Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-1-04)
i would like to see factional pets like stormys have portable scanners like the troopers in the cantinas this would help in defending the base as in spies watching said bases. i also think the rebels should always show overt imps as an attackable target after all there shady characters that are suppose to do anything to win the war.
Rebal Atwood
Kuri Server
Manteus wrote:
Hi,
what'd i suggest :
- enough of templates (dabbling). I suggest you cannot mix two ADVANCED combat profession. By doing this, you give a chance to anyone, stop the templating system (well you reduce it). The classes would be Combat, Support, Social, Craft.
I'd like to say that the galactic civil war should be more interactive between players in the game. When you do a mission for a faction it should directly affect the GCW. I mean, well I've done quite alot of REBEL missions and all i have to show for it is a few faction points and a symbol above my head telling people I'm a rebel. If for example I had grouped with other rebels and destroyedan ImperialArmory the fleet locatedclose by should have deminished fire power or something. Same would go for the Imperial missions. I think quite a few people would agree with me that right now theGCW hasnoeffect on whatI do in the game except being harassed by Imperial StormTroopers in the Cantina.
Also the in concept thoughts areprettygood so they should really start to become developed.
Duros Surool
Co-Owner of Surool Bros. Inc.
Ahazi
Tatooine
Mystique2000uk wrote:
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I'd love to see a slider for draw distance of player structures. It would make the whole game seam more real if we coule eliminate or at least reduce the poping buildings.
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Does the slider for structure draw distance not apply to player houses as well?
I have for a long time been thinking of a way to make death mean something in this game. As it is now, there is just no real penalty to dying (the item damage was a poor idea IMO). So this is my long winded idea to the problem of having never ending PvP battles, because everyone can just clone back to the melee without penalties. Also this idea will help out the economy by taking more money away from the rich folk and also taking money out of circulation. Enough of my blabbering, here it comes.
Cloning is the problem.
- Cloning is too easy and has too little penalty for forgetting to clone. Also it allows players to use instant transportation back to the clone centers, without any penalty.
- Clones should really be cloneswith theskills you had when you gave them (clone center) your DNA sample. So that whenever you clone it stores the experience points and profession levels you have at that moment. If you die you will go back to the experience amount you had when you gave your DNA in clone center. No items are lost, as they have the insurance terminals for use with equiment, but if you have forgotten to clone for a long time you are in risk of losing massive amounts of experience (this takes care of the instant transportation, at least most of it).
- If you have forgotten to store your clone data, you will lose 10% from all of your experience bars(10% from each of your skills). This will give a certain hurt for dying, and will make people more careful before they can store their clone data (this gives a real penalty for dying, along with the above mentioned change).