Business And Economy Archive

Thread: Next Expansion? New Classes?

IvanIronsword
Mon Mar 07, 2005 6:50 pm
#1

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.
Asiche
Mon Mar 07, 2005 7:46 pm
#2


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



--------------------------------------------------------------------------------
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Orryliakaloc
Mon Mar 07, 2005 10:01 pm
#3

I definetly like the idea of more professions, though I agree with the second poster that more skill points are not nessesarily needed.


For the Miner/Farmer, I'd say it might be best to combine those. I realize specialization is a good thing, but for something like harvesting.. I dunno, it might get pretty tough to ONLY do one kind of thing. Not sure what'd you call such a class (Surveyor? Settler?), but just think, the titles for indivial branches are already there (Miner (Minerals)and Farmer (Flora of all kind) ^_^, another one for Gases/Water, then soem fourth skill).


Mechanic I'd like. Make it similar to Shipwright now. Of course, it would have to expand greatly on the number of vehicles, as well as their functionalily (I'd love to see parts and such).


I've also heard ideas for Combat Engineers (Engineering and Ranged or something?) Not sure how'd that work, but I can think of ideas...



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Milgram
Mon Mar 07, 2005 10:25 pm
#4

Lets have them fix the numerous bugs and get a successful combat upgrade goingbefore they even think of doing something more.




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- I support keeping & balancing the current combat system You can too


Capt_Obvious
Tue Mar 08, 2005 6:08 am
#5






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



The-waco kid Retired Crafter extrordinaire
The-Waco Kid-Master Pistols, Master Carbines-PERMA-CANCELLED
-Nuna- Slayer-Master Armorsmith, Master Merchant-PERMA-CANCELLED!
Hunkahunka-Master Bounty Hunter, Master Rifles-
PERMA-CANCELLED!
Goodbye to all my friends and allies and enemies, may we meet on greener pastures somewhere else where the players dont get F'd over for spending the last 2 years of their lives playing a worthless POS of a game!
Va-Mei
Tue Mar 08, 2005 7:39 am
#6








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.

Jagged-F3l
Tue Mar 08, 2005 7:55 am
#7






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.




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IvanIronsword
Tue Mar 08, 2005 8:27 am
#8

except pilot skills don't cost Skill points. and the crafting junkies among us (not sure if we have an SWG Equivelant to Niami Denmother) would LOVE to be able to craft everything and anything under the sun. Furthermore, the more classes that are added, the thinner you spread your player base out (not to mention the heavy concentration in certain classes as is). For example, my guild (granted a SMALL one), does not have any ACTIVE bounty hunters, smugglers, Bio-engineers or squad leaders. Now, while I am working on Bounty Hunter, I really want to do Rifleman, and I'm trying to Master Shipwright to get my guild into space. We have a few commandos, a heavy swordsman or two, a few TK masters, and a master Doctor. What's the bottom line? We cannot as a guild participate in the GCW with any real effect. We CANNOT take out enemy outposts at all. Furthermore, I wouldn't mind being the guild's answer to "Q" but I also want to do some combat stuff. And no,I cannot afford alt accounts...


Maybe I'm a bit spoiled by the independance and versitility of my Necro from Everquest, but gah!


Ivan Ironsword

One Shot, One Kill, One Bounty

Kalano
Tue Mar 08, 2005 12:20 pm
#9






IvanIronsword wrote:


Maybe I'm a bit spoiled by the independance and versitility of my Necro from Everquest, but gah!





Not out of meanness or flame, but yes. You gotten spoiled. EQ was good at that and is probably one of the reasons i never stayed passed lvl 17. I didn't need anyone and no one needed me. It was a very independent game and i became very lonely in it. It wasn't a gamefor solo people who wanted interaction with others. It was for guilds to hang out or for the soloist to disappear adn do whatever he/she wanted without anyone. With SWG being a player economy, you can't let there be independence in all things. You have to make a dependency so that the money is contenually flowing from hand to hand. It allows you to be by yourself a lot but still having to see someone for something to increase yourself. A whole different play style.


As for your guild. Either start recruiting players that you need who enjoy the things you need them to do, or just face the facts you guild can't have everything. If you force yourself and guildmates to make up in areas you lacking, you will burn out and they will burn out too. At burn out, thats where the fun ends, the guild dies and friends leave the game. You might want to revaluate what you want your guild for.I have seen other guilds come and go, and i have heard of many guilds come and go because the lack of fun do to forced into positions that weren't fun cause of a lack of. Independence is a long and lonely road.


Good luck with the guild, i hope it sees many many more years of playing.



_______________________________________________________________________

Blah, Blah, Blah, Yackity, Smackity. Its all the same bull, just new packaging

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So long, and thanks for all the fish.
Capt_Obvious
Tue Mar 08, 2005 12:42 pm
#10

ya lets just 1 star everyone that thinks that the game should be fixed before they screw the pooch again sure I see your (il)logic



The-waco kid Retired Crafter extrordinaire
The-Waco Kid-Master Pistols, Master Carbines-PERMA-CANCELLED
-Nuna- Slayer-Master Armorsmith, Master Merchant-PERMA-CANCELLED!
Hunkahunka-Master Bounty Hunter, Master Rifles-
PERMA-CANCELLED!
Goodbye to all my friends and allies and enemies, may we meet on greener pastures somewhere else where the players dont get F'd over for spending the last 2 years of their lives playing a worthless POS of a game!
Konar-Bria
Tue Mar 08, 2005 2:07 pm
#11

Don't quote me on this, but I hear they're adding two unique classes....squad leader and carbineer!
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