Dancer Archive
Thread: Cool Non-Combat Buff Ideas
Great thread, Panthu!
Putting on my Core Systems hat,it's good to see people thinking about howthe different professions can interact usefully.Features thatencourage players to want to get better acquaintedwith each otherimproves SWGfor everyone.
To that end, I'd like to offer a couple of suggestions for this thread.
1. Universal Inspiration Buffs
Although it's very tempting to come up with specific buffs for specific abilitiesin specific professions, that takes us down a road we may not want to go.Suppose we create specificinspiration buffs for (let's say)surveying, weaponsmithing, and wild creature taming -- how is that fair to those who enjoy, say, being a Merchant, or making armor, or sampling DNA? If we make inspiration buffs for abilities in one profession, doesn't that imply that we really ought to have inspiration buffs of some kind that affect every profession, including the combat professions, so that no one gets excluded from the system?
There's an alternative: look for inspiration buffs that anyone can use. That way we don't have to worry that someone's going to get slighted. If inspiration buffs apply to everyone, thenno one will say things like, "Dancers are only useful if you happen to be a [Profession X]."
Taking this "universal buff"approach has another big advantage: it should beeasier for the developers to code and test. Instead of having to come up with 30 different kinds of specific buffs (and test all the possible ways those buffs could unbalance the game), they can just come up with, say, 5-10 kinds of buffs that can beapplied to anyone. That not only cuts down on the initial codingworkload, it minimizes the number ofpotentially unbalancing effects thatimpose additional testing and tweaking time.
Some examplesof this kind ofinspiration buffhave already been suggested -- things like improved vehicle handling, "luck" that applies to things anyone can do, attribute buffs (have to be careful with this one), anddance lessons (what a greatidea!).
2.Different Buffs for Dancers and Musicians
Like the title says: why not have different kinds of inspiration buffs for Dancers and Musicians? This would give a little extra flavor to the inspiration buff system. (Theadditional focusmight also make it easiertogeneratemoreideas for inspiration buffs.)
For example, maybe inspiration buffs from Dancers (whofocus on phsyical control)tend to be improvements related to physical attributes and abilities, while buffs from Musicians (who are concerned with compositional structure) tend to improve mental attributes and abilities.
Thus, Dancer buffs could be things like improved vehicle control or a briefly improved terrain negotiation rate -- things that rely on the physical control thatDancers need to have. "Dance lessons" that confer a short-lived ability to join the current dance in a basic style would also fit perfectly in this category.
Similarly, examples ofMusician buffs could be Perception ("luck") that grants a small improvement to a wide range of actions related to resource extraction (looting, sampling, fishing, etc.), orEmpathy that briefly sets any negative faction rating (chosen by the person receiving the buff)to 0. And what about "music lessons?" Maybe there's a "voice" instrument that non-Musicians could play (allowing them to "sing along" with basic songs).
You get the idea. Let's help Musicians and Dancers offer different (but equally valuable) services so that both of theseelite entertaining professions are desirable!
--Flatfingers
the color pallet and weapon skins idea is awsome.
Reduction of resources used (I'd limit this to a single use per buff so that it would only be practical for hand crafted items where you use your absolute best stuff )
Terrain Negotiation buff would be cool (probably has been mentioned)
Luck Buff -would work similar to Jedi Luck
Some kind of buff that would increase mission pay outs (similar to smugglers slicing the terminal)
Surveying buff
I can just imagine, even on peak hours, a customer telling me "I want a bustier in blah blah color." "Oh expletive," I say, "my buff from last night wore off. Hmmm, where can I find a dancer?" At this point I would probably find a guildie to buff me, if they weren't busy, or prance to a cantina in the hopes of finding anyone atk. And eventually, when the constant rebuffing got too annoying, I would probably take on the skills myself, just those needed for the additional colors I needed for my business.
In this game, where 12-point whatever is the expected norm, nobody buys from someone who is not 12-point. The same with additional colors. To be a fully-functional tailor, you would have to have consistent access to a color buff. Saying "I can't do that right now" loses a customer. Therefore, as "optional" as a color buff would seem, it is not optional at all. Anything that raises the bar for a crafter quickly becomes the norm, and you're left out in the cold without your own access to it.
Hello there,
since we are just brainstorming a couple of ideas:
Bio-Engineer love:
* enhance DNA-sampling, maybe enhance the chance of success or the quality of the sample
* better results for pet-crafting
(Well, a real BE might say it better but BEs need some love)
Artisans:
* better sampling, i.e. less of "you failed to locate" messages while sampling
Smugglers:
* better slicing
* if there is ever something like actual "smuggling" entertainers could enhance the smugglers' chance to escape detection from the local
security forces
Doctors:
* reduced mind-cost for applying heals/buffs (sounds like a mindbuff)
So far I have seen nothing regarding JTL. Wouldn't it be great to have some buffs for space like
* better yields in space mining
* offensive/defensive bonuses (guns that do more damage, shields that can take more damage)
* less decay on eject
* maybe a pilot xp bonus stacking with the general inspiration bonus?
/bonk self Just thought of this one.
More sockets on clothing/armor when crafting.
*sigh* I had all these ideas in my head but as I started posting to explain them, they fell apart.
Why? because all the things I would as buff bonus' I would truely perfer to be in the profession anyways
{such a more better colors, textures, patterns, sockets- for Tailors and fancy fonts and color -for Merchants and master crafters}
It came down to what would I really want a performance to do for me, what would be the bonus of watching and listening..
and sadly It came down to XP, Experimentation, and Healing. {how original huh?}
But
I do not need XP as I do not turn in anything to village {two yr player who doesn't glow?!?! *Gasp*}
I do not need experimentation, Tailor here I make exquisite clothes from crud
And Healing...Crafter..noncombat...my 7BF is healed by walking into a cantina
So what do I have to input on this...Well
I would love to walk away from listening to musician with a bounce in my step,
stroll out from watching Dancers and look like Iam glowing,
So yup effects, something akin to holoemotes but full body nonactivated limited time
Sure pointless and fun, but that's me.
I think something needs to be brought into the game that includes ambiance, something near status points.
Let us who go to cantinas and chat and party and enjoy performances gain a community rank that can be used for odd items {a schem or decor item}
Let the points be earned by time we spend watching and listening, with interaction {we must clap and speak their names, truely be an audiance}
Performers who have the most repetitive business earn a bonus themselves.
Above all I think The performer should have the option to set their buffs , what their performance increases or decreases
Do a dance that helps those who watch run faster, do a jig which increases the experimentation rolls
play the omni box to help them get defenses up, or mandoval{sp I dont do music so do not know proper names} to encourage XP gain
or turn of all buffs for speed fatigue healing
I myself like fun stupid stuff, so effects, shrinking, skin colors {she plays a sad melody and all who listen turn blue}
are things I would enjoy and would like to see, But I know I am in the minority.
Ani_cul wrote:
fun
Esharra wrote:
Ani_cul wrote:
fun
Isn't that the whole point of playing a game? I love your suggestions.
QFE!!! Exactly.
NJ62 wrote:
As a tailor, I have to say that the color palette ideas do not appeal to me.
Color palettes are seen as essential elements for the professions that use them. However, I don't think things like giving weaponsmiths the ability to change blaster bolt color are out of the question, since it doesn't change stats or anything else "essential" about the product.
Tralmek wrote:
NJ62 wrote:
As a tailor, I have to say that the color palette ideas do not appeal to me.
Color palettes are seen as essential elements for the professions that use them. However, I don't think things like giving weaponsmiths the ability to change blaster bolt color are out of the question, since it doesn't change stats or anything else "essential" about the product.![]()
QuiJonOz wrote:
The +1 experimentation point is a great idea.
I like that idea
But people that aren't looking for the fluorescent green slave skirt aren't going to have a problem using a tailor without the buff....
And seriously, how difficult can it be for a tailor to say "Wait 10 minutes and I can get that for you; I just need to drop by Theed really quickly." I guarantee that the customer is not going to move on until they find a tailor that already has the buff....It's just not feasible. You'll run out of tailors before you find one that's pre-buffed and can make the item for you in 2 minutes flat.