Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-19-04)

teeth0r
Thu Apr 15, 2004 8:08 pm
#118

As a quick and easy way to address the over-powered nature of Combat Medics in large group vs group fights, could you please modify the Doctor's Cure Poison and Cure Disease packs to not only remove the poison/disease but to also grant the patient an immunity (or large boost to resistence) to poisons/diseases for a couple of minutes after the cure is applied.


In this way CMs are not overly nerfed in small fights, or against groups without doctors - but they lose the ability to single-handedly wipe out large organised attacks by spamming their poisons and diseases over and over until the enemy doctors are overwhelmed.


Best regards,

Anavel.
Voren
Thu Apr 15, 2004 8:14 pm
#119


DUAL WIELDING ON SINGLE HANDED WEAPONS! LIKE PISTOLS AND SUCH!!!!



There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the force.
-jedi code.
Kevie
Thu Apr 15, 2004 11:05 pm
#120

with the GCW revamp i would like to see more people running around in Plasteel


one idea that has been proposed is for armoursmiths to buy a schematic from the recruiter using faction points and then could crast viable armour so not everyone who wants to be useful is running around in full composite


i would also suggest giving a wide ranged of armours for this, but i can't think of anything really for rebels since they had very little in the way of armour


but this is a start and i think this would very drastically enhance players PvP and RP experience without having to suffer a penalty of being useful




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

KitsuKlhorr
Fri Apr 16, 2004 12:38 am
#121

I dunno if anybody else has suggested this or thought a bout it but I think an increase from 250 to 300 skill points would be great. This would allow people to master 4 professions and have a few left for something else rather than 3. I don't think this would make anybody too powerful especially if there is going to be more professions added when the expansion comes out.
AlaManQ5
Fri Apr 16, 2004 5:17 am
#122


Guys, I'm proposing that we think of a new profession that goes beyond Master Artisan.


Call it "Craftsman" Profession.


Give it more items to craft that help support other Crafting Professions.


Let us specialize in electronics, powerups, clothing add-ons, armor add-ons, and of course, more vehicles!


Make one row an Experimentation row, at the fourth level we get the "Expert Craftsman" title.

Make an Electronic Engineering Row, call its master level title "Inventor" or "Technologist"

Make a Food/Clothing row, call its master level title "Item Specialist" or something (kinda dorky, i can't think of one!)

Make a Business Row, call it "Shopkeeper".

At the master level, we get Craftmaster or Master Craftsman title.


Think up some cool items that could be crafted that aren't technically taking away from other professions. Think of making add-ons and kits for other crafter items, like an Armor Polishing Kit, a speeder toolkit, weapon holsters and sheathes, better weapon powerups, etc. (along with more customization kits for armor, clothing, weapon, paint kits for house walls, carpeting for houses!)


We should also get a work station/crafting station called a "Workbench", where we can put on our powerups, craft our kits, and do our new stuff. We should also get to use some of the tools used in the movies, like hydrospanners, to assist in our crafting. Allow us to make clothing refitting and altering, like adding extra pockets, zippers, raising or lowering hems and stuff, to the already tailored item.


Tell me what you think!!! I'm tired of being "Master Artisan" and only using it for speeders.



Oh yeah, and think about giving each crafting profession a different and unique shop-typehouse! You guys already have the Merchant tent, how about a tailor shop, a smithy shop for weaponsmiths, a restaurant for chefs, a droid shop, a master artisan shop!


My sig doesn't say it, but my Master Artisan is on Ahazi, Valkk the tailor/tka/master artisan.




\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

Keth_Aalith
Fri Apr 16, 2004 7:35 am
#123

I didnt even think about posting here when I made my post on the Radiant board, but here's the idea of the century, Dev's...


http://forums.station.sony.com/swg/board/message?board.id=Radiant&message.id=177282


-Keth
kinganuthin
Fri Apr 16, 2004 8:16 am
#124

The jedi revamp:


Having your main character becomeing a jedi as opposed to creating a new character in the same galaxie is a great idea. It forces (no pun intended) people to make a choice. It is a great way to limit the amount of Jedi if people are unwilling to drop the characterthey have now. Obviously the nerfed and inferior Bounty Hunteris not going to be able to keep the numbers low, and with the permadeath removed there is gonna be an exreme overflow of Jedi. If something is not done to curve the amount of jedi, this will become a Jedi based game instead of a total star wars based game and will no longer be worth playing, there is already a number of great jedi games out there.


Megatroid
Fri Apr 16, 2004 9:01 am
#125

Roll up your pants, folks. Pretty soon we'll be flooded with mined resources. (I say "mined" resources here, because the lack of creature-harvested resources and too-low scout/ranger harvesting rates is a very different issue.)


Before the city patch, harvester extraction rates essentially doubled. This made sense due to the enormous resource requirements needed by city structures. Now, the city caps on most planets, especially starter planets, have been met. Only garages have been introduced since then, and IMHO aren't in great demand.


The christmas holocrons started a huge wave of FSCS profession grinding, which demanded resources. With the Jedi revamp being largely quest-oriented, grinding resource demand looks to plummet faster than Debbie Gibson's singing career.


Most crafters, miners,and many others have medium BER 10s or Heavy 13 harvs ripping up more resources than needed. With no city structure demand and FSCS grinding coming to a halt, resource prices will cause vast deflation across the galaxies. Although everyone likes cheap resources, the amount of credits in each galaxy increases substantially as the server matures. In short, we may be heading for sub-1 cpu resource prices, essentially killing off the mining market. This is bad because the prices of crafted goods will drop as a result, hitting crafters in the wallet and making some of those professions nearly unplayable. Crafters may at first be happy with the cheap resources but will soon see the flagging demand as the market continues to be out of whack.


Although no SWG subscription numbers have been released, I'd guess there are fewer players since launch, exacerbating the glut.


The only possible scenario that would generate demand for resources is Space Expansion (depending on vessel schematics), but that is Many months, if not a year, away in my estimation.


The only possible solution i can see (and I'd be happy to be wrong in my above assumptions), is to nerf harvesters back to their previous levels of BER 2 personal, BER 4 Medium, BER 7 Heavy. This would piss off architects to no end but restore balance to the mined resource glut.


Flame away





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Alienreptile
Fri Apr 16, 2004 9:28 am
#126

YES!!!!!!!!! This is 100% true! Find lost items is useless unless it shows you a list that you can choose from, otherwise you have every item in your house moved into one spot until you find what you are looking for!
Ossot
Fri Apr 16, 2004 10:06 am
#127

I think the devs should add a lottery terminal that could be placed in high level cities. Creator could control only certin features..

When it picks the random 6 numbers,
And how much % of earnings to keep for city.

If the lottery doesn't get hit for weeks, the % of earnings is the only thing taken out for the city to have, the rest piles on. So if it goes weeks on end it could get up to 200mil type **edit** just like IRL.

Oh, and the owner could be able to optionally add into the lottery cash prize at will. That way when you first drop it if you're a rich mofo your first lottery could start off at 10mil or something to attract people to it.

It'd be just like IRL, there'd be a buncha hype because XYZ cities lottery is up to 400million, nobodies hit it in 4 months!

Maybe though, have some sort of system, where if you get 4 or 5 numbers you still get some sort of % payout, that way if it does go unhit for a long period of time, people just don't give up on it and never buy any more lottery tickets.

Sure every merchent grinding foolio would hate it, but I think it's a grand idea. Who can trust some random vendor having a "lottery".. guess what; I ever have a lottery, dont buy a ticket, because I gurantee you some anonymous unknown never seen person will "win".



Ossot Sromo

Master Chef/BE

Visit my shop on Dath at -2830, 493

Nim_Cross
Fri Apr 16, 2004 12:12 pm
#128

I'm not sure if I speak for everyone, but I'm sure I speak for a good part of the community... You need to add more types of high-level Composite-Par armour into this game. Right now seeing everyone in Composite really gets boring. I'd like to see a lot more armour types that have the exact same stats as Composite.


So instead of dealing with the overused look of the Composite armour, people can buy different types of armour, with the same protection that composite has, just with a different look. That would really add more variety into the game, since armour place a very important role.


The armour doesn't have to have different stats. I think they should all be Composite Clones (maybe each one will have a different special protection), but they would all have their own special looks. Therefore instead of everyone looking the same in Composite Armour, people could be more "original" and look cool in several types of armour. Hell, this could allow for mixing and matching! Create your own special look by choosing from 10+ different Armour types!





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Josue15
Fri Apr 16, 2004 2:10 pm
#129

TH & Dev



TH


I like to seefour things actually added that we need.



1. Rebel base to me are just wrong. The way you guys design then is all off. During this time Rebel Base wouldn't be Military Fort that would have banners display this is a Rebel stronghold. If I recall correctly in the Movies all Rebel base we ever saw were hiding or Camoflage.


When I think of what a Rebel NPC or Player Base would look like. It would be a Adandon House, warehouse or Starportwith a underground Complex. What you guys have now makes it look like the rebel are on equal footing with the imperial and don't need to hide from them. Which is not the case during this time period.


I would love to see you guys redesign the Rebel bases to blend into their surronding and make the rebel look more like a Rebellion fighting against a powerful evil empire.


2. Whatever happened to Faction Ranks. I heard rumor that maybe in Patch 7. I guess it never made it. I would love to see you guys allow us to wear our faction ranks ensigns like the NPC Rebel and Imperial Officer currently wear on their uniforms. Also it be nice to have a option to display the Rank Ensign with the player name to everyone when they are overt and to their faction when they are covert.


3. We need furniture that actually store equipment. Now that you added a light source to lambs. Let think about adding storage abilities to Bookcase, Cabinets and Armiors


4. We need to see headlights on Landspeers and Bikes.


5. What about storage containers on Landspeers and Bikes.


6. With all the technolgy in the Star Wars Unverisal you would think that they would be able to create Gas Mask or Bio Suite to protect against Poison and disease in this time period. Why not add this feature into the game. You guys fixed the issue with Defense stackers being uber, Now you have the Issue with MCM being the king of the battlefield. Have you ever been hit with AOE posion or disease that does 1000 damage a tick to your mind poolfrom about 80m out? (I have it not fun)




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Josue' Thomas Jedi Knight

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Jedi Robes
Long awaited are the Jedi robes! Gone will be the days of Jedi running about in armor. The Jedi robe will provide a hidden toughness value that will protect the Jedi, similar to armor, but providing more of a Jedi feel. -TH Jedi archive II
asgoia
Fri Apr 16, 2004 2:30 pm
#130

MAKE PIKEMAN 50X BETTER THAN IT IS SO WE CAN ACTUALLY FIGHT SOMETHING OTHER THAN LESSER BOLS ON DANTOOINE.



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