Development Cycle Archive
Thread: Desired Rewards
ok...this may have been addressed in previous posts, but there is 9+ pages on this thread so i though i should put my ideas in and if they are replicate, so be it.
first off, i love the idea of profession-bassed quests. ones only master of the profession can aquire. this will give more content to the masters out there that have lost some of their will and they require you to use some of the skills in the tree (ie ranger tracking, crafting, healing, etc). also the loot would enhance the skills, give elite weapon, or give elite schematics. i have been thinking about a couple ideas and 1 idea i like has aleady been implemented in-game (RIS armor).
for professions i can think of:
Archetiect: maybe different kind of building schematic, like library,museum, or univerity: a player city building whereextra trainers can be added at no cost to trainer count of city o the training cost is reduced.
Armorsmith: already taken care of with RIS armor ![]()
Artisan: use one of the master schematics, (like that bird cage, give it some usage) and end up getting a new schematic or extra surveying abilities.
Bio-engineer:
Bounty Hunter: elite carbine, scatter pistol, or LLC(or make it a heavy lightning cannon)
Brawler based classes: these would result in an elite type of weapon based on their specific profession. the base brawler master questwould get a bonus to hit chance, defense and the such or item such as ring or necklace that grants that.
Chef: a great food only made by maser chefs that complete this quest. can includ non-combat, but end product can be an item similar to a doctor buff but for the mind's secondary attributes.
i have many more ideas, but i wanna see how well these are favored before i finish my others.plus i am also at work writing this so i am kinda distracted. please note that these should work in the same way the RIS armor quest works. and therefore only masters of the certain profession can get them. also to get stat bonuses and asure that only one at a time is being used, there can be a stat bonus necklace, bracelet or ring that grants the bonus and therefor only one can be worn at a time.
A schematic for an AT-AT that would require parts made by all or most artisans, for example: a weaponsmith has to create it's gun system, an armorsmith creates its armor, droid engineer creates mobility mechanism, merchant and tailor shouldbe able to assistsomehow too, andanarchitect assembles all parts together to produce an AT-AT.
droid engineers will be happier.
this could anImperial scenario.
I agree with most of the replies on here that a limited use schematic of some sort, that gives an uber item, be it armor, weapon, or a consumable of some sort.
I also agree that when you completely finish a dungeon/themepark quest run, you should receive a badge on the character profile. For instance, when you finish with Leia's quests on Corellia, you get a badge, and so forth.
I think that the factionand thecredits received shouldbe amuch greater reward than using a mission terminal. Basically, give me a reason to do quests more than using a mission terminal. This in itself would be a fine reward.
Just my 2 credits worth,
Corsen
Wanderhome
This isnt to intend to shut down crafters but i would greatly enjoy getting a wepon or armor drop...it makes killing your bounty mark fun. all i ever get off ANY npc i kill is, A. 2 credits B. a CDEF Carbine C. junk not worth taking to junk dealers, so this is what i suggest
1.Place EXTREMELY rare junk drops, so that you actualy get use out of those junk dealers
2. Make skill tape only useable while crafting so tailors can make very good clothing, also increase the drop rate of skill tapes and/or put them in those MagSealcontainers like in the Crystal Caves or in the Warren
3. Make armor drop off of the NPCs that wear them. for example, a Nightsister Councilwoman is wearing Bone Boots and Bone Leggings. if you kill her you should randomly subtract any number from the armor because obviously when you shot her it hit the armor, and the shoulddrop the same exact peices they were wearing. it wont replace crafters armor because for one thing they will ahve sustained anywhere from a light scratch to a critical hit. not only that but armorsmiths can add additional bonuses to armor...also when you destroy a really rare target you should place some halfway decent armor that is uncraftable (Mandalorian, TIE Pilot, heck, add the other versions of the Stormtrooper armor like Scout and Snow trooper. take a look at the movies and see if you can find any armor that looks cool)
4. Weapon drops should give us better than a D18. the best weapon drop i EVER got was a nice vibrolance that did electricity damage and had a base of 31 and max damage of 60 that was ok, considering i never used it though i wish just oncei could loot something that NOBODY would find if they killed 10,000 NPCs
thats about it...im really exited about these changes..make sure you look at all 64 pages devs
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I personally think there should be a salary. For both factions. But different for both factions. I think the salary should be in credits and in faction points. The salary should be based on a few things. It should be based on overt/covert status and enemies killed/ missions completed and finally rank. Each combination would be worth a different amount of points and credits(for example an enemy kill while covert isn't worth as much as when overt same goes for missions completed, or an npc kill isn't as important as a player kill).
How often the salary is payed i dont know cause that the devs can decide on.
Now the salaries for the two faction should differ in types of pay. The empire is full of money and full of people. sooo. An individual is less important than the whole. Therefore the imperial salary should be more based on credits than it is based on faction points. Now the rebel Alliance on the other hand doesn't have that much money but has alot of brave men(and women). So for the rebels Salary should be based more on faction points than credits. Both sides should get faction and credits for a salary the only difference is how much of each. I believe this system is a good one because it follows up on the themes of both sides strengths and weaknesses.
One more side note. The salary system in my opinion was meant to be based on a system added onto the current one. Not one that replaces the current one. Meaning i think the faction missions need to remain the same in style of pay and faction points. The salary is just something i think that needs to be added onto that.
And in turn you might wonder that would mean too many imperials would have too much money and too many rebels would have too much faction points. well there are ways to balance that (increase faction perk prices along with credit prices to traveling the galaxy paying your houses maintenance and so on). For the nuetrals this may be hard on the pocket but in the time of the movies i dont think there really were many nuetrals. This encourages one to join a side.
And faction pets should have more uses then they currently have. For examplemedics should really focus on healing and not fighting(at least having the healing factor being more important than the fighting factor). They basically need to be more useful then they are right now.
I know this was a really long post and most prolly wont read it but thats really whatI think should be done with this Galactic Civil War. Well one of the things at least.