Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
Currently hunting is either a side effect of XP grinding, or if you are collecting Avian or Herbivore, grinding out mission after mission, sometimes of pathetically feeble creatures (eg. Nuna on tat).
I would like to see some or all of the following:
- An increase in the power of creatures that drop the most valuable meats (Avian, Herbivore). Avian and Herbivore are some of the most valuable organics in the game but come from some of the most feeble creatures. Please make them interesting and challenging to fight. There should be CL40+ creatures on all planets that drop said resources. Same goes for other organics, there should be creatures at all challenge tiers for all resources.
- Better scaling of harvesting numbers so that hunters who invest in skills, food and droids collect more meat. This may be partially addressed by more challenging creatures who drop the resource.
- Scout mission terminals that spawn said creatures. Mission credit payout should be less than a typical for pay mission, but the density and challenge of the beast to be hunt should scale more quickly. Scout missions should give youLess money, bigger targets and more of them. Many scouts hunt alone or in small groups. This way a solo or pair of players will get a good challenge of mobs without getting too many credits from the mission tap.
- A rebalance of all creatures on all planets so that creature resources are better distributed. Case in point avian should appear on tat from powerful creatures as well as small entry level mobs (nuna). There is no reason that collecting resources from creatures should be boring and tedious.
I realize that the balance pass is going to make creatures overall more challenging. However that does not make hunting Nuna on tat more fun. In fact there is a very good chance that the combat rebalance is going to really hurt scouts and rangers who hunt meat, bone and hide but forcing them to lower less interesting content that provides little reward for time spent and effort. I do not want a Tat nuna that is twice as hard to kill, I want a master rifle master scout to be able to go after Vicious Giant Nunas that are CL50, even if they are hard to kill they will at least be fun.
Please inject some fun into hunting, it is often just a grind.
Here is a list of 50 ideas that I posted a month ago on the core systems forum. It went unnoticed for the most part, so I'll try again here in the in-concept thread.
Com’s top 50 ideas for SWG
1.) Give 3 faction pet benefit to squad leaders—This means a squad leader, depending on how far up the leadership branch they are, would be able to take out up to 3 faction pets at a time. The only exception would be AT-STs. Creature handlers would no longer be able to use more than 1 faction pet at a time, but the animal pet limit would remain unchanged. On the same note, maybe droid engineers could be given the ability to use 3 droids at a time.
2.) Squad leader faction broadcast—Somewhere in the strategy branch of squad leader there would be a faction broadcast ability, which allows the squad leader to broadcast a message to all players of the same faction in a 1 km radius. This would be used for organizing raids against the opposite faction. Neutral squad leaders would not be able to use this ability.
3.) Match speed of slowest person in group—Most people are probably aware of how difficult it is to stay in a group and travel when everyone is using a different form of transportation. Therefore whenever the /follow command is used while in a group, the person who is being /followed should automatically slow down to match the speed of the person that is following them.
4.) Cybernetics—Cybernetic implants would be crafted by a droid engineer and attached by a doctor. The implant would last until you are killed and cloned, or until you decide to remove it. It would be destroyed upon removal, similar to a power-up on a weapon. I haven’t really determined what these cybernetic attachments would actually do, but it would be important to make sure that they don’t take business away from chefs with their food.
5.) Battle fatigue food—A new food should be added that, for a certain duration of time, protects the player from incurring any battle fatigue while in combat.
6.) Deathsticks and glitterstim—These would be additional illegal spice items that smugglers could craft. I haven’t given much thought to what effect they would have though.
7.) Punishment for saying "slice" or "spice"—Just like you can expect a fine and a slap from an imperial for saying "long live the rebellion" in public, it should also be illegal to say the words "slice" or "spice". This would require smugglers to keep their business to either tells or empty back alleys.
8.) Trade window slice—Now that image designers even have a secure means to perform business transactions, it makes sense that smugglers should be able to slice some goods without fear of not being paid or the customer fearing that the smuggler will run off with the item. The solution would be to adapt the current trade window to allow smugglers to slice directly from there, and the moment the slice is complete the money would be paid and the customer would receive the item.
9.) Container keys—Every container that is looted is locked and can only be opened by a smuggler. The description of a container even says it could be opened if it had a key. I suggest that keys be dropped by NPCs as well, except these drops would be somewhat rarer than container drops. Any person who has a key and a container would be able to open it and retrieve the…stone knife inside with little trouble. One argument against this is that it might take business and xp away from smugglers, but as I said the key drops would be somewhat rare and smugglers would still need to be consulted for the remaining containers when the keys are used up.
10.) Make diseases contagious—This would add an interesting twist to disease attacks, because if a diseased person comes within a certain range of an other player (say 5 meters) then that person would also become infected. The disease would still be healable by doctors but they would likely have to heal themselves immediately afterwards. The disease would have a lifespan of about 15 minutes, and once 15 minutes are up everyone who was infected by that particular disease would be healed again.
11.) Fuel for vehicles—Instead of having vehicles decay during use, a fuel system would take its place. A terminal could be added to garages which sell fuel canisters to use on vehicles. Some vehicles would be more fuel efficient than others. Fuel would be deducted mostly while the vehicle is moving, and would drain slowly while the vehicle is idle.
12.) Vehicles decay from crashing—In line with the previous idea, vehicles would now decay from reckless driving. If you crash into the wall of a building or ram into rocks or trees while driving, a small amount of damage would be incurred on the vehicle. I know some people will say this harms people who suffer from lag, but presumably the damage would be small enough that it wouldn’t destroy your vehicle while trying to drive through Coronet.
13.) Vehicle paint diminishes with vehicle decay—This means that as your vehicle incurs damage, the paint would slowly fade in brightness in cleanliness. To redo the paint job, simply buy a vehicle customization kit. This idea would do away with the current system that simply erases your paint after you take out your vehicle a few dozen times.
14.) Vehicles prohibited from Yavin and Dathomir—This will probably be one of my most controversial ideas, but I think it would go a long way in restoring the dangerous exploration aspect of these two planets. The terrain of these two planets also doesn’t lend well to vehicular travel. Mounts however would still be permitted, so it would help bring back some use and purpose to those.
15.) Cliff limitations—Currently it is possible for any person to walk up a 90 degree cliff with little difficulty. Needless to say this isn’t very realistic, so firstly I suggest that a wall scaling animation be added to characters whenever they are scaling a cliff steeper than 60 degrees. While wall scaling the player would move much slower and it would take a few minutes to reach the top. In addition to this vehicles and mounts would be completely prohibited from driving up a cliff steeper than 60 degrees (vehicles would still be able to fly back down however, whereas mounts would not). The whole point of this idea is that it would do away with the concept that "the fastest path between two points is a straight line"—people would now have to have a understanding of the layout of the land and maneuver around tall mountains.
16.) Body part damage log—Under the combat chat tab it would report which parts of your body get hit while you are in combat. This would tell you about the enemy’s tactics and you could equip armor accordingly.
17.) CON system for PvP—Just like we get colored circles in PvE to tell us how dangerous an opponent is, perhaps the same could be done for PvP.
18.) Show enemy player resists—When examining your PvP opponent there should be information about their resists (under a new, different tab), based on the armor they are wearing.
19.) Visible enemy combat queue for Jedi—In line with the force capability of Jedi from the movies to see a certain ways into the future, it would make sense to allow Jedi characters to see their enemy’s combat queue. This would allow them to plan counterattacks and defense maneuvers accordingly.
20.) Prohibit large pets from entering buildings—Self explanatory. I for one don’t like to see AT-STs or Kimogilas walking around in structures with 8-foot high ceilings. This would also change the dynamics in dungeons such as the Corellian corvette, where these pets are currently allowed.
21.) Time-of-day creatures—Certain creatures would only appear at a certain time of day. If there is a particular animal that you want to hunt, you would first have to wait for the appropriate time. This would give more purpose to the passage of day and night and reinforce the RPG aspect of hunting.
22.) Animal trophies—We already have the krayt and bol skulls, but this idea suggests adding certain "trophies" for about every animal in the game. This would be similar to mounting captured fish on your wall. For example looting a durni corpse would yield a "rabbit’s foot" and a squill would yield a claw or something like that.
23.) Camera item—This would be a way to add a lot of unique paintings to the game. There would be a camera object that requires film crafted by scouts with exploration IV. You put the film in the camera, and you press a hotkey to take a snapshot of whatever you see on the screen. You then remove the film from the camera and you end up with a painting of the snapshot that you took. I realize there might be a technical issue with people producing too many pictures however, so there would have to be some limit to the amount of pictures a person can take.
24.) Book item—Like the camera, this would be another player customized object. Blank books, crafted perhaps by someone with the business tree of artisan, could then be filled with text by a player. Once the text is added it would become permanent. The books would have a "read" option from the radial menu that would allow anyone to see what is written.
25.) News boards—Inside cities you would be able to find a news board/terminal that lists news items submitted by players. Right now this is done manually by posting your event in the forum and a moderator uploads it to the in-game holocron. However with the news board all of this would be automated, and could be used for advertising wares as well as player events. To prevent spamming, the board would only allow one entry per player and the entry would expire after 2 weeks.
26.) Player-made missions—This idea would add an interesting, dynamic way to play the game. I assume it would also be very difficult to implement. The current mission terminals would each get a new tab labeled "player". They would list missions that include the name of the submitter, the objective, and the pay. BH terminals would of course offer player bounties. Entertainer player missions would specify a waypoint, the length of time you are asked to perform, and the time you are asked to be there. From Artisan terminals you could accept a mission to find a certain concentration of a certain resource. The pay would be transferred automatically once the objective is met, and a mail would be sent to the mission submitter specifying the requested information (if any).
27.) Point-based decay—Right now all items decay by a certain percentage when the player is killed. This completely negates the point of having larger condition values on items, since every item decays within 100 deaths under the current system. Items should decay by either 5 points if not insured, or 1 point if insured.
28.) Bank interest and surcharge—Currently there is no point to having money stored in the bank because there is no punishment for carrying money on your person nor a reward for keeping it in the bank. However if money accumulates interest when kept in a bank, like in real life, then a person could gain wealth in this fashion. The interest wouldn’t be a lot, maybe just a rate of .5% compounded continuously. At the same time however, there should be a surcharge every time a person withdraws money from their account. Admittedly this idea isn’t likely to happen because the devs are trying to drain money from the game at the moment.
29.) Survey loot—This would be an additional way to acquire valuable loot in the game without having to be a combat profession. While sampling for resources, there would be a very very low chance of digging up a rare item, like a krayt pearl for example.
30.) Faster healing during meditation—Sitting in a meditating position should heal damage slightly faster than sitting in the regular fashion.
31.) Theft by NPCs—With so many thug and criminal NPCs in the game it only makes sense that they should be able to loot some credits from you. If they have a bad faction standing with you, there would be a slight chance of one brushing past you and stealing up to 10000 credits. Jawas would also be one such NPC.
32.) Base attack broadcast—If a player-owned faction base comes under attack, a broadcast message would be sent to players of the same faction in a 1 km radius. This would provide a fair warning to the attacked party so they don’t have to camp the base continuously to ensure its safety.
33.) Armor paint kits—Tailors would be able to craft armor paints kits, which are essentially just like droid and vehicle paint kits except they work on certain pieces of armor. They would allow a greater degree of personalization without requiring the player to buy another set of expensive armor that is simply in a different color. The effects of the paint would never fade.
34.) Lower-ranged whisper—The /whisper command is already in the game, but as it is right now it has the same audible range as regular speak. /whisper speech should have its range lowered to 3 meters.
35.) IC toggle command—This idea is inspired by the roleplayer tag that is already in the game, except broken. With an /ic command, you could toggle on or off whether you are typing in character or out of character. In character text would be displayed in a different color so there would be no mistaking it from plain text.
36.) Sabaac, Pazaak, and Dejarik—These are three popular games from the Star Wars universe. If implemented, they could breath new life into hotels and other gambling areas.
37.) Crackdown relocation—Currently massive stormtrooper patrols are located in Kor Vella and Mos Espa. I believe they should be relocated to cities that are better understood to be Imperial in alignment. The Kor Vella force should be moved to Bela Vistal and the Mos Espa force should be moved to Mos Entha.
38.) New planets—This has no immediate relevance to the game, but if new planets are ever added I believe the best candidates would be Ord Mantell (garbage planet featured in Shadows of the Empire), Bakura (an EU planet which is the source of bacta), Nar Shadaa (Coruscant-like planet but without the continuity issues of Coruscant) and Kessel (with the spice mines). Hoth would also be nice, but I fear because of the time frame that would be a pretty drastic continuity violation.
39.) Combat droids—Now that the droid engineer revamp has been implemented it would be appropriate to introduce some new combat droids. I would suggest the IG-88 droid series, the 4-LOM series, and the battle droids form Episode I (the non super kind). Although I would also like to see the droideka I believe it would be too powerful for a player to possess.
40.) Wind rustling sound effect—A pretty minor idea, but I think the game would benefit from a sound effect of wind rustling on planets like Corellia and Naboo. It wouldn’t play constantly, only every once in a while.
41.) Entertainer missions to cantinas—The current entertainer missions require the player to perform for some NPCs in the middle of nowhere. This is fine for lower paying missions, but there should also be higher paying missions that require the entertainer to perform for a certain amount of time in cantinas, hotels, and theaters around the planet. This would serve the latent purpose of bringing entertainment to cities that are usually empty, and would also make use of the buildings that are also usually empty (hotels and theaters).
42.) Display arrival times on planetary map—Instead of having to walk all the way up to the ticket droid to determine when the next shuttle is arriving, you would be able to turn on the planetary map, select "starports" or "shuttle ports" at the right-hand menu, and little digital readouts of the minutes until arrival would float over the appropriate locations. This would allow for better management of time—maybe you would determine it would be faster to drive to the next city than catch the shuttle, or maybe you have enough time to shop in the outskirts of the city before heading to the transport.
43.) Larger wookiee stomachs—An additional species benefit could be added for wookiees, larger stomachs. This would simply allow them to consume more food without filling up as quickly.
44.) Faction standing revamp—The behavior of NPC factions should be more closely tied to their faction standing with you. If they have -5000 faction standing, they should be afraid of you—every time they come across you they should run in different directions, making it hard for you to pick them off. From -4999 to -1 they should aggro you on sight, from 0 to 4999 they should leave you alone, and with a 5000 faction standing they would assist you if they see you fighting something in battle.
45.) Windows in houses—This is a suggestion for the art department, I think it would be appropriate if the windows in houses were transparent. The technical capability is there as is evident by the large glass windows in Theed Palace. It would be much more immersive if it were possible to view the outside word from inside your house.
46.) Apartments—This idea would surely bring life back to the currently unused NPC cities. Some of the buildings in every city would be revamped with interior artwork containing several apartments. A player could rent an apartment for a not-so-cheap fee, depending on which city it is (Coronet for example would be very expensive). There would be no decay if you fail to pay the rent—you would be kicked out immediately and all of the items in the apartment would (perhaps) be deleted, thus opening vacancy for a new tenant. Apartments would not be able to be set public by the tenant, although people could be added to the access list.
47.) See player faction standings—When examining a player, there should be a new tab which lists all of their current NPC faction standings. This wouldn’t serve much purpose other than for roleplaying, such as checking to see if a person is a rabid ewok murderer for example.
48.) Badge graphics—Instead of keeping the boring text-based badges we have now, there should be a badge graphic to accompany each one. These badges would be listed under a different tab of the examine window (notice how from ideas 18 and 47 I have introduced a tab system for the examine window) and the badges would be grouped by category i.e. exploration, masteries, and special.
49.) Disks give FP—There are currently three types of disks that are dropped by NPCs: Rebel transmission, Rebel encoded, and Imperial encoded (I think). If you collect a set of any one of them and assemble them, you then turn it in to a recruiter for a paltry 500 credits. I would first suggest raising the money prize to 5000 credits, and it makes sense that they should give some kind of FP award since they pertain to the GCW (maybe 100 FP or so).
50.) Look up/down—Another art request, characters should have the ability to turn their heads towards the sky or ground, depending on the orientation of the camera. If a player clicks on another player, the first player’s head would adjust to make eye contact with the second player.
Com Cypher
Squad leaders and rangers are in far worse condition than bounty hunters or jedi, is it because they wait patiently and respectfully that their plight is ignored?
Every day I see old and respected members of the less popular professions giving up because they can no longer stand all their year-old problems being ignored. I can barely remember the last time I saw my own profession mentioned in patch notes. I can live with that, but when I see professions getting two entire publishes devoted to them and not even a mention given to others it's disheartening.
I recognize the combat balance is supposed to fix many things for many people, but I'm afraid that does us very little good at the moment. Every publish should try to address at least one class-specific issue for every class. I guarantee you that every class has at least one problem they would be thrilled to have resolved. The overarching rules of combat take a long time to get right, making the chefs' cask work properly or upping the damage mod on a couple level 3 attacks so they're actually better than their level 2 equivalents is not so complicated. Even if the change is only temporary, at least it's something.
I'm not asking for a total change of focus on the development, but please at least make an effort to improve every profession and not just a chosen few. People need some hope, even if they're not jedis or bounty hunters.
- Skill Enhancing Attachments (SEAs): I would like to see the interface for this cleaned up. Perhaps a new item on the radial menu that opens the item's properties similar to a crafting window. You can drag SEAs into the slot and see what it will look like BEFORE you commit the change. Then you can commit those changes or back out. This way, you can sort of experiment with various layouts of upgrades in an effort to make a better enhanced item. Not sure if you can still enhance packs (even though they have the slots) but it would certainly help with that also.
- Dodge. Right now Doge hurts you when you are fleeing. It makes you take a step the the side which in effect stops you and allows your pursuer to close. When moving, dodge needs to be a dive roll or duck, or other animation that will not hinder your movement and allow your enemy to close.
- Buff Interface: The various buff icons need to be color coded at least to what groups of stats they are buffing. The also need to allow you to show the countdown timers without having to "mouse-over" them. We should be able to click on a buff and "cancel" it (unless it is a food or spice buff which is sort of a tradeoff in it working and how long it lasts).
- Travel Ticketing: I find travel ticketing very annoying. I often buy a ticket and then change my mind and go elsewhere. Now I have this sometimes expensive ticket sitting in my inventory taking up space. I would like tickets to go into the data-pad (e-ticketing) and also allow us to sell them back to the Galactic Travel Commission for a refund.
- Crates and Stacking: Anything with the same serial should allow us to stack it. If it would be more applicable, it should stack and create a factory crate. This would save on inventory space and allow us to re-stack items and make better use of our inventory space and conceivable, your database space. In either case, crates should allow us to recombine if we can split the crate.
- Travel timers needed: We have wonderfully detailed and rich graphics in the world. Why not turn some of that into an interactive or dynamic affair. Like a timer display outside and inside the star port with the time until the next shuttle is set to arrive and depart. It would add a lot of immersiveness and be a great way to see when the next shuttle is due rather than hunt for the ticket droid in an often crowded star port. Plus, we could wait in the waiting area, as opposed to out where the shuttle lands. A nice touch I think.
- Bazaar and the Yellow pages: The bazaar is great. However, we need to put the emphasis back on the player merchant. But it is simply impractical to have to fly all over the galaxy, visit the thousands of vendors in hundreds of cities often to be met by a vendor that is unstocked. Encourage competitive pricing and help fight inflation by having a system by which ALL shops items are listed centrally with all costs and associated information. We can shop centrally, a-la-internet, and be able to find the things we need at a reasonable price.
- Bazaar and Vendor Listings: Please allow the format of the bazaar and vendor listings to remain saved. Column widths, etc. Where items are listed in stacks, (resources and crates) please add a column for "cost per unit". This will help the customer better judge the value of the item they wish to purchase. Likewise, give the seller the ability to enter prices per unit and then display the appropriate total cost on the item.
- Harvesters: Currently the "Empty Harvester" and "Retrieve Resources" buttons are on the same control interface (Operate Machinery - Hopper) and are right next to each other. To help those fast mouse clicking idiots... like me... that mistakenly click the "Empty Harvester" button instead of the "Retrieve Resources" button and quickly agree to the action, please move the "Empty Harvester" button. Put it on the main redial menu or something. Get it off that interface and away from the "Retrieve Resources" button. I have lost a few hundred thousand resources to my stupidity. Please make it idiot-proof. =)
Thanks.
Additional Skills for Politicians
1.Ability for Mayor’s to tax citizens and non-citizens differently for:
Property Tax
Vendors in the city limit (sort of a tariff for non-citizen’s vendors)
Travel Tickets from the city’s shuttle port
2. Ability to select any building and determine who the owner is and the building’s status.
3. At a specific skill level, the ability to “Condemned Structure” on a building within the city’s boundaries which will mark that building for removal.Automatic removal of the building will occur seven days after the system confirms that a message has been delivered to the player-owner of the structure, or 30 days after the mayor has declared the building condemned if a message isn’t delivered to the player (i.e. the player doesn’t log on.)A “Condemned Structure” message should be sent to all citizens letting them know that the Mayor has condemned a structure – including a waypoint to the structure.
3a. Ability to cancel “Structure Condemned”.A message should be sent to all citizens that the mayor has cancelled the “Structure Condemned” message.
4. Ability to set “Tax Free Zones” in the city.Basically, the ability for the Mayor to select a building tool on any building and make that building and all citizen vendors, (if any in it), tax free.(This would not include non-citizen vendors).
5. Ability to grant zoning rights to Militia.
6. At a certain skill and city level the ability to appoint/remove appointment of a Vice-Mayor (only role of Vice-Mayor is to have admin rights to City Hall and zoning rights) no politician skills necessary.Additionally, the Vice-Mayor should have the ability to set one house of any size within the city limits for 24-hours, regardless of their available slots.This will allow them to add houses for new members and transfer the house to the new member.The Vice-Mayor must be members of the city.
7. At a certain skill and city level the ability to appoint/remove appointment of City Recruiters.Number dependent on size of city, but no more that three.Recruiters have zoning rights and should have the ability to set one house of any size within the city limits for 24-hours, regardless of their available slots.This will allow them to add houses for new members and transfer the house to the new member.Recruiters must be members of the city.
8. At a certain skill and city level the ability to create city signs.These should be an Artisan crafted item (like a post with a cross piece and a banner that hangs from it. – Similar looking to a rebel flag.)At a specific skill and city level, the Mayor should be able to purchase and place these in the city.Through a radial button the Mayor can call up a text window and enter in plain text, no Rich Text Format (RTF), and post bulletins on these signs, changing them as desired.
9. Ability to place herald droids.Similar to barking droids, these droid announce things to anyone within XX meters and can only be placed in the city limits.Number of droids dependent on skill level of Mayor and city size.These types of droids are placed as decorations so stay in game.
10. Ability to create city map from the City Hall Control Tool.Creates a JPG of the city, complete with radius rings (150, 250, 300 meters, etc).Shows and labels all buildings.Color codes available, and non-available ground space.
11. At a certain skill level, give the Mayor the ability toplace oneCitizen’s Only Vendor, where the vendor can only be accessed by city citizens and can only be placed in the City Hall.Limit this vendor to 500 items.
General Enhancements/Changes for Politicians/Mayors
GIVE PLAYERS A REASON TO DECLARE IN A CITY:Create a galactic planetary tax for all players who’ve not declared residence in a city.Make it more than 10% of a small generic houses weekly maintenance (i.e. Property tax say 20%).This is a flat galactic citizens tax that a player pays unless they are a citizen of a city.Once they declare in a city, they only pay city taxes, not galactic taxes.If a player can’t pay for a week, they get no public transportation, shuttle or space port for that week.
GIVE PLAYERS A REASON TO DECLARE IN A CITY:Have mission terminals in cities pay better for any player registered in any city (i.e. as long as you are declared in any city, terminals in all player cities pay better than for non-declared players) and terminals in non-player cities pay much less than player city terminals (i.e. noobie missions only from non-player city terminals).
All vehicle maintenance repair credits should go to the city’s treasury.
Cities are already paying for recruiters.Part of the recruiters fees should go to the city.(Kind of a form of tax.Fixed by the system, not adjustable)
The Mayor should have the ability to set one house of any size within the city limits for 24-hours, regardless of their available slots.This will allow them to add houses for new members and transfer the house to the new member regardless of the Mayor’s other slot assignments.
Create a better tool for managing and reporting the city’s Maintenance and Treasury Report.Track who’s deposited (donated) money into the treasury!Track what’s gathered for taxes each week and break it out.If one player’s selling a lot and generating a lot of sales tax, the mayor should be able to note this.
Create an option on the City Management Terminal in the City Hall that when selected by the Mayor, Vice-Mayor, or Recruiter, adds/updates the individual’s friends list with all citizens.
Add an “Email all Citizens” option to the City Management Terminal that is accessible only to the Mayor, Vice-Mayor, and Recruiters.
Enhancements/Changes for Guilds:
Create Guild Only Mission Terminals that require groups of two, three, five, etc. players (pets don’t count when getting the missions) and give special rewards for completion (i.e. items that can’t be gotten in other missions).Terminals can only be placed in the guild hall.These terminals would give missions only to the group, (i.e., not two per group member as in current missions – but two for the entire group), and would become void – no points or rewards of any kind – if the group disbands or the minimum number of players for the group mission level drops before the mission is complete.Additionally, the missions would not be given unless all members of the group were guild members, nor would any points be awarded if the group had non-guild members after the missions were assigned and at anytime before the mission was completed.
The Guild should be able to create a Guild Member Only Vendor (tie it to the PA structure instead of merchant abilities.)When the PA owner creates the vendor, it identifies the Guild the PA owner is a member of and from then on can only be accessed by members of that guild.Limit this vendor to 500 items.
Create a entry on the radial tool in the guild hall that when selected by a member, adds/updates the individual’s friends list with all guild members
#1 MORE THINGS TO DO OUTSIDE THE BOX
I would like to see more "extracurricular" (not fighting or levelling) activities encouraged in the game, it promotes social bonding which I see a lack of. Seems like everyones out doing their own thing. The Casino idea coming up is a good start, allow high steaks games, make it intesting. You could add so many relaxation activities that you could almost make an expansion out of it; Gambling, Sabacc, Holo Chess. I think it would be great if players could collect cards to make better sabacc decks then play other players for winnings!
I note that there are already roulette tables and such already, but their interface makes them bland and tedious to play and they lack variety or big money options.
#2 BATTLEFIELDS! MAKE THEM WORK
Perhaps after the space expansions customizable spacecraft we could have ground zones where battles could take place. A small section of space could be dedicated entirely to the war. It would contain 5 planets each with a space sector and a ground sector. This entire region could be a section of space under conflict according to the storyline. This area would be 100% pvp all the time with each sector controlled by the forces that hold its stronghold (small town, weapons facility, bunkers, asteroid fields and other key strategic objects). The space area would be build on the JtL Engine but the ground areas could be smaller zones that allow for more twitch style combat. It would be really good to see the effects of all the weapons in that style of play.
I know this idea is a game in itself (and quite like the upcoming game from lucasarts), but I think you could integrate it into the universe in the same way as JtL is a game in a game and it would work great!
With that form of introducing new styles of play every expansion, you can keep your subscribers freshly anticipating new and exciting different content and it would also allow you to keep the game looking great as it ages.
"Com’s top 50 ideas for SWG"
I Do Agree With Almost Every One Of Your Ideas and Concepts.
Many of those Ideas have been expressed over and over in the forums!
Now lets hope that the Devs finally take the time to read and heedplayers ideas and suggestions.
The factI regret greatly is that we can not throw real life eggs...oops should not say that, sorry..bananas at the Devs.
Maybe they would get the message then ![]()
When the combat balance is in place and Jedi and GCW revisions are done, the main game should be treated to an extensive range of publishes/updates along the theme “Worlds Rebuilt” .
This development should aim for reworking the entire POI/mission/quest/site system and seek to create a huge, immersive, rewarding and accessible adventure system as possibly can be done."