Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-29-04)

Steelheart
Tue Mar 23, 2004 9:03 pm
#118

1) Clone camping, ooh, loook, it's back. Anyway, why don't we add a five minute timer after death that would not allow you to be attacked or to attack, no matter what. A nice little downside to having your arse handed to you. Upside, fixes clone camping now doesn't it? This can also give you an excuse to pull the faction resets in the cloners..... better yet, maybe an option to reset instead?


This is a good idea.



Grievance has been reborn !
www.grievanceguild.com

maddog0606
Wed Mar 24, 2004 1:16 am
#119






Thunderheart wrote:





Kyros_Dragoon wrote:

I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great




Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.








Maybe to you it sounds like a great solution but I was under the impression that only smugglers had the ability to slice open stuff. It cost me skill points to be able to slice stuff. Have Igone up the smuggler slice tree for no reason whatsoever?Am I in another screwed profession? Do you know something I don't? Feel like sharing with the class?




I should do the world a favor and cap you like ol Yeller
"Weird Al" Yankovic, songwritter, Philosopher, Man about Town.
darth48076
Wed Mar 24, 2004 1:36 am
#120

Also I have another consern....



the Combat Medic is the most powerful prof, while Pvping. While on Valcyn, the Rebel and Imperials PVP on a hourly basis there and both sides are screaming on how powerful the combat medic is and it should be nerfed. I for one do not wish that the CM to be nerfed (NO! I am not a cm!!!), how ever give a Reall big Poison Resist to a prof, to counter CMs... Personally I say that the Smuggler Proffesion or the Squad leader profession gets the strong poison resist...



also if you guys arent busy, Can you really, Really, REally, REALLY do something about the commando Heavy Acid rifle tree?? I got Acid Rifles I for the first time over the weekend and I couldnt stop laughing for 25 mins.. the acid single special is a joke....





Syller Tradewind
MASTER Marksmen (Retired)
MASTER Commando (Retired)
MASTER Droid Engineer (Retired)
MASTER Smuggler
Hisler
Wed Mar 24, 2004 4:35 am
#121



Bah, I think the idea of your main character becoming a jedi is better than getting a new character on the same server as a jedi. You people that want to be a jedi want instant gratification without any sacrifice. You obviously don't want to be a jedi bad enough if you arn't willing to give up your current characters professions.



God You are just showing how much you dont know .... The people whom have done jedi have gave up all the professions they have grinded to get to jedi ...... I have gave up 20 professions so far in the persuit of the endless endeaver .... But I do not want to see multiple characters like it is now ... Im tired of jedi's with armor smiths driving up the prices of armor to outrageous sums due to the fact that they have to buypearls ..... Who said you have to have pearls ..... use crystals

Hisler
Wed Mar 24, 2004 5:03 am
#122

Hell while we are at it lets give the bounty hunters the most content in the game ..... Hell they already have mind attacks .... bleeds ..... burns ..... Get to hunt jedi's ....... Dizzy ..... Knockdowns ....... Better Pistol mods than a master pistoler .... Best Pistol in the game .......... Light Lightning Cannon just slightly weaker than the flame thrower ...... The ability to use with skill mods the marksman Pistols , Carbines, rifles ........ The most weapon damage types in the game ....... Basicly You got the most content out of any class .... Look at all the classes and try to say its not true .... The jedi class is haphazerd it plainly stinks ...... Most classes are so bugged they stink or the attacks they get are so redundant .... Now you want flame throwers ? Skill mods ? Hell already you are a griefer class big time ...................



TshenQin
Wed Mar 24, 2004 5:32 am
#123

Traveling time:

I dont know if there are any big problems hardware/software side to reducing traveling time but i would like it all to become shortend or atleased streamlined.

I concider it redicilous that i need 15 to 30 minutes of game time wasted to travel from say from a player city in Naboo to some place on Dantooine. You would need 4 shuttle/starport rides to get there...

Faster travel times means that meeting up with friends to group up and hunt or go places is far easier to do and not a time sink.

I think the simplest solution to the problem would be that you can select any shuttle or starport as your destination. You still pay the same price as you would have for each ticket but then 1 in go.

Specialy in a world as large as this, good and quick transportation is needed.

Qin
DarthMercilous
Wed Mar 24, 2004 5:36 am
#124


This is what I'd like to see:





For the Hardened Space-sim Veteran: Combat styles like the X-wing series of games (X-wing, Tie-Fighter, X-wing Vs. Tie-Fighter) where it's down to pure skill and your ability with a flight-stick.


For the Weekend Fly-boy (or girl): Combat styles like those in Freelancer, where you're essentially left to fend for yourself with a mouse, which would be accessible to all players without the possible extra cost of purchasing a flight-stick.


For the Strategist: Point and click, command based, RTS style, such as found in Eve Online.







Then there's the ships themselves, what tickles your fancy? Is it a run-down frighter, held together by a wing and a prayer, or a sleek interceptor raining down death from above? Then of course there is the Capitol ships. Fancy yourself as the Commander of an Interdictor? But how is it all going to be implemented? Should you be able to customise your ships? And if so, how?


If it were just left strictly to frieghters, transports, fighters, etc it would be simple enough, 2 of the 3 gaming styles above would be ideal. However, you toss Cap ships into the mix, and you start looking more toward style 3. Or do you forsee being able to enter a Cap ship, as if it were another enviornment, say like the space station in the tutorial part of the game? The possibilities are endless, but the practicalities are finite.


I personally would prefer to have the ships flyable via joystick, though I suppose it would be best IF it could be coded so that you had a choice of stick, mouse or KB. Then everyone would be happy, so to speak. Additionally, it would be possible to combine "twitch" with skill, if the skills wereto affect things such as special manouvers, ship operation, and attacks for dog-fighting.


A few examples of manouvers combined with dog-fighting skills would be:



  • Countermeasure: to attempt to draw enemy missiles or torpedos from yourself
  • Match Speed: a skilled pilot would be able to match his targets speed and therefore destroy it much quicker and easier
  • Special Moves: perhaps have a series of offensive/defensive flight manouvers such as rolls and loops that could be used seperately or combined to allow you to escape your attacker and come in behind them or just simply dodge their fire. Think WW2 dogfights.. which is essentially what Lucas had in mind for the space battles in SW
  • Specialised Targeting: Allows the pilot to target specific subsystems on a target, ie weapons, engine, wing, etc.

Operational ideas might include:



  • Balancing: being able to set your power output to shields (if you have them of course) and weapons to maximise your attack or protection. While this should be allowed early on, perhaps the effectiveness or competence of the pilot would allow for this skill to increase via modifiers
  • ECM: to make it more difficult for your ship to be targeted and seen accurately on rader. I could see this being especially important for freight runners who don't want any grief while running their cargo.
  • ECCM: to cancel or diminish the effectiveness of your targets ECM
  • Repairs: certain basic repairs could be done inflight, either via astromech droid or through some other subsystem.
  • Jettison: If you need to drop cargo in order to make a fast get-away, or simply keep yourself from being destroyed

These are just a few ideas, and I'm sure the Devs have their own, but they would be nice to see none the less. Of course there's a whole realm of possibilities, but it will all be dependant on the system that is implemented.




Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
Jedi-scout
Wed Mar 24, 2004 9:58 am
#125



Firstly, I apologize for the lettering but it needs to be advertised in this matter because this needs to be addressed immediately, I also accidently posted in the older thread so sorry for posting this twice but:




Why can aREBEL BH kill aREBEL Jedi???


The purpose of a bounty hunter is to hunt bounty and if that bounty is alligned with a faction? why are they allowed to kill their own faction but faction members can't defend the ones being attacked? That my friend is called broken.





2 words and remember them well cause this is soNOT Star Wars it isnt funny.



NEUTRALITY NOW !!!!!!!



Either make a faction for bounty hunter's, or force them to be non-alligned ( like they are suppose to be to begin with )


Does George Lucas know you guys have this type of system in place?

I'm not a jedi just completely in awe at the stupidity of this system. Or aren't there enough problems in game that you have to mess up the content that much more? Sorry if this sounds like a rant but man....seriously think about it.



Canadian Shield FIGHT Club -Retired-

The Original Dark-Jedi Killer


eyeprod
Wed Mar 24, 2004 10:11 am
#126

here's an idea i have for the image designers.


i don't know if this has been suggested before, but i like the idea of an image designer being able to create a painting/portrait of another player. the player would be able to pose however they like and the ID would then take a 'snapshot' and voila! a sellable portrait that can be placed in the players house. perhaps this idea could even be used on anything the ID wishes. so if someone wants a painting of their house, pet,town or naked butt, it would be possible. this would be really fun for everyone involved.


onejust can't have too many paintings, am i right?





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[[[[|]]]] MANDRAGORE.kauri---------------------------------[[[[|]]]] KEENWA.starsider-------------------------


Ryutek
Wed Mar 24, 2004 10:49 am
#127

I had not planned to post this here, but decided to bring this to everyone in a central place after all. For reference this is also in the Smuggler Forum.





A Letter to Those Who Do Not Understand The Smugglers' Position


By Ryutek






I have seen way too many people come in lately that do not seem to understand where many of us stand, and so I wanted to put this in persepctive.





Section 1: Definition(s)


Merriam-Webster

Main Entry: smuggle

Function: verb

transitive senses


  • 1 : to import or export secretly contrary to the law and especially without paying duties imposed by law
  • 2 : to convey or introduce surreptitiously

intransitive senses


  • 1 : to import or export something in violation of the customs laws

Dictionary.com

smuggle


  • 1 : To import or export without paying lawful customs charges or duties.
  • 2 : To bring in or take out illicitly or by stealth.



Currently we are the only profession that does not do what our own name states. We do not smuggle.



Section 2: Regarding Illegal Items




Quite simply, we want to provide a service to players who wish to have illegal items moved from one place to another. There are many suggestions on how to achieve this, and I am not writing this to support or condone any one idea, so I will not go into any details here. What we want to keep from happening is to have our skills wasted on an entirely self-contained "mini-game."



The one thing that is making most of us upset though, is that our impression of the player base in general is that NO ONE seems willing to accept consequences for their actions. What we have seen is that the player base wants all of the rewards, and the ability to get and do everything in the game, without having to work for it. Let me use an example:



EXAMPLE

With the "Imperial Crackdown" there was not, originally, any bonuses to Smugglers to evade these scans. The Smuggler Community lobbied for a change, and did eventually receive the ability that we should rightfully have (it is, after all, a limited form of smuggling). Now, here is the problem, Imperials get a free ride to carrying contraband (which by definition is smuggling) without having to invest any skillpoints into Smuggler. This means our skills were given to other players without requiring them to be Smugglers. To make matters worse, items in Droid Compartments are not scanned either, so now every player is essentially a Smuggler without having to spend skillpoints. See the problem?







All we want is for illegal items to be illegal, not illegal to Person Rebel and not Person Imperial. We want consequences for carrying illegal items, not an apology to Person Imperial and a measly 50 credit fine to Person Rebel (Just tossing numbers, I know it is low but not sure how low).



The players of SWG have gotten used to having sliced weapons and armor and spices as commodities, when they are, in fact, not. They are illegal items (It even states it in the descriptions of the skill tree and with the new sliced tags on items). As such there should be STIFF consequences for using these illegal items.





Section 3: Regarding Smuggler Skills




Our profession in a rare one in this game in that the end result of our actions is not dictated buy our equipment but only by our skills. A chef has not only their skill set, but their extra experimentation points, resource quality whether they're in a City with a Research Center specialization and tool quality all come into the mix in determining the quality of their work. Likewise, not only do Docs have those crafting variables when creating their "tools" but when using them they also have buff pack quality, food+cloths, droid quality, BF, etc. when determining the outcome of their buffs.



Smugglers have none of those additional factors determining the outcome of our work. It is *only* our skill level that has any manageable effect on outcome. Our tools are not high tech in game terms. Think of it as the MacGuyver school of crafting/slicing. Our skill is in taking whatever we have at hand and turning it into something - something that your average guy on the street cannot.



EXAMPLE

There has been a recent proposal about making Mag Seal containers able to be opened by anyone with a kit crafted by a Smuggler. Mag Seal Containers are locked containers that are not able to be sliced at the moment, and are on a "time lock" type of mechanism. If this was to go through then we would be, yet again, granting our skills to the player base without having them require spending skillpoints to actually, get this, gain the skill. See a problem here?








Ragnaat wrote:



Think about the 'ability' of one to pick a 'real life' lock with a paperclip. I could get a room of 50 people together and hand them each a paperclip and park them in front of a locked door. Just because all 50 people have the "tool" does not mean that all 50 doors will magically become unlocked. ONLY those with the SKILLS will find themselves opening the door.






















That is it in a nutshell ladies and gentlemen. Nothing fancy, although we have many ideas that would be great if they were implemented. Take a look at the hundreds of constructive posts we have in this forum, and you will see that we are capable of coming up with a system that everyone can enjoy. It all hinges on one thing, though, and that is the fact that:

ILLEGAL ITEMS MUST BE MADE TRULY ILLEGAL AND HAVE STIFF PENALTIES FOR BEING CAUGHT WITH THEM AND WE CANNOT GIVE THE SKILLS OF A PROFESSION AWAY TO EVERYONE WITHOUT HAVING THEM INVEST SKILLPOINTS IN THAT PROFESSION








Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
wickedHangover
Wed Mar 24, 2004 10:50 am
#128

Please consider the change in the character sheet in regards to Lots from:


Lots Remaining: 3


to something more like:


Lot 1: Small naboo house.Status: 23d14h.Rori -4500, -2500 (create waypoint)


Lot 2: Equipment Factory. Status: power 6d4h maint: 7d 23h Rori -4500, -2600 (create waypoint)


Lot 3:Food and Chemical Factory.Status: power 6d4h maint: 7d 23h Rori-4500, -2550 (create waypoint)


Lot 4,5:SmallGenerichouse.Status: 4d8h. Corellia 2200, -1500 (create waypoint)


Lot 6:BER14 Fusion GeneratorStatus: power 2d14h maint: 3d 13h. Talus 350, 781 (create waypoint)


Lot 7: BER14 Mineral Harvestor. Status: power 12d9h maint: 13d 3h. Tatooine 3256 4567 (create waypoint)

Lot 8: (empty)


Lot 9: (empty)


Lot 10: (empty)


I am really tired of losing track of where my lots are spent. I have a bad habit of deleting waypoints and would like either a screen that gives me my lot usage, or have the character sheet better display my lot usage.






clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
Nubman
Wed Mar 24, 2004 11:06 am
#129

Another i dea I have been thinking about is getting rid of the merchant profession, i is too hard to make money as it is, so letting people being able to have vendor from the word go would be a good idea, you have to remember to place vendors you still have to work hard for money to buy a house to put it in and pay maintenence on the house. Just make these basic vendors, if you want a better looking one, just make it so the merchant tree within the master artisan bit beable to have those types of vendors, getting people to buy things from you in the master merchant skill is a rubbish idea, coz what if your selling something good, and one guy clears you out, so you decide to sell not so good things, that everyone else is selling, and no one come to your shop, so it's a bad idea, so i think the master merchant skill should be scrapt, and people should beable to use vendors once they get a house


I've read some idea's about vehicles, and i believe, as everyone would like to do it, coz it would be really really fun, why don't you make it skill based, where as you have to lvl up through tree's but for no Skill point cost, so everyone has the chance. You could even create a new artisan branch that requires skill points called vehicle engineer, that could work with your current vehicles and space craft when it comes out maybe. Where the engineer could create different types of engines and different bodies for the vehicles. Vehicles could be made to look really different and cool "but the people cry 'NO BUT THAT'S NOT STAR WARS' " Well neither is breakdancing and all the other types of things that was never in star wars.


Also with these vehicles they couldhave weopons on according to what weopons branch you have been doing i.e Rifleman, Carbineer,Pistoleer,can be sorted out by ranges and maybe special moves forvehicles, that you will get through going through the weopon profession; Bh vehicles could have an emp based weopon system: Commando vehicles could have something to do with flame throwers, and mines you could drop in the path of a chasing vehicle( maybe do this for bh too) ;and yourBrawler skills being vehicles designed to ram opponents to do dmg, obviously unarmed would be armored up completely to do dmg, when the other brawler professions would have spikes that do dmg when you ram oppontants, and allhave special abilities that are gained for your vehicle through the actual weopon profession.


This is an idea i think would be really fun, can you imagine the carnage and excitment on Jabba's race track, or Nym's race track, and imagine the interplanatary chases with your overt characters! Laying traps, ambushes, being able to maybe get away using speed boosts or mine laying, it would be quality


Well i think you could get rid off merchant or swap it for vehicle engineer (remember the vehicle engineer makes the different types of engines for the different types of models for the different weopon class vehicles NOTHING WOULD BE THE SAME and what a challenge it would be)


This is just another thought, but my main Holocron idea is important to me and i hope other people in the game (the post above this) I would prefere that to be implemented, coz i want to be still playing the game when any of these type of things come out, i'm very bored atm


Tnx again guys Q'revan of the Gorath server
eyeprod
Wed Mar 24, 2004 11:36 am
#130

an idea for smugglers:


how about the only way to become anonymous is to pay a smuggler to slice your data in the 'galaxy databanks'?


this would help the smugglers make some creds, and also since jedi would have to get their help to do it, it may create a situation where a smugglers 'information' can also be bought. meaning, a bh looking for jedi names could hitup his local smuggler and possibly buy a list of names that the smuggler has made anonymous. then with this list, the bh would be able to to searches on those players. a smuggler could only realese the names of those players he/she has sliced, so a bh would have to ask around to get the most names. some smugglers could not be bought and these would be the most sought after for the jedi.


you could scrap that last paragraph, and the idea could still be pretty cool.


comments?



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