Development Cycle Archive

Thread: In-Concept Open Discussion (6-7-04)

baskotoya
Sat Jun 05, 2004 2:11 pm
#118

(not meant to hijack annything going on)


ok... personally im sick of having to run alltheway from house to house on different planets (wat i have) to pay maintenance of all of my houses!


so i thaught it would be a good idea to have it be an potion to automaticly pay maintenance...


just my to cent...


WinterRoseASFR
Sat Jun 05, 2004 2:23 pm
#119

It has been said in the past by the devs that it was their intent to provide more weapons for the game. And while the introduction of the DE-10's was interesting, they have so far not been the incredibly interesting weapon it might have been. In the end, it was just a powerful and slow (perhaps bugged) Energy Blaster.

I have checked my reference books, but have not as of yet found any reference to the origins of the DE-10. So I figure it was a creation meant specifically for this game. While I still intend to get one, indeed I went about actually making a photomanipulated version of one, seen here:

http://www.smartgroups.com/picvault/22480314.jpg/FINISHED_ART_%2D_Star_Wars_Galaxies_DE%2D10_Firefly.jpg

But as such, there are several already existing weapons that have come from sources already used by the dev teams for newer and interesting pistols that could provide much needed status effect and different damage types. The complete listings and descriptions for these guns can be found in the official histories to lesser known guns link in my signature. However, here's a few ideas to punch up and make pistols a worthy weapon again.

1. The Bryar Pistol (Energy)
What makes it special: A very high accuracy, and a plus when used with Overcharge Shot
A useful cert for low to midrange characters reliant on Overcharge.

2. The Tenloss DX-2 (Acid)
What Makes it special: Medium to Heavy AP at point blank ranges.
Yes this pistol exists in the game, but if any pistol was meant to have a medium to heavy AP, it would be the DX-2, which carries the death sentance for possession in most systems, and is described as being able to penetrate 1x1 meter durasteel plate, as well as most forcefield, armour, vehicle and even Starship Hull plating. The catch is it only really has something like a point blank range. Such a change would provide Pistoleers and Pistol using professions a much needed hold out for the ever-increasingly frequent fully armoured critters and people you find in PVE. As well, it might give someone a reason to think twice when closing with someone that just has a pistol in their hand, inviting a bit of strategizing. One more thing. The DX-2 was originally a disruptor pistol. I understand that this is somewhat reflected in the Acid damage type. But it has been bandied about on the pistoleer boards that the sound effect for the gun is rather lame. A bit like a super-soaker instead of the massive energy blast implied in its description.

3. The Pacnorval Defense Systems Sd-77 Sonic Pistol (Stun)
What Makes it Special: An Affordable and easier to obtain Stun Pistol
Let's face it. The common complaint about the Geo Blaster is that most midrange Pistol using classes haven't a hope (at the moment) of getting one. They've been priced out into the millions by folks who were tanks enough in their own professions to be able to go to the Geo Cave and get one. While the ability to do ranged stun damage is a good start, a more widely available Stun Pistol that isn't priced out of general availability could be reflected in the Sd-77 here.

4. The Merr-Sonn IR-5 Intimidator (Energy)
What Makes it Special: High Accuracy and bonuses when used with Double-Tap, Fan Shot & Multi-Target Shot.
While it has been implied that area effect pistols have been the intent with Pistoleer attacks like the three aforementioned, Only Fan Shot really seems to work at the moment. For a Pistoleer unit laying down suppressive fire at close ranges in a battle situation in PvE or PvP, a Semi-Automatic Pistol like the Intimidator would be ideal. The sound effects could be harvested from Eppisode one wherein it sounded like the Trade Fed Droid Blasters were being fired at Semi Automatic Rates.

5. The Kelvarek Consolidated Arms KD-30 'Dissuader' (Acid/Kinetic)
What Makes it Special: A Damage-Over-Time Kinetic Weapon?
It has been noted that the Striker Pistol is a little underpowered in the damage department, and that Pistol Users are lacking in being able to deal out Kinetic At Range, though the idea of slugthrowers is an ancient and well understood one. This weapon was described as using slugs impregnated with Borless Acid. Essentially a Heavier Kinetic Shot with a DOT effect. Which could be reflected with a Bleed effect, much like the better class of Republic Blasters.

6. The Merr-Sonn Model 434 Deathhammer (Energy)
What Makes it Special: A High Stopping Power Pistol that could be Bounty Hunter Specific, or have bonuses with specials like Stopping shot.

7. The Blas-Tech T-6 Thunderer (Energy)
What Makes it Special: The pistol so heavy it's almost a carbine is described as One with no stun setting, intimidating, and scores more critical hits than the average pistol. Sounds like a candidate for a damage over time Intimidate effect to me.

8. The Verpine Shatter Gun (Kinetic)
What Makes it Special: A railgun crossed with a scatter pistol, this could be seen as a AP2 Kinetic pistol. However the weapon is fragile. It could be made to degrade a bit faster than most guns to reflect this.

And of course It could be done that slugthrowers like the Striker Pistol could have ingredients implemented to cause different damage types depending on how it was crafted. Borless Acid rounds could do Acid Damage. Gel Rounds could do stun. White Phosphorus rounds could do heat or fire damage. Explosive rounds could do a sort of low end blast damage. Depleted Uranium or whatever alement you want to call it could do DOT poison damage. You could do cryoban rounds for cold damage. Now THERE'd Be a versatile weapon and put a little mystery into coming at a Pistol user. You never would quite know what to expect in the way of resistance.

Anyway, the more detailed descriptions and the reference books they came from can be found in the Weapons Histories thread in my signature. Please do go have a look and see what may strike your fancy in the way of potential weapons to add to the game. I'd encourage Carbine and Rifle users to look into suggestions for themselves too!



Rookery DeCarabas, The Zeltron Zabrak, Enthralling Gunslinger, Corellia - Eclipse
"Walk easy, shoot straight, and luck in your steps!"

Rookery's Guide to Pistoleer Weaponry (Pistol Histories & Origins FAQ 3.0)
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=54538
RyslingofBloodfin
Sat Jun 05, 2004 2:47 pm
#120

Make it so that we can have custom UI interfaces like its is now with everquest, you guys already laid the groundwork for that there it wouldnt be that hard to adapt the system to star wars at all.





IGN Coo-je, Apoko, and Rysling
Drop off vendor located -2163, 1992 right outside Talus Imperial Outpost
WinterRoseASFR
Sat Jun 05, 2004 2:56 pm
#121

I'm curious as to why the dev's felt it necessary to withhold more radical skin colourings for humans and Zabrak. If there was a good reason, I'd certainly like to hear why.

Perhaps I could offer some constructive reasons as to why it'd be a positive idea. As with folks that wanted to play a Chiss (Blue Human with Black Hair) or a Zeltron (Red Human with purple hair), but weren't given the option in character selection, that'd be an easy way to add two new races to tha game that had rather popular characters in their day. Grand Admiral Thrawn, and Dani the Zeltron from the older marvel comic. No new models necessary. All that'd be required is a simple image design or Palette shift.

And of course there's every possibility that the expanded skin pallettes could be included in yet another incoming mini-publish. I can always hope, right?

To learn more about Zeltrons, the folks over at Wizards of the Coast did a piece on em in tandem with the release of their species manual that included em. You'll find it over at:

http://www.wizards.com/default.asp?x=starwars/article/sw20040105zeltros

If there was EVER a planet to go to for a dancer or entertainer profession adventure, it'd HAVE to be Zeltros. As a matter of fact, if there ever was an entertainer friendly race one could include later, it'd be Zeltrons. I'd quite like to suggest the Chiss and Zeltrons as candidates for new races in the game. Or if not, certainly the ability to have image Designers change humanoids to colours more expansive than just 255 shades of tan in order to reflect a wider species base.

Thanks for your attention.



Rookery DeCarabas, The Zeltron Zabrak, Enthralling Gunslinger, Corellia - Eclipse
"Walk easy, shoot straight, and luck in your steps!"

Rookery's Guide to Pistoleer Weaponry (Pistol Histories & Origins FAQ 3.0)
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=54538
RyslingofBloodfin
Sat Jun 05, 2004 2:57 pm
#122


I was sitting here thinking about how jedi work and had an idea. In the movies the padawan learner was almost always with his master or instructor. Maybe they should make it so that a younger jedi gets more than the usual group bonus for exp while out with a higher level jedi say at the knight level. They could also make it so that the Knight or higher gets some form of benefit in the jedi council for training new jedi so both could benefit from the experiance.


I'm not sure how it would work in game mechanics maybe they could make a new group mechanism that would only alow two jedi to group for these special benefits. well just an idea flame away..




IGN Coo-je, Apoko, and Rysling
Drop off vendor located -2163, 1992 right outside Talus Imperial Outpost
wisly
Sat Jun 05, 2004 4:57 pm
#123

Consider taking the cantinas out of the non player cities to boost the usage of player city cantinas. NPC cantinas are usualy full ( in the big cities anyway ) of mostly afk macroers. Player city cantina are usually emptly. When exploring with high BF on a strange planet, wouldnt it be nice to come across someone mind buffing in a player city cantina? As a master musician i seldom have the patience to sit in a player city cantina and wait for someone to pass through by chance. At least put a cap on how many people can be in a cantina at once, and smugglers could sneak in the back door. Isnt it a fire hazard to have a few dozen AFK people dancing around all night? Anyway just a few ideas that would boost player city cantina parties...... Long live the empire!
Kaelle_DB
Sat Jun 05, 2004 8:43 pm
#124

Any chance we could have an option to toggle the damage reported in the combat tab from the current mode to the actual damage done after all the resists are calculated?It's difficult to see the floaty numbers if you are in a group and once you've played your profession for a while you already know how much raw damage your specials will do before taking into account AR and resists.


This is something that I think would be extremely useful to me and seems like something that would be simple to do to, but then again I'm not a programmer.



_____________________
Kael Darkblossom
Dark Praetorian Order
Master Carbineer / BH carbines 4
Gorath
kinglog123
Sun Jun 06, 2004 12:52 am
#125

i think adding pod racers to the game is an awsome idea i actually posted about it on another part of the boards and i said that u could add a racer proffession and like u said it would add pit droids and when u leveled up in racer proffession u could get like better pods and or get/build better upgrades to ur pod.... also adding another planet like hoth stated above would be awsome u have to where these coats that tailors make and the whole planet is just a big battlefield with imps a rebs and walkers and bases and turrents and crazy!!
CosmicChef
Sun Jun 06, 2004 12:56 am
#126

I'd like to see some Star Wars multiplayer games, such as Sabacc or that 3D chess game that R2-D2 and Chewy played on the Falcon in ANH. Make these gamesplayable between players as well. If I'm going to own a starship in the Space Expansion, I'm going to want to be able to play some games with my mates



Riback Ilac - Old Mon Calamari Elder Jedi who enjoys being left alone...
Drumheller - Wookiee Smuggler
Gimer - Young Wookiee trying to find his place in the galaxy...
-----------------------------------------------------------------------------------------
*Blue Glowie*
lund0529
Sun Jun 06, 2004 5:27 am
#127






Danborg wrote:


Races should have significant unique abilities that make them fun to play. Here are a few suggestions:


1. Mon Calamari -- There is a lot of water on some of the worlds, but it is mostly being wasted, not being put to good use. I suggest that Mon Calamari be able to /burstrun while swimming and use specials for attack while swimming. For balance, I suggest Mon Calamari take some sort of DOT damage for every hour spent in the Tat desert.





First char in early beta 3 for me was a MonCal. I aggro'd a pack of shapauts on Naboo near water. I was sure I could outswim them based on MonCal species description. I died quick, and ended up floating face down in a pool for three days as I hadn't cloned yet...
Alixir
Sun Jun 06, 2004 7:41 pm
#128

I really think there should be more armor that can have around the same strength as the composite armor...I mean EVERYONE is wearing comp armor and the only difference I see is colour.


And also like someone else said earlier....give us another planet.


Dagobah would be great...its a very dangerous planet with a lot of creatures to tickle everyones fancy. Why there was no Dagobah in the origional release of the game is a mystery to me.


Also everything I see about concepts and development....has been about Jedi....some of us don't want o be Jedi.





*Delvyn*Delvyn*Delvyn*Delvyn*Delvyn*
...is back...

I didn't re-sub
for the game....
I re-subbed to feed my CU PA
Duck Duck Duck Duck Duck Duck Duck
I love my CU PA!!!


UnseenForce
Mon Jun 07, 2004 12:13 am
#129

We need more and different wearable equipment that will enhance our special abilities or enhance the abilities we already had. This could include such things that will help make marksman aim better, increase the strength of melee attacks, make one more stealthy around agro mobs (like a stealth device and/or something that increases upon maskscent and camoflauge). Maybe a device that will help one naturally regenerate one of his/her HAM bars faster (but in order to make it so you can't just snap one on and make it heal faster, you could make it so that it needs to be worn for a certain amount of time 'till it takes effect and it doesn't help regenerate during combat); this couldbe like a head band that can help regenerate mindfaster. Have equipment that increases yer agility and thus makes you able to better dodge and whatnot faster.


Also, why not do the same thing to weapons (kinda). Have weapons where they add modifiers to dodge/block/counterattack while cutting down on speed or damage (or both). Maybe have weapons which can perform special abilities specific to that weapon alone and to no other weapons, even those in the same category (like 1-h, 2-h, polearm, unarmed).


If those things are added, it might help better define each combat professions role in the galaxy. Also, it would help lower the dependency on armor, and we won't see everyone running around in different colored composite. Certain equipment would be more helpful to some professions than it would to others. With weapons like the ones stated above, there would also be a greater variety of weapons people actually use... it would allow people to choose between playing defensive (weapons that add defensive modifiers but with lower damage) and offensive (all those high damage weapons that everyone currently clings to).


Also, like the chef upgrade, why not do the same thing with spice. Allow the spice to give good upgrades to other modifiers other than just buffing HAM bars, and also have it have a downer where those modifiers are decreased greatly after a certain amount of time.


Another thing I'd like to see would be quests for combat professions where upon completion, it would grant the player a new special attack or something of the such. Have npcs that will teach marksman a new technique after completing a series of quests, or npcs that will show brawlers new ways to attack with their weapons. These quests would require certain a player to have certain skills before being able to take these quests. This would be a great way to encourage people to master marksman or brawler. Have quests such as these requiring a master brawler or master marksman in order to be able to get the reward of a new special.


Right now with how much people are dependent on buffs, the only armor being used is composite and occaisionally advanced ubese. There should be armor that are usefull in other ways that would make people actually want to use them. Perhaps giving certain armors certain modifier enhancements like those mentioned in the first paragraph for specialty equipment (but maybe not as good as the armor would also be preventing a certain ammount of damage).



Insusurro Gafiw

Master of the Single Handed Blade

Master of the Art of Tera Kasi

and Master of the Brawling Profession



Live well, Fight with honor, Rest in Death
Alixir
Mon Jun 07, 2004 3:11 am
#130

other people went to Dagobah before Luke ever went there.....and they were all killed by the wildlife.


more planet suggestions could be Nar shadda, or Nal hutta. There is Hutt faction Points in the game so these could be good forhutt missions and the like.





*Delvyn*Delvyn*Delvyn*Delvyn*Delvyn*
...is back...

I didn't re-sub
for the game....
I re-subbed to feed my CU PA
Duck Duck Duck Duck Duck Duck Duck
I love my CU PA!!!


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