Artisan Archive

Thread: Items with insertable and removable modules: How vehicles, weapons and more get get much cooler.

pdxgeek
Fri Apr 23, 2004 3:38 pm
#1

Ok let's take a look at a current power-up... you have a item in a crate you place on a gun and it works for 100 uses. This might be understandable for a power source but it really makes no sense for a scope. What if a gun item had slots?


Take a scout blaster:


Slot 1: Scope

Slot 2: Energy Booster

Slot 3: Balance Mechanism

Slot4: Fast Trigger


Ifsomeone could purchase each of these items, and they would be permanent... or at least semi-permanent (durability not charges), they'd go along way towards the customization of the item.... especially if each of these sub items could be skillfully crafted. You might have a lame rifle but you have a scope looted from a dungeon and crafted with a krayt dragon eye for the lens giving you a superior range.


These items could be made to be specific to a weapon type, or generic. The ones that are made for specific weapons of course have a higher power, but suffer the ability to be moved around. Also a genosian scope might work on all genosian guns, but not on any other gun... so groups of itemscould be applicable. Maybe it only works onrifles... etc.


Different items could have different slots:


FWG 5:

Slot 1: Scope

Slot 2: Energy Booster #1

Slot 3: Energy Bosster #2

Slot 4:Balancemechanism

Slot 5: Fast Trigger

Slot 6: Heat Dissapation Mechanism


This also applies to Vehicles:

Imagine if your Speedbike consisted of:

Slot 1: Engine

Slot 2: Stabalizers

Slot 3: Grav Lifter

Slot 4: Boosters

Slot 5: Terrain Navigation Computer

Slot 6:Body Customization


People could have a wide variety of speeders that had better and worse performance. Now how about this... take this concept and apply it to POD RACERS... Then set up Pod racing tracks on tattoine where players can race each other!


Now when the space expansion comes you'll be ready for ships:


Slot 1: Main Engines
Slot 2: Secondary Engines

Slot 3: Front Armor Plating

Slot 4: Side Armor Plating

Slot 5: Back Armor Plating

Slot 6:NAV Computer


Slot 7:Laser Systems

Slot 8:Missle Systems


Slot 9:Storage Compartment

Slot 10:Life Support


Slot 11:Tractor Beam


The amount of time people would spend customizing their stuff would add so much depth to the game. Think about Han and the falcoln. Think about how much Droid tinkering goes on. People want to be able to MODIFY stuff after they make it... and not have those modifications go away after 100 charges.
StarNick
Fri Apr 23, 2004 7:03 pm
#2

I sincerly agree.


Devs have said in the past, we'll be able to modify vehicles...a 2 day paint job isnt what I call a modification...





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Areriye
Sat Apr 24, 2004 1:02 pm
#3

I think they make initial attempts suck on purpose so they can say, "Hey look! We fixed it! It is so much better than back in[fill in the blank] when we introduced it!"



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Kaullad
Tue May 18, 2004 4:15 pm
#4

It would work well for vehicles and ships, but guns already come with "optional" slots during their creation that allows for optional scopes and stocks which are also created by weaponsmiths. All individual components of a weapon are created differently and inserted to the weaponsmith's desire or cutomer demand. However, it's rare for me to move weapons with stocks or scopes built in because of the costs they add to your specials. Therefore, powerups are more desired than a suped up weapon. At least it is for me.
HalasterTheBlack
Tue May 18, 2004 5:31 pm
#5

... I think I'd rather enforce harvester certifications than ask the devs to implement this wonderful idea...




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hehe, this is really a good idea. You forgot (permanent) colors though.




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Guruweaver
Wed May 19, 2004 3:41 am
#6

These are excellent suggestions.

Could you add them to the Top 5 thread so we can get them on the Top 5 issues?

Thanks,



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