Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-1-04)

GalacticHam
Thu Feb 19, 2004 4:58 pm
#144

One other thing... could we please put waypoints to theelite trainers on the map now.


Elite trainers are no longer a big deal, so they don't have to be hidden.


And with all the player cities out there, the elite trainers aren't as static as they used to be.


So put the elite trainers on the map, so I can delete about 20 waypoints from my datapad
Neesters
Thu Feb 19, 2004 5:34 pm
#145



How about a new system of taxes from the empire? I mean, they have to get the money from somewhere to pay for all the bases and equipment. It seems that a lot of people are making a lot of money, and the empire isnt taking advantage of that. The only taxes right now come from player cities, and those are very insignificant. Of course, imperials would not be charged for taxes, and might even make some type of salary depending on their rank.


This seems like it could help out the huge amounts of credits in the game and the lack of imperials.
Ixianer
Thu Feb 19, 2004 5:48 pm
#146

the economy is a real Inflation system... any one can make much money and not enough of this get out of game...

so the money is nothing worth in this game only starters have some little lag on cash but only the first few weeks then all have enough of them and cannot give out this.


so some ways could make it better... to lower the cash for higher lvl missions... increase the cost for harvesters and houses which are to pay in one hour... increasing harvester costs per time results in a expensiver resource market... players need more money to get some resources... would be make a higher cost for productions and so on...

it needs some verry expensive things it means in cost of resources and money.


there could be a tax like neesters did say which is payed to the empire or rebellion or what ever...


in some events player could spent some money .... with a chance of a badge too *g*


knockdown was a good chance to get out money but as i did have my first control i was loughing about the amount... 370 credits for a full sliced equipment and some drugs with me...

i think the fee should dependet on player overall money... so that new players pay not so many like rich ones )

Koa41
Thu Feb 19, 2004 6:49 pm
#147

I would like to be able to take a file and move it to a different galaxy. For example, me friend is on kettemoor and is doing quite well but wants to move to the galaxy I'm on, Valcyn. Through the next patch or two could u guys set up a file transfer system for players in this situation or similar ones...please.
KIDDAtwood
Thu Feb 19, 2004 7:11 pm
#148

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





Trunnks Lawful
Kauri Server

You know im training to be a cage fighter right....
Seth_Karrade
Fri Feb 20, 2004 12:13 am
#149


I had an idea, which I thought could be interesting. Maybe you guys could give me some feedback on this one. I thought it might be cool if you could give your character aliases that you could pull up at any time. So if say you're a Jedi, or a smuggler, or engagine in overt PvP at the time, you can display a DIFFERENT name to all the rest of the players. Of course, this does not change your player character's actual name, it just displays it when targeted. All your friends could still contact you in tells, etc. using the same name. And if say a player actually examined you, it would show your true name in the examine window, along with ALL your known aliases. I think that might be an interesting game addition. What do you guys think?
Seth_Karrade
Fri Feb 20, 2004 12:15 am
#150

There's a command you can use, I forget what it is, but it shows if one of the factions is ahead or not. Use '//' to find the command, it's something like '/GCWFactionStatus'
TheMDude
Fri Feb 20, 2004 1:06 am
#151






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.





This isn't Everquest.
durossurool
Fri Feb 20, 2004 1:16 am
#152

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





Duros Surool
CO-Owner of Surool Bros. Inc.
Tatooine
Ahazi
CavemanGamer
Fri Feb 20, 2004 1:57 am
#153






Mystique2000uk wrote:

...


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.


...








Does the slider for structure draw distance not apply to player houses as well?




Gilwen
Fri Feb 20, 2004 2:33 am
#154

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).


- Cloning cost should be paid for each clone, and not just once per facility. So that each time you die, you will have to store a new DNA sample in the clone center (you are there allready, so it's a matter of walking to the terminal and doing it again).

- Cloning costs are way too low on high end players. The costs should take an acoount on the level of character (how many skill points has he/she/it used) and be more costly to those who have capped their characters. The new cost could be simple formula of Skill points usedto the power of two divided by ten (S=skillpoints (Sx S)/10 ) rounded up (a character who has spent 100 skillpoints would pay 1000 credits, and a character who has spent 250 skill points would be paying 6250 credits). With this change the costs of cloning would be much higher to those players who have capped their characters, and also it would be lower than it is now to those who are starting their characters.

- Factional cloning centers. There isn't much difference if you use factional cloning center. In my opinion there should be a small discount to declared faction members storing their clone data. A 15% discount is a nice sum at higher levels. Also there should be higher cost for storing your clone data in enemys centers if you are declared. Something along 25% cost increase. Anyone storing their DNA while covert or neutral would have to pay the regular fees.


These changes would make the battles of this game more interesting, and would also have a chance to see a winning and losing side in PvP battles. Also this change would help to balance the economy in the game, by simply taking money out of circulation. And that money woul be going from the high end players, not from the new characters (giving them a break to earn some serious cash).


Dunick



Dunick - TK / CM

Keeping the Empire standing and the rebellion in the sick bay.
NarCranor
Fri Feb 20, 2004 2:38 am
#155

Actually, as a continuity fix, instead of cloning you should instead just wake up in a bacta tank. It just requires a few text changes in game, it doesnt actually require any game alterations. Waking up stiff in a bacta tank would explain stats wounds very well, and wouldnt contradict continuity like cloning does.



http://www.fandom.swnsu.com
Star Wars Online Fan Comic (Rebel Intelligence Team)
NarCranor
Fri Feb 20, 2004 2:42 am
#156

That was me anstrona was having that conversation with, and I stand by it. Use of cover is needed in this game. Period.



http://www.fandom.swnsu.com
Star Wars Online Fan Comic (Rebel Intelligence Team)
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