Business And Economy Archive
Thread: Next Expansion? New Classes?
Mechanic (Engineering route)
crafting various land vehciles (speeders, speeder bikes, AT-STs, etc)
vechile armor and weapons
Miner (off of Surveyor)
Maximizing extractor effiecency/squeezing out a few more resources per hour out of Chemical, Mineral, Gas and Energy Generators
Farmer (off of Surveyor)
same as miner but for Vaporators and Flora Farms
now, obviously adding more professions means that the skill cap HAS to be raised.
now, obviously adding more professions means that the skill cap HAS to be raised.
Why does the skill cap have to be increased? I'm perfectly happy where it is now, people who would go the route of your new proffessions would have to face the same dilemma that most of us face anyway. Sure i'd like to pick up medic as a TK/pistol/smuggler, but i know thats not gonna happen, and would lead to further imbalance issues.
Though the skill cap discussion will be moot, depending on what happens with the CURB
EDIT: Typos and such
Message Edited by Asiche on 03-07-2005 09:47 PM
Milgram wrote:
Lets have them fix the numerous bugs and get a successful combat upgrade goingbefore they even think of doing something more.
/agree
this game is buggy enough as it is
-edit-
Whats the matter truth hurt?
blasted 1 star bandits screw you all
Message Edited by Capt_Obvious on 03-08-2005 02:45 PM
Asiche wrote:
Why does the skill cap have to be increased? I'm perfectly happy where it is now, people who would go the route of your new proffessions would have to face the same dilemma that most of us face anyway. Sure i'd like to pick up medic as a TK/pistol/smuggler, but i know thats not gonna happen, and would lead to further imbalance issues.
Yep, were not suposed to be able to do it all. Games that force players to interact with others are both more enjoyable and longer lived. When players can do everything they need to do without interacting with others, the games lasts as long as the content. Besides, SOE loves all the Alt accounts...
A few skillsI'd like to see added to a miner/famer prof...
Terrain Clearing, allowing the placement of harvesters on increasingly difficult terrain. I get so sick of having a rock in the way of my harvester, but at the highest levels, we might be able to bench hillsides when placing harvesters. Obviously, the tree huggers would force us to restore the land when we close the opperation.
WaterbornHarvesting. Is that sweet spot sitting in the middle of a lake? Not a problem now.
BLL opperation. Ever wonder what that Binary Load Lifter droid might be used for? So do most DEs. What if they could be prgramed to maintain your harvesters (Up to 10), collect the resources inside them, and then return to your data pad when complete? This might not look that important on the surface, but a player with 2 elite craft trades is very weak in combat. Those trips to Endor & Lok to check on the harvies can get a bit hairy.
IvanIronsword wrote:
Possible new classes for future expansions.... off of Artisan
Mechanic (Engineering route)
crafting various land vehciles (speeders, speeder bikes, AT-STs, etc)
vechile armor and weapons
Miner (off of Surveyor)
Maximizing extractor effiecency/squeezing out a few more resources per hour out of Chemical, Mineral, Gas and Energy Generators
Farmer (off of Surveyor)
same as miner but for Vaporators and Flora Farms
now, obviously adding more professions means that the skill cap HAS to be raised.
All these ideas have been heavily discussed in these forums at one point or another. All of them are good, and in fact, some of them actually were implemented in the SWG beta. However, I have to absolutely disagree with your idea that the skill cap has to be raised. The devs devised the skill for one very important reason: interdependency. Many aspects of this game cannot be done by one player alone, or at least that is the intent of the devs (it doesn't always work out that way). While you might think that there are players out there doing it "along", they are indeed very dependent on other players. Pilots need shipwrights, doctors, and entertainers.Hunters need armor, guns, food, drink, possibly enhanced clothing, doctors, and entertainers. Artisans need merchants, and sometimes "miners". Etc. Etc. Etc.
The point I'm trying to make is simply that this is a MMOG, the key words being "Massive Multiplayer". The intent is to meet other players, make new friends, work together to form a community of players that are dependent on each others' skills.
IvanIronsword wrote:
Maybe I'm a bit spoiled by the independance and versitility of my Necro from Everquest, but gah!