Dancer Archive
Thread: Master Dancer/Musician A use in the GCW
I think that would be really useful.
--Qilue-UCW-- wrote:
- Entertainers help to discover Vunurability times on PvP bases
Panthu wrote:
I think that would be really useful.
--Qilue-UCW-- wrote:
- Entertainers help to discover Vunurability times on PvP bases
Panthu wrote:
Anybody interested?
mhm..oh yeah..so cough it up lady.
Panthu wrote:
Anybody interested?
Panthu wrote:
I wrote a spy/informant proposal once that's in a big fat ent folder out in devland some where now, lol. I wonder if I should post it in here. It's long as heck and I have no idea if it's ever gotten anything other than a swift look over and a "yep, they'd like to have something like this" (meaning they just took the core idea and not any of the details, happens with player proposals a lot)... wonder if I should post it in here.
Anybody interested? It's still in my Outlook outbox somewhere I think.
Oh pooh.. my wimpy little post is gunna get over shadowed by a Blue Glowie post ![]()
Post it ![]()
--Qilue-UCW-- wrote:
Oh pooh.. my wimpy little post is gunna get over shadowed by a Blue Glowie post
Post it
![]()
It's so long. o.O
Here it comes though... none of it is my own ideas. I have no original ideas.
It's all stuff from the forums. ![]()
*prepares for formatting nightmare* hehe ![]()
1) Dancer in Cantina is approached by an NPC or sees an NPC and uses the new Lure ability to draw the NPC to her
2) The Dancer uses the new ability Bait to bring up a particular subject she wants information about. If she chooses not to use Bait, the NPC may or may not offer any information at all.
3) Once she has engaged the NPC in conversation, she has a series of commands available to win over the NPC. If the correct combinations of influences are chosen by the Dancer during the conversation with the NPC, the NPC will in return give the Dancer some information on the Baited topic when she uses the new Persuade ability.
4) Persuade is used once the Dancer believes she has won over the NPC. There should be some skill to this. The NPC should give some verbal indication that they are now willing to talk or they will be going. If the Dancer misses the cue and does not use Persuade at that time, the NPC should leave. If the Dancer does use Persuade, then a success/fail roll should happen at that time.
a. There should be ranges of success from low success to high success and the rewards should scale as well. However, all successes should grant a cash pay out from the NPC in the form of a “tip”
i. Lowest success grants just the information
ii. Mid success grants the information plus a frilly type of gift from the NPC (something like clothes, a prop, or a piece of decoration)
iii. Highest success grants the information plus a functional gift such as a bonus item or something that can be sold to Smugglers, Bounty Hunters, or Crafters for a profit.
b. There should be ranges of failure that scale as well.
i. Barely failed should grant a frilly gift and a tip
ii. A harsher failure should just grant a tip
iii. The harshest failure should grant no reward at all (this should be the most rare and should only happen if the Dancer enraged the NPC or ignored it completely)
- GCW
- Underworld
- Bounties
- Hunting
- Fame
- Party
- Gossip
- GCW – Base Info (Base locations, how recently a base has been hit, and vulnerable windows) and PvE Faction Missions
- Underworld – Smuggler Info (Largely depends on what becomes available to Smugglers but would most likely be: details on where to smuggle items from, open routes for smuggling contraband, info on any bounties on a smugglers head to warn them)
- Bounties – Jedi location info or other BH targets (could either replace or be an option to NPC Spynet Operatives which are currently used provide BHs their bounties’ “DNA Samples”)
- Hunting – Information on where certain creatures are spawning. When passed on as a mission, would actually spawn the creatures (large game only, such as Graul Maulers which are needed for the Jedi trials… these might need to be limited to one per player per week or require more work on the Jedi’s part such as speaking to multiple Ents and piecing together the information)
- Fame – An Entertainer Fame mission (See Deila’s Fame proposal)
- Party – Events that players have scheduled: Weddings, Dance Parties, whatever has been filled out using that tool (this is assuming that there will be an Entertainer tool for Event Scheduling)
- Gossip – What ever the Devs are pushing. This could be lore for Ents based on Hutt story lines, upcoming server visits by big chars (vader/leia/whoever), serverwide events like Life Day, whatever is coming down the pipes that the Devs want circulated
Oh, and here's the first bookmark I have talking about spy stuff in here.
These ideas hit on these aspects of true gameplay:
1) *Fun Focus* is on the entertainer who has this little game to play
with the NPCs to try to win stuff, both for others and for
him/herself.
2) *Rewards* are achieved for great successes with the NPC, and
opportunity for reward is given should the entertainer take the
mission him/herself, or should the entertainer trade the mission to
another player for a present.
3) *Lore* is easily achieved by tying in some of the NPC conversations
or missions to iconic star wars figures. One great idea is that a
series of specific NPCs would need to be entertained to get into
Jabba's palace, but that you don't know when the right NPC will show
up. It then becomes a thrill if the Jabba-quest NPC spawns in front
of you and you are able to further your quest to get into the throne
room, rather than having people just grind out whatever missions would
grant access.
4) *PvE* is obviously taking place in the attempt to gather
information from the NPCs. It's fun activity that can happen even
when no one else is around.
5) *Usefulness* is apparent in the missions and raid information that
can be extracted from the NPCs. The missions can be profession
specific (smuggler, BH, etc.) or generic, but in any case should be
interesting enough to be appreciated by other players (but not
beneficial enough that it becomes *the* means of getting missions, or
players will start placing unreasonable demands on entertainers).
Dynamic information in the form of raid alerts becomes useful *in the
moment,* something that is not currently in entertainer gameplay. Our
usefulness has been slow and drawn out thus far, but this kind of
information would have an urgency to it that would be exciting.
6) *Challenge* is apparent in multiple levels on an NPC interaction,
in trying to find out what the NPC likes, in trying to find out how
satisfied the NPC is overall, and in trying to find out how long the
entertainer has left before the NPC leaves. This is fun!
- Entertainers help to discover Vunurability times on PvP bases
- Entertainers help to keep base vunerablity times secret
- Entertainers Boost Combat abilities of NPC defenders
- Entertainers get Faction Points for boosting a bases moral
For performing at PvP faction bases entertainers gain Faction Points.This would allow Eetertainers who have no combat professions a way to earn the Faction Points needed to join their chosen faction.
Message Edited by --Qilue-UCW-- on 04-17-2005 03:58 PM