Dancer Archive
Thread: Proposal for Fame System / Entertainer Game Content
What can I get with Fame Points?
- Increases in your Fame Rating - No different than buying up a new faction rank in the GCW system, Fame Ratings increase in cost alongthe samescale as faction ranks. To provide long-term interest in the system, a similar number ofFame Ratings should exist as faction ranks (how many faction ranks are there... like 30?
). Ideally, Fame Rating titles should have colorful and appropriate names representing ascending levels of performer, with both male/female and music/dance equivalents represented. Fame Rating titles are displayed on your Character Screen, and would be nice if they showed up in your character's /examine window as well... we'd love to flaunt our Fame! - Performance Enhancements / EntertainerSpecific Items- Awhile ago, members of the dancer forum compiled a list of dance props and toys that we'd like to see added in, and many of those could show up here, purchasable with Fame points. Musicians could conceivablypurchase new art versions/colors of instruments to add some individuality. Entertainer specific items? How about some form of Wardrobe item that functioned like an invisible backpack? No added advantage in inventory capacity over non-entertainers, but we couldstill carry as muchas other characters without havingan ugly (and non-stage show worthy) pack slung over our shoulders.Basically, this is the section where cool 'faction toys' would show up for purchase, with higher Fame Ratings 'unlocking' better and better stuff that we could spend Fame points to acquire. There is a lot of room for ideas for stuff in this category, and could easily be added to as time progressed.
- New Clothing Schematics - The idea here is to provide a vehicle for special entertainer clothing, and to fulfill some other long sought-after wants/needs. Schematics purchased with Fame points will need to be taken to Tailors to be made, and are single-use. Schematics range from simple, attractive stagewear at lower Fame Ratings up to specialized clothing to rival or surpass the Exquisite Leotard in desirability (perhaps going as high as +10 Mind Enhancement? More? or even some form of new skill mod that prevents falls at Master Dancer?) in both male and female variants. Remember that at some of the highest Fame Ratings, based on the time required to gain high faction rank, an entertainer may have been participating in this system for months. The Exquisite Leotard schematic can be obtained (with a bit of luck) in mere hours at Jabbas - and skill tapes are often outside of the financial reach of entertainers. Many entertainers, if without combat skills, are outside of the "loot loop" - and perhaps some desirable skill mods built into clothing schematicshere as reward for long-term commitment to the Fame systemwould bean equalizing factor.
- Future New Songs and Dances - As they become available, additions of future new songs and dances could also be included in such a system. I include this here as an option - a good argument could be made that new performance content should simply be made available at certain skill certification levels, but there is also the side that says that we're not necessarily opposed to going out and performing for such rewards. Just an idea here.
- And... (my favorite
) Fame Pets! - Yes! Faction pets for Fame! At sufficiently high Fame levels, access to gaining Fame pets is granted. Fame pets could perhaps be chosen like vendor characters, with particular looks/genders selectable or rerollable until you get the pet you'd like. Up to two "pets" can be purchased, and as a special perk for entertainers of sufficiently highFame Ratings, both can be called simultaneously. Pets are linked to your dance and musicskills -they know the songs anddances that you know, but do not count as having skill levels (thus grouping with Fame pets cannot increase Fame mission levels - you still have to find other entertainers to group with to get the higher missions). The purpose they serve is as backup dancers and musicians... /startdance(music) the same dance(song) that you do when out, /changedance(band) as well, and they respond to /bandflos! Weeeee! Music pets could have the same abilities as playback droids, but as characters could also share flourish animations with their Famous Musician! I do think that they'd need to share the dances and songs known by the Famous Entertainer, since these would beacquired late in theFame system, be veryFame point expensive, and there is a limit of two - and there are a lot of dancer/musiciancombinationsout there.Okay, I know that this would likely take some problem solving in the coding, but I think it's just too cool an idea to let go over mere details like 'difficult to code'.
PoetDancer wrote:
Which leads me to my question. If we get a viable, and sometimes sizeable, source of income from entertainer missions, what will this do to our tips? Will players feel the need to tip us at all knowing full well we are making income through some other means?
Xyrdre wrote:
That said, gig payouts should take into consideration the amount of time required to successfully complete the gig, as well as the number of groupedentertainers required to complete, so that each entertainer is sufficiently compensated for their time spent, in reasonable proportion to what combat missions would generate for those players in a similar amount of time required to complete. It is understood that the average combat player 'sinks' more money into expensive perishables such as weapons and armor (moneys which, as such perishable items aredestroyed through frequent use, rightfully leaves the economy), and that entertainers' expenses commensurate with their entertainment activities are not as high, and moneys taken in by entertainerswill take longer to deplete from the economy. Additionally, gig payouts should have a travel modifier of +1000-2000 credits per planet range (as dictated by existing space lane travel) per entertainerto cover incurred round-triptravel costs.
Now what is the risk, and what is the reward? By performing in the cantina now, I risk not getting tipped. So I do things that maximize my chances of getting a tip: greet, amuse, sustain interest, and make a normally tedious time go by smoother. Combat players have a similarly high risk. If they are aggroed by an unusually tough spawn, or they are similarly unable to complete the mission requirements, their consumables get depleted and get NO reward.
But what is the risk here in this plan? And if the risk is not very high, why should the reward be high? A player in this plan gets paid regardless of what they do or do not do at the keys. They could simply type /startdance and leave the computer for a quick, easy (and from the looks of things), disproportionately high reward.
And then I ask again, if we get paid regardless of what we do or not do behind the keys, then why should anyone feel the need to tip us anymore than the easy money we are making?