Development Cycle Archive
Thread: In-Concept Open Discussion (6-21-04)
- Backpacks are very un-immersive as storage devices in a building. At FanFest, I was led to believe that converting chests, armoires and bookcases into storage devices was not an overly hard thing. Please do this.
- Now that we have secured word of the "bacta" instead of "cloning" change, I would like to present a new Star Wars continuity issue, which is: Lack of Imperial Control. We need an Imperial Crackdown, one which puts terror in Rebels' hearts, one which pushes people into the Imperial camp out of fear.
- We need more holograms in the game. Holoart, holograms attached to signs, holograms displaying when you take a mission. Holograms are VERY immersive, and VERY Star Wars thematic.
RbT
Make a Jedi padawan able to choose a Master, and a Master agree to tutelage this Padawan. Binding the two characters together would encourage an RP aspect (I know I'd roleplay the part!), but more specifically when the apprentice is hunting with his master, he gets a percentage increase to his experience gain, like 20%. When the apprentice reaches knighthood (E.G. Facing the trials), the Master recieves a large boost to hiss force ranking. Bringing a Jedi to knighthood speaks well of your skills as a Jedi yourself. The restrictions neccessary for this system are listed below. (at least the ones i've come up with.)
2 Week delay in between uses... this prevents instant switching so a person could hunt with any jedi and get the bonus.
Master must have attained knighthood himself, and have a certain number of skill points immersed in Jedi-ish skills.
Master can only have one apprentice, and the apprentice only one master... subject to the two week limitation listed above.
A limitation must be put where a Jedi can only give Force Ranking to a Master for his FIRST attainment of knighthood. No dropping and getting it right back (got to avoid those exploits)
I'm sure there are other exploits that could be done even with the limitations I've described, but this is all I could think of at this moment.
BB
I was playing Jabba's theme park and you sort of get that "I'm one of Jabba's cronies" feeling. Like your a part of something as a whole. Sure, others may have their views on this, but since I roleplay a bunch... I sort of put myself into it. Then I got to thinking, why not put some sort of title for these themes, and better yet, factions?
IE: Imagine the Jabba Theme Park as a layout. As it is. Reelo, Ree-Yees, Ephant Mon, etc etc. Levels in a way. Is it possible, to "gain" a title option when completing their set of missions? A title just like if you completed one branch of a profession. Like "Dead-Eye" for Accuracy Pistoleer. Say if you complete Reelo's set, you gain the ability to put "Jabba's Worrt", and then Ree-Yees you gain "Jabba's Thug", Ephant Mon... "Jabba's Hired Merc"... so on and so forth. Bib-"Jabba's Assassin", And finally Jabba "Jabba's Favored Henchman"
It's a small thing, and who knows if it's possible to program into the game easily, but it would add a nice detailed layer onto a roleplaying/fun aspect. And if it worked for the theme parks, perhaps a way to apply it to major factions as well, say Tuskens, Jawas, Trade Federation, etc etc.
Just a random idea as I was playing. Anyways, what does everyone else think?
Some more poor ideas:
Armor:
Putting time delays on either attacking or donning composite pieces of armor is a bad idea.Nerfing composite armor isnot a complete solution.What needs to happen is that the entire armor system needs a revamp. All armor needs to be more versatile. For example, the stun vulnerability on the composite armor is causing people to design character templatesjust for theoffensive stun capabilities.
Each armor type should be "king" in some resistant area. For instance, ubese should be made "king of kinetic". As it stands now, primo ubese is 79% kinetic, but composite can blow that and everything away (except stun) with 90%. Each armor type should be the undefeated champion in 1 or 2 damage resistance areas. Also, each armor type should have only 1 or 2 vulnerabilites built in. Ubese could be made "king" of kinetic, Composite could be made "king" of Energy, Bone could be "king" of electrical, Chitin could be "king" of acid, Mabari could be made "king" of blast, etc. There should be no more useless armor types like Bone which only covers 3 damage areas. Every armor type should haveALL the damage type resistances. A vulnerability should not mean that a piece of armor has zero protection in an area, but it should mean that it is very weak in that area (such as 10%).
In for this to work better, every weapon profession needs a choice of 4-5 damage type weapons to utilize. A TK with just a vibro knuckler is unacceptable and leads to a profession that is weak against all kinetc armor.
Aside from the couple, built-in strengths and vulnerabilities, armorsmiths should be able to pick and choose where they want to build in strengths and/or weakness on the other damage types to a greater degree then they do now.Armorsmiths need more versatility in designing armor, basicly. Also, there should be a greater variety of rare components to help tweak their armor up into unique pieces.
*******
Money caps are a bad idea. If you want to tweak money sinks here, or mission payouts there, than fine, but don't cap the money. When it comes to money and the economy, please don't listen to a bunch ofpublic-school-system indoctrinated socialists screaming for money caps.One player quoted their real life disgustingmantra of "the filthy rich andthe poor." Don't let thesetype players redistribute the wealth in this game to takefrom the producers and go-getters togive to the non-producers. This isn't communist Russia. I don't want socialism in my game.. thank you very much.
*******
Poeple have been requesting outdoor items for their porches and patios. That's fine with one caveat: Don't allow these item to load or be seen by passer-by's. We don't need the extra lag. Turn their porches/patios into "indoor" areas only.
*********
obsydian13 wrote:
Solo groups are a recent irritant that prevent real player interaction, which is especially irritating since I'm a creature handler who can't get decent experience due to the lack of groups available. One potential way to discourage solo grouping is to make mission payouts distribute to every group member, regardless of distance (even to other planets). Also require that the mission owner be in the vicinity of the lair for the payout to happen at all.
I'm a big proponent of player interaction, but this idea is not sound. Mission payout distribution is the very reason why players don't group together in the first place. If you instituted a system where missions paid out at unlimited distances, players would stop grouping and all. They would move on to real solo groups by themselves and just whip out droids/creatures and get by the best they could. Grouping/camping needs a total revamp. Players need more incentive to group together including higher xp share, higher credit chare, higher harvesting share etc. Camping needs to be very lucrative for all the medical and entertaining professions. Even crafters need better item use xp when their items are being used and they are present in a group/camp. Then, and only then, can you make creatures harder to kill - when grouping/camping is worthwhile!
Before you do any "discourage solo grouping", you need to actually encourage grouping to begin with!