waypoints to the next marker as they pass each one. The course would also be able to determine a winner.


2c. Race gambling terminals. Could be included in the coliseums and the custom courses. Once a player has entered himself as a racer, other players could bet on him. IE: Skywalker enters a race as a racer. Han bets 100 credits on Skywalker against Jabba at 10-1 odds, and deposits 100 credits into the race terminal. The bet is meaningless unless Jabba also bets. Jabba accepts the bet and enters 1000 credits (100x10). If Skywalker wins, Han can collect from the terminal, if he doesn’t Jabba collects.




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
IntoTheGarbage
Thu Dec 18, 2003 10:27 pm
#89


Oh this might not have been clear: When Han entered his bet, he set the odds at 10-1 himself, just as he set the amount of the bet, then it was up to Jabba to accept or not. (Presumably players would agree on a bet beforehand and one of them would enter it into the terminal first then the other would accept.)


Although I guess it would also be possible for the bet to be entered and left open for any player to accept.




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
IntoTheGarbage
Fri Dec 19, 2003 2:42 am
#90

Shoot one more i forgot:



3. Game controls. I would love to be able to drive my Landspeeder with a steering wheel. (I can't can I? I am not aware of any game controls)




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
arionarchitect
Fri Dec 19, 2003 6:59 pm
#91

you have to walkt o ur cities and destinations? Why not instead of gettign a vehicle, get a creature mount. THey may not be as fast but at least they will make u go faster than walking.
Page 7 of 8