Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-15-04)

ZevVeers
Thu Mar 11, 2004 9:38 pm
#144

There is some things I would have liked to have seen changed since the beta....


One of which would not require an incredible ammount of altering to the game, its just little things.


One of the changes I would like to see is randomized starships landing and taking off from the starports. Thousands of times a day we see the same old ship taking off from the starport. But yet we see a varied ammount of ships flying above the cities. In Imperial Crackdown we see Tyridain Class shuttle landing and taking off in random locations on the planets dropping off a detachment of troopers. This I like, more star warsy. The ship models already exist in the game. Make better use of them otherthan air traffic.


The same goes for the shuttle ports as well. In early beta we had another style shuttle, more rounded version than the "star tours" version we have today. Add back in the other version and randomize the occurance of these two.


Another addition should be the reintroduction of the personal faction mission terminals. I know that GCW is in the middle of a major overhaul, and this should be an integral part of of the revamped system. Possibly a different model of terminal should be used so it looks different from the public faction terminals we see scattered throughout the cities and regions. Have different kinds of missions other than deliver/destroy. The rebelion/Empire needs finished goods maybe delivering weapons, or other devices could be used as missions.


Anyways, just my though on the concept part..


Dusty



IGN: Dusty Landingpads
Proud member of WOOK
bouncingb
Thu Mar 11, 2004 10:07 pm
#145



id like to say a few things...


1. make a damn arena for prized fighters .... for duels or grudge matches or whatever


2. give wookies armor


3. have a big sign or something with an up to date schedule of the shuttle times


4. give wookies armor


5. give wookies armor


6. put the skilltapes/armor attachments back in hard npc's to stop the megadirtpile camping in the borgle cave or wherever else it happens.


7. give wookies armor


8. hmmmmmmm


and stop nerfing ... make everything else balanced ... and put all the goodies of a profession at the master point .. so bandwagon tka people or rifleman cant pwn with only a few pts on the tree.



do away with the silly mitigation and give malee a tohit bonus to ranged again. and arifleman shouldnt be able to shoot on the run PERIOD... that is what carbineer is for ... mix between pistoleer and rifleman. anywhere on earth. ... any movie .. any logical thought ........ rifleman dont move around .. i dont see snipers running from people hitting them in the head killing countless people without dying theirself. rifleman/snipers have absolutely no defense whatsoever in RL. they use rifle from distance standing STILL.


fencing tree should have its own KD.


seriously ... its obvious the devs envisioned a game with guns, guns, and more guns. the damage on the guns is totally outrageous.


i know this is the future or whatever but still ... a rifle on the move shooting 5 times in a second? bleh


get rid of the speed caps on malee.... 1 sec on fencer is hella different than 1 sec with a rifle with the outlandish damage differences.



and most importantly .. make a week or something where everyone could exchange races and keep their professions.. so there wouldbe no doubt why wookies need armor... and so people could see the differences in every race first hand.



theres areason whey there are so few wookie jedi.... and its not cause they sux ... its due to the lack of armor or protection they so dearly need.



but i really like the arena for prized fighters or duels or whatever.




just my 2cents worth





any imp that dont wanna get killed .... better step on out the back



ffutffut/tufftuff
Owen-Lars
Fri Mar 12, 2004 1:00 am
#146

anyways any devs out there wanna talk to their bosses get 2 fine fellas add'd to the idea team?



haha how funny would it be if we got PMs to come for an interview to be on the Idea Team hehe.


"Hi, my name is idea thinker 1"

"Nice to meet you, my name is idea thinker 2"


If i knew these ideas would effect the overall outcome of the game and some ideas would become reality id put forward alot more ideas and much more detailed ideas, for free that is hehe



THORTAC BALCOR
The Lost Ranger
RANGER
NagaSri
Fri Mar 12, 2004 1:01 am
#147

Here is a few things I would like to see in the future:


1.) Give us Z axis abilities. I want to be able to Jump and Swim underwater. With the addition of being able to move objects up or down in the next patch the logical step is give us the ability to climb and jump.


2.) Flight on planets. Give me a Cloud Car, Skyhopper, Snowspeeder, etc. Something that allows us to fly through the air. I'm not saying lets us fly our ships in the atmosphere, but lets us get up to the clouds. Again with the addition of being able to move objects up or down its a step closer.


3.) Pod-Racing...to quote Stan Lee "nuff said"


4.) Vehicle Attachments: As new vehicles are added why not allow vehicle attachments to be found like the clothing and Armor attachments are. Even better allow the future professions for vehicles and ships the ability to craft upgrade parts that have a time limit on them, and still have rare non-craftable vehicle attachments be found in the "wild". Boost the speed and allow us to race. Tweak it a bit...know what I'm saying?


5.) More types of faction armor....simple enough


6.) Other factions...Hutt, Black Sun, Talon Kaarde, etc. Each would have their own perks that could be simular to each other, just a different design. A Thug NPC pet for Jabba would look different then the one you get from the Black Sun.


Thanks


Na'ga





Bounty Hunter/Imperial Pilot


"I am the Spirit of the Wolf and of my People"

Zaletans
Fri Mar 12, 2004 1:06 am
#148

Hey man maybe we should start our own STAR WARS MMO! THEN !! but seriously...... i got a few more ideas lol.....


heres just one of em...


1 and only). Anyone play UO back i nthe day? when theifs could steal from people? yeah we need a class like that...not nerfd..just that if you got sumtn that i want i can grab it... in result i get a teft...and if i get killed the person gets the item back and your body becomes lootable...


well heres a second idea..i lied...


How about humans get tattos too? id liek to sleve my guys arms in the game... or even tattoo the imp symobl on the shoulder..in game...



www.racesauce.com

Chicks dig drifters
Zaletans
Fri Mar 12, 2004 1:08 am
#149






NagaSri wrote:

Here is a few things I would like to see in the future:


1.) Give us Z axis abilities. I want to be able to Jump and Swim underwater. With the addition of being able to move objects up or down in the next patch the logical step is give us the ability to climb and jump.


2.) Flight on planets. Give me a Cloud Car, Skyhopper, Snowspeeder, etc. Something that allows us to fly through the air. I'm not saying lets us fly our ships in the atmosphere, but lets us get up to the clouds. Again with the addition of being able to move objects up or down its a step closer.


3.) Pod-Racing...to quote Stan Lee "nuff said"


4.) Vehicle Attachments: As new vehicles are added why not allow vehicle attachments to be found like the clothing and Armor attachments are. Even better allow the future professions for vehicles and ships the ability to craft upgrade parts that have a time limit on them, and still have rare non-craftable vehicle attachments be found in the "wild". Boost the speed and allow us to race. Tweak it a bit...know what I'm saying?


5.) More types of faction armor....simple enough


6.) Other factions...Hutt, Black Sun, Talon Kaarde, etc. Each would have their own perks that could be simular to each other, just a different design. A Thug NPC pet for Jabba would look different then the one you get from the Black Sun.


Thanks


Na'ga






AYE for all.. i would love to sreve jabba more than the empire...it's true...



www.racesauce.com

Chicks dig drifters
Zaletans
Fri Mar 12, 2004 1:15 am
#150


How about~~


Player crime factions?


actually watch npc's get eatn by rancors in jabbas rancor pit..


ability to have kids in the game... npc's-- npc wife maybe?



www.racesauce.com

Chicks dig drifters
Owen-Lars
Fri Mar 12, 2004 1:17 am
#151

Like the idea of tattoos mate.


Id love to have some sort of animal on my back represnting my hunter character. He's 100% hunter and would like to show this somehow other than i title. I think human tattoos would be a great idea for a little revamp to the ID profession, Adding and removing tattoos and renewing tattooes requires a certain machine, inks lookable from certain crustations and new designs available from quests. Any ID's on here think this is a good idea and would you enjoy enhancing your tattoo collection by doing quests?Do you think adding/romoving/refreshing decayed tattoos would provide you with more income you have atm?





THORTAC BALCOR
The Lost Ranger
RANGER
Redguard
Fri Mar 12, 2004 3:16 am
#152

They're smoking the right idea. Pod races add a competitive element and player generated content. It's a wonderful Idea but I think we're a bit beyond pods in the metaplot. Swoop races would just be dandy too.



Given the choice between style over substance. I'll take a sandwich.
Owen-Lars
Fri Mar 12, 2004 4:59 am
#153

Im not particularaly interested in player driven pod races as the demmand for the experience would make it prety unbearable. I do however think the pod race venue and weekly NPC driven pod races (also what was mensioned previously a smaller mid week race meeting)with a betting system and trying to make the society ladder show in this game is perfectly reasonable in this game.


I just cant imagine how fun it would be to visit the grandstand on a saturday evening. The sun shinning, hundreds of players betting, talking and all getting ready for the race. This would be the perfect starwarsy addition.





THORTAC BALCOR
The Lost Ranger
RANGER
TonPhannan
Fri Mar 12, 2004 5:25 am
#154

Revamp of the Economy and Fluid Mission Payout system:


Originally posted on the CS forums here:


http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=12652





TonPhannan wrote:

I think this might be a way to help out the player economy. Simply put, we have enough money in the economy right now for the Devs to no longer have to pump more money into it from mission terminals with endless supplies of credits. It is my proposal that these credits should come from the money sinks already in the game that the players are using their credits earned from that endless supply line on. Thus the money sinks would send money right back into the game, while no new funds (or extremely limited new funds) would be possible from external sources (like mission terminals).


Originally this idea came to me and was being worked out in a thread on Bria based on taking a 0 off the end of all fianances in the game (player and mission payout) here:


http://forums.station.sony.com/swg/board/message?board.id=Bria&message.id=341662


While I condone (though I know that many may not) taking a 0 off the end of everyone's bank acct in-game, and I condone a general decrease in mission payouts, I think a more interesting method can be devised.



This proposal includes a system that should help the Devs easily control the economy and the flow of money into and out of the economy, making the payouts from mission terminals actually come from somewhere, for the most part.


The idea has multiple parts.


  1. Base amount Allotment of mission payouts per planet, per city, per mission terminal, and per NPC.

  2. Payout will be based on funds available from the allotment and the difficulty of the mission.

  3. Difficulty of the mission will still be based on the combat effectiveness of the character and equiped weapon + group.

  4. Artisan, Entertainer, regular Mission terminals, and NPC's would be based on one allotment. (Other mission terminals could likely be done away with IMO, but could also be included here.)

  5. Faction terminals would be based on player spending and a flexible Imperial Taxation concept.

  6. BH terminals would be based on a variety of allotments, depending on the mission giver

  7. Initial concept has a static (but easily manipulated by the Devs) amount of the Allotment with a timer based regulation, while the Version 2 uses a more variable amount based on player spending in game on money sinks.

***Please note that all numbers used for calculation purposes are variables that were arbitrarily assigned for the ease of understanding the principals of the concept. They could easily be changed not only with the implementation of this idea, but also at any time after implementation for more strict economic control (based on the metrics available to the Devs).***


In initial form, this would almost necessitate an overall decrease of player funds. A reduction to 1/10 of the players' current funds was originally suggested, though the Devs would have to consider the reduction amount based on what the metrics they have for the players' average financial holdings.


Primary Concept:
Version 1, Time based-
An Allotment for Mission Payouts and a timer for said allotment would be set on each planet. Additional allotments within that perameter would be set up for each major city, and a smaller amount for each minor city(player owned, % based on size of residency and activity of terminals therein). Also, another allotment for the NPC mission givers and terminals within those cities, within the peramters of the city. Each of these is based on the same timer. (Not including the faction and BH terminals.)


Example: Naboo has an Allotment Cap of 1M creds per hour. Moenia has a cap of 100k / hour. The terminals and NPC's each have different caps. NPC Joe Dante has a cap of 7k, while the Mission term at the Starport has a cap of 50k, and the Mission Terminal at the Capitol bldg has an allotment of 40k; the prof mission terminals have caps of 25k each and there are other NPC's in the area that have varying caps, but totalling 40k. The total allotments of all the terminals and NPC's would exceed the city allotment, but when the city allotment was reached (or the terminal allotment), all mission sources would also dry up (see more on this below); this give the players the option of using one of the primary sources for missions, and still getting decent payouts, particularly if the secondary sources (NPC's, prof based terminals) aren't being used. The terminals have their usual repetoire of missions, and the NPC's each have a queue of maybe 10 missions to pull from based on the character level and type conversing with them.


The payment for these missions would follow a pattern. First, there would be a base payment for that region based on difficulty of mission. Let's use a lv 25 mission payout of 2k as an example. This amount likely goes up exponentially based on the difficulty, they could pretty much use what they have in place now for the base amounts, but it should probably be lowered somewhat (they have better figures on that than I do, so they could determine that best). Next, the payout is based on what allotment that terminal has left. The Terminal in question has an allotment of 50k. For a lv 25 mission, 2k = 100% payout. If no missions have been accessed from the terminal, the lv 25 mission would offer a payout of 2k. If the allotment for the Terminal was less, based on others gaining payouts from it, the missions would reduce their payouts accordingly. Thus if the Terminal only had 37,500 remaining in its allotment, it would reduce the 2k payout for a lv 25 mission by 75% = 1500. (200k / 150k = 75%; 2k * 75% = 1500) Once the mission is accepted (not when it is completed) the Allotment amount is reduced accordingly. If the mission is aborted, the amount of the payout is refunded to the terminal.


As more missions are accepted from terminals, the payouts start to drop. Once a Terminal (or NPC) has reached its allotment for mission payoutsin that period, or the city of planet has reached its maximum allotment, they give out no more missions. The Terminals read "No missions available at this time" an the NPC's disappear (once they have given their last payment out) only to respawn when their timer runs out, and then reactivates.


Version 2, no timer, based on money sinks and Galaxy Acct -
The money that is going out of the game in maintanence costs, Cloning, Insurance, Travel, etc. could be used to fuel the payouts for the basic mission terminals and NPC's (less Imperial Taxation, see below). Based on a formula for amount available and mission difficulty, payouts can be based on the payments made in a city, on that planet, or system wide.


V2.1 -

The easiest version of this would be for all costs incurred on a planet (or throughout the galaxy) to go to that planet's basic and profession mission terminals and NPC mission givers. Travel charges would be split between the departure point and the arrival point 50/50. The same allotment system (without timers)used by the Faction Terminals could be used. Though this would likely cause an increase in the payouts of missions on more populated worlds;this could be offset by causing a higher tax rate on these worlds while decreasing the tax rate on advanced worlds (or voiding it altogether, particuarly on no-build worlds).


V2.2 -

Basing it throughout the galaxy might be better to allow for greater payouts on advanced planets that see less fees coming into them than a more populated planet might see. The payouts would be based on the total galaxy account divided among the number of mission givers/terminals, weighted for advanced planets, with each terminal or NPC being given that allotment.



It might be necessary to simply give the allotment to the planet based on its terminal allotments, thus making a more fluid flow of funds for the terminals being used instead of making players go hunt for another terminal if one's allotment dries up.On the other hand, this might only be necessary on advanced planets, while starter planets would still use the aforementioned allotment and timer system based on planet, region, city, and mission-giver. Payouts to be determined based on the a percentage based on 1/10 the mission difficulty rating of the allotment, as for faction terminals.(This fraction of the difficutly can be easily changed by the Devs based on the funds routinely available in the galaxy account, to create the most appropriate payouts.)



Example: The Galaxy account has 400m creds in it. There are 5 basic planets with (lets say) 100 mission givers/terminals per planet +40for the5 advanced planets, weighted at double = 80, for a total of 580 mission givers. 580 mission givers at 400m creds =689,655 (round up for ease of concept to 700k)per mission giver. The basic planets get about 70M per planet (to be dispensed from their 100 terminals & NPC'sper planet), the advanced planets get about 56M per planet (to be dispensed from theiraverage of 8 terminals & NPC's per planet). For an advanced planet,the payout would be 56M / 8 = 7M per terminal, for a level 60 mission at .6% of 7M = 42,000. (Remember, the terminal doesn't actually have a 7M cap on it, this is just for calculation pruposes. The total amount for the planet is what is used to determine the payout and when the mission dry up.) For a starter planet, the 70M / 100 = 700k per terminal, for the same level 60 mission, payout is only 4,200.


The player cities would also have the option of directing a portion of the taxes to their mission terminals, that would be dedicated specifically to these terminals to induce trouism to their city.


Taxation & Faction Terminals:
Let me first state that nothing in here would cause the increase of current payment amounts of maintenance, travel, cloning, or insurance. All Taxation amounts would come from currently paid costs of these money sinks.


All non-faction missions from Terminals (incl BH terminals), not NPC's,would be subject to a 25% (Dev implemented variable, this is currently arbitrary for the proposal) Imperial Taxation fee. Thus a 2k cred mission would payout only 1500 to the player. The player would get tehe "Mission Successful" sysmsg, followed by a, "1500 credits has been added to your account," and then a, "500 credits has been paid to the Imperial Taxation Board. Your Emperor thanks you." This money goes directly into Imperial Faction Terminal payouts for that planet.


For those areas that are known supporters of the Rebel Alliance, they have a tendency to give aid and support to the rebels by skimming the Imperial Taxes.For these areas (like missions gained from Anchorhead or Moenia), a portion of the Imperial Taxes would be siphoned off to Rebel Faction Terminals, perhaps 30% (again an arbitrary percentage for the time being). For those areas, the player might see, "Mission Successful. 1500 credits has been added to your account. 350 credits has been paid to the Imperial Taxation Board. Your Emperor thanks you." Note that the amount paid to the Empire is less, but nothing is said of any amount paid to the Rebellion (150 credits went to the Rebels). Those giving aid and support to the enemy by stealing from the rightful governement are not going to intentionally broadcast the theft.


Also, Taxation would be implemented on Cloning and Insurance and the Galactic Travel Commission. Thus 25% (perhaps a higher amount for these non-player affecting payments) of all funds paid to those money sinks would also go to contribute to the Imperial faction terminals (though again some may be skimmed off in known Rebel areas and diverted to Rebel faction terminals).


Additionally, all vendor maintenance fees for a planet will be similarly taxed (though the amount not increased to the player) so that 25% (again abitrary and perhaps higher % since the amount wouldn't affect the player more than it already does) of those fees go to the Imperial faction terminals. Though, for Rebel aligned players who have vendors, a portionof that maint may also go to the Rebel faction.


Player Cities who have their allegience declared would have the entirety of the 'Taxation' amount (should be less than the Imperial Taxes) go to their alligned faction (since those declared to the Empire wouldn't skim, and those openly declared to Rebellion wouldn't pay taxes to what they percieve as an illegitimate governement), and a sysmsg would appear to indicatethis for missions, since they have no fear of reprisals, as they are already flaunting their dissention of the Empire.


Obviously, all money paid to faction recruiters by players to increase FP or XP would also go directly to those recruiters' terminals. Base Maint fees would also go directly into that faction's accout.


Based on this,the Imperial terminals should have a higher base payout for missions than their Rebel counterparts. This is very continuity helping and consistant.


Additionally, Faction Terminalswouldhave an allotment cap based on the amount avail to the faction divided by the number of terminals or misison givers (NPC's), but no timer would be needed. The mission payout could simply be based on the available funds at the time (for that faction across the galaxy, or within a zone or planet) and a percentage equal to 1/10 of the difficulty of the mission would be the payout amount (again arbitrary calculation amount), divided by the amount of mission givers in that area (galaxy, planet, or zone, depending on how it is set up). Thus if 1M credits were available to the Empire, with 30 terminals or mission givers (incl NPC's), each would have an allotment of 33,333 (1M / 30 = 33,333). A level 25 mission would payout 833 credits at that time[33,333 / ({25 * .1} * .01)].



BH terminals:
For one new money sink for BH's, Spynet Ops can charge for their services, and maybe a system can be implemented that the more notorious a BH is (signified most simply by his level and XP in Investigation), the less he gets charged by these guys.


Initial BH format follows Version 1, with the funds not coming from the money sinks paid by the player base.
The overall amount of BH terminalpayouts can be determined by successful missions completed by players working for Jabba, Valarian, Black Sun,Nym, other underworld figures, or even the Empire. Essentially, the payee listed for the mission is literally the payee for the mission. Following the logic that even though a crimelord pays for his dirty work to be completed, his business does better as a result of the example made, for every successful mission completed for one of these figures, their fictional 'bank statement' increases by [3x] (arbitrary again) the difficulty level of that mission. Additionally, since the BH's would be paying the Spynet Ops for info (based above) independant contractors could also place bounties using the Spynet Ops account. The same payout formula as listed above for Fational Terminals can also be used here, based on the total available in the payee's account, or the formula currently active for payout v. difficulty can be used, since this money still doesn't really come completely from the player base (though those players doing missions and theme parks for the criminal element could be said to be supporting the BH community to enforce the 'laws' of that criminal element).


Alternately, BH terminals could simply be based on the primary proposal (Version 2), included in the number of mission-givers per planet, though weighted due to the costs a BH has to pay for finding his mark and the inability to have more than one mission at a time.







Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
Jakoi
Fri Mar 12, 2004 6:48 am
#155


Random Thoughts about Faction Bases in SWG:


Make Bases Configurable instead of simply plopped down. Remove vulnerability times making bases vulnerable all the time. Bases do not get destroyed. They simply change control. Bases can only change hands once a game day. Whoever controls the base must have the available lots or he cannot take control of the base. Bases can be redeeded say once a month and for 5 minutes when they are initially placed. Items given to the base are not redeedable and are destroyed if the base is moved. (Base can only be redeeded by the original owner and only if the base has been under his factions control for 24 hours.)


Base Shell - The main part of any base is the Shell. Each shell has differently capacities and capabilities. All shells contain the Computer Core, Command Center and Main Power Generator. These are the heart of any base.


The Computer Core controls all subcomponents for the base as well is where the Friendly Slicer Counters Enemy Slicers. An enemy Slicer must gain access to this room where he/she can then begin disabling base systems and finally the Command Center Defenses allowing the Group Commander to gain access and take control of the base.


The Command Center is sort of the flag room. Here is where Factional Control of the Base is maintained. Enemy Commanders (Highest Ranking Person in a Group) must gain access and control this room for 10 minutes. If successful the base shuts down for 5 minutes and resets under their control. To Enter the Command Center the Slicer must penetrate the Computer Core and shutdown Command Center Defenses which then allows the Commander to enter the Command Center and begin taking control of the base. The command center may also enable a broadcast chat mode that can be heard by all friendlies within the base’s Sphere of Influence. (Only if there was a Communications Tower added.)


The Main Power Generator is housed in a room within the Base Shell. This may be disabled or repaired by Combat Engineers. Disabling the Power Generator disables all automated control of defenses (Defenses that don’t require power still work.) as well as disabling all facilities on the base (Except the Core Computer and Command Center and its defenses.) Base shells come in several different variations each with their own pro’s and cons.


Base Shells have component slots where additional items can be added to give the base more capability. Each Base Shell takes up so many lots from the person who places it. Any item that uses Component slots from the base shell is powered and controlled by the base shell. These items cannot be destroyed. If a base changes control, it must be controlled for at least 15 minutes before you gain access to place defenses and components as well as effect repairs.


Base Walls – Forms an exterior wall around the base that restricts access to the base’s interior components. Walls take up component slots depending on the type of wall. Superior walls will actually have Energy Gates. Walls cannot be destroyed. Energy gates cannot be penetrated by the enemy (Except by Spies.) however an enemy Slicer can disable the gate.


Defensive Weapons – These can be Mines, Turrets, Booby Traps on Doors, Energy Barriers in halls and etc… These items do not count towards the component slots on a base. These items take up actual slots (not lots) that the engineer has (similar to the number of creatures a CH can control and such). These items can be only be placed by a Combat Engineer with available slots. These items can only be repaired by a Combat Engineer. Turrets can be manned by Commandos (Like Turrets in PlanetSide) (It freaking rocks). If a base changes control all defenses are destroyed. A enemy spy with sufficient skill may use some of these items to his or her own benefit. (Such as commandeering an enemy turret to use) Defenses linked to the main Power Generator use power only when firing.


Energy Shield – Forms a protective barrier around the base that prevents those possessing heavy weapons or those within vehicles from getting into the base’s Sphere Of Influence. This item takes up component slots. The Shield may only be destroyed by an enemy Spy. The Spy must locate and destroy the Shield Generator Controls. While the shield is active Vehicles cannot penetrate the barrier and Heavy Weapons cannot be equipped. (This applies only to factions not in control of the base.) Energy Shields consume massive amounts of power. Medical Centers – This is a module that takes up a component slot. This can only be placed by a Doctor.


A Medical Center provides a location within the base for healing and cloning within the base. The Medical Center is powered by the Main Power Generator so if the Main Power Generator is disabled the Medical Center will Cease to Function. If the base changes hands the Medical Center will not function unless there is a friendly doctor with available lots to take control. Medical Centers only use power when someone clones.


Communications Tower – This takes up a component slot and allows the Base Commander (Person in base with highest Rank) and Group Leaders to broadcast communications to all friendlies within the base’s Sphere Of Influence. This may be destroyed by a Spy or it may be sliced by a Slicer to allow the enemy to use it as well. Transmissions are coded so only friendlies can hear them. The encryption itself is impossible to crack but enemies can utilize the system for thier own communications. Power use is negligable.


Radar Jammer – This takes up a component slot and hides the radar signatures of all friendlies within the base’s Sphere Of Influence. This may be destroyed by a Spy. This consumes power only when active.


Interlink Facility - This takes up a component slot but allows multiple bases(within a certain proximity) to be linked. Interlinked bases cannot be taken unless the Interlink is disabled from the base being attacked. Each base in the link must have an Interlink. Interlink facilities run on linked power between the bases so even if one bases power is taken offline the link will continue to function. A slicer must gain access to the facility and disable the link then continue on to the base take over.


Bases require maintenance in order to remain functional. Base Shells consume power based on size and the number of active components within a base. The Command Center Terminal will provide the information on what resources it needs and the quantity it uses per day. An Architect can supply the base with various harvesters which then become linked to the base. Those harvesters can be checked out by those with sufficient Survey Skill and placed. These harvesters are directly linked to the base giving its hopper contents to the base. They cost no power or maintenance to run as this is handled by the base. Harvesters in use take up 1 component slot on the base.


All this will require 3 New Professions and no longer using the current 5 professions to hack a base.

Profession – Slicer (Requires Criminal [new novice profession])

Tree 1 – (Terminals) gives the ability to slice terminals.

Tree 2 – (Disable) gives the ability to disable enemy defenses.

Tree 3 – (Fix) gives the ability to unslice terminals and defenses that have been sliced.

Tree 4 – (Improve) gives the ability to make terminals and defenses tougher to slice.


Profession – Combat Engineer (Requires Engineer [new novice profession])

Tree 1 – (Defensive) gives the ability to make defensive items for use in faction bases.

Tree 2 – (Offensive) gives the ability to make offensive weapons for use in faction bases.

Tree 3 – (Repair) gives the ability to repair Combat Items in the field using repair kits.

Tree 4 – (Combat) gives the ability to remotely use various items to aid in combat.


Profession – Spy (Requires Scout)

Tree 1 – (Stealth) gives the ability to remain off radar, hide footfalls etc...

Tree 2 – (Espionage) gives the ability to use enemy defenses as if they were your own.

Tree 3 – (Double Agent) gives the ability to pretend to be of an opposing faction for a period of time.

Tree 4 – (Sabotage) gives the ability to destroy or booby-trap enemy defenses and offensive weapons.


Of course these were hastily developed professions and are by no means complete… it also requires some new novice professions and a lot of changes to existing professions. This was just to give an idea of what can be done to SWG to, in my opinion, make it a better game


Here is what it would take to destroy a base

1. Spy destroys the Shield Generator.

2. Slicer disables the Energy Gate.

3. Team clears outer perimeter of defenses.

4. Combat Engineer disables the Power Generator.

5. Slicer disables security to interlink facility then disables interlink.

6. Slicer disables security to Computer Core and form there disables the defenses to the Command Center.

7. Commander (havnt decided may be Commando, Specific Rank or Highest Ranking Person In Base.) takes control of the Command Center and holds it for 10 minutes.

8. Base shut down and reset takes 5 minutes. The Commander must be in the room for reboot so the base can recognize the new controller. The Doctor must be in the Medical Center in order to assume control of the medical center. Both must have available lots. (If there is no available doctor the med center will not function.)

9. The base will have no defenses for 15 minutes once it reboots.

10. Once the base goes active components can be added and defenses placed. Provided theres no trouble in taking a base it will take over 30 minutes from start to when the base is fully under your control. Each subcomponent takes time to slice/sabotage.



Col. Jakoi Dakari of the Rebel Alliance
Co-Owner Odyssey Enterprises
STC Guild Leader
Dirty Dozen Member

Jagz_Kimo
Fri Mar 12, 2004 7:06 am
#156

ok .. a meter close to my heart.


Jedi.


is the system changing to unlock ur FSCS or just the system for a jedi to earn XP? ..


i would like to know as to weather i should continue grinding holocrons or wait for the quest based system.. if there ever it is going to happen... i'de like to unlock my FSCS as fast as possible tbh.


and what with the nerfing of holocrons? .. i tried to trade one yesterday and was told it couldnt leave my inventory??!!??





Jagz Kimo - Ahazi Jedi.
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