Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-10-04)

Uila
Mon May 10, 2004 5:19 am
#157

I have a comment about the current faction ranking system.


I am currently a rebel warrant officerII and whoopa-dee-doo. I would like to see unique uniforms handed out upon completion of each faction rank. Similar to the Jedi Robe ranking system where clothes will be stripped or rewarded depending upon rank. I suppose wearing such uniforms would clearly mark any individual as wearing their faction colors so it would only make sense that either putting the clothes on will make you overt or you must be overt in order to don them.


And badges. I know some people don't need no stinkin badges. Well, I want my badges. If anything to further make ones rank distinctly known. Some type of attack or defence bonus should be given depending upon rank as well. That way when an enemy sees that they are about to take out a warrant officer they'll know he or she will be slightly more difficult than the average Colonel. Of course the faction xp for executing such a target will be more profitable as well.




Most memorable SWG quotes:
"You lookin fer summat?"
"Get on board the falcon kid. This place is gonna blow." (How can you forget something you've heard over 100 times in a row?)


Getoc
Mon May 10, 2004 8:31 am
#158

Player Bounties


1.) imperials turning the emporers jedi policy absurd should have a bounty on their head which can only be seen on the boards by rebel or neutral BH . by absurd i mean grouping with force players ..... they all have known what the emporer has in mind for the jedis if they turn it absurd they have to live with the conseqneces .


2.) rebels killing high ranking imperial officers in pvp (mayor or greater) should be also on the list as well . and these missions can only be taken by imperial BH's .


btw. there shoudln't be grouptef for jedis as long as its a bh mission so that he has to stand his man or run .



Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

Xanea : Trader - Master Shipdesigner and RSF Pilot Ace / Xaneas Shipyard at Arakeen on Lok (closed atm because of spaceloot sickness)

Sharres : Spy by nature and RSF Pilot Ace , Smuggler Pilot Ace , Black Epsilon Pilot Ace and acutal Corsec Pilot Ace
clydesdale
Mon May 10, 2004 9:11 am
#159

Greetings SWG developers, veteran players and players of new,


I have been playing SWG since the beginning and I must say unlike many of my fellow gamers, I do not seem to have as many complaints about the system. True; there are a number of areas that should be addressed, but this is natural during the maturity of a gaming environment such as this. I have been reading these concept boards and I must tell you that the ideas are great. I certainly hope that the developers read these and generate new ideas for future development. As for my self, and having some development experience, I have been thinking of comments as well and would like to start posting them more often with the hopes of feedback and comments, which I highly encourage.


I would like to address a post I had read recently covering digi-characters (game actors). I too remember the time during pre launch were the documentation covering SWG game play did mention the occurrences of users playing famous SW characters, giving people a chance to interact with their favorites. For example; an in game actor could be playing Bossic, and could enter a cantina and begin recruiting for a special bounty hunter mission. In this setting players could talk to Bossic (in character only) and if chosen by him, join in on a special quest for that day. Special badges could be given out to participants, or perhaps even loot (not recommended since it would only be sold for 10 million credits). Another example would be running a smuggling mission with Han Solo and Chewy, perhaps doing rebel mission with Luke and Leia. These missions could reward faction points, badges and or could be completed just for the sole purpose of gratification, and spending actual time with these immortal characters.


As for a solution to fill these requested positions, yes developers themselves could play these roles. Again as a developer myself when I get home from work the last thing I want to think about is grid layouts and texture maps, and I am sure that developers can have flash backs while playing this game. A possibility could be to allow users the honor of acting out these roles. Accepting in game request via the mail system, once the expiration date has expired, a users name will be randomly chosen form the “bag” of emails sent to that account. This user in notified via the mail system, if this user does not reply within a given time, the honor goes to he next grabbed user name. This user, on the day scheduled to perform would see an extra character in the log on dashboard. The user would then sign onto their server and read the email attached to the character (ex. acting as Wedge Antilles). The email would contain the rules for using this character, and the mission that would have to be completed. Of course this character would not be able to die but certainly have skills to use a weapon. The user would carry out the mission by selecting people from within the game. In the mean time would enjoy conversing with other players as this character. When the session is complete, a full transcript of the session would be sent to a moderator. If any of the rules had been broken than that user would:
1)Never be eligible for a drawing again.
2)Possibly loose game privileges.


This addition to the SWG environment could be an exciting new area. Winners of the “raffles” would have the day to be that character. As long as they completed the given tasks, their primary character could receive prizes, such as badges, faction points, credits (because not every one is a millionaire), garb, free months worth of subscriptions and even a free force sensitive slot. The player could act this character out at their time during that day. If the user enjoys playing at night during peak hours then they could do so. Others may like to play during the day, and that to would be acceptable as well. The overall goal would be to complete the tasks given to you, and enjoying the opportunity to be a famous SW hero or villain, and to give people the enjoyment of being near this character in the game, and actually conversing and possibly completing missions with them. Of course once the player has ended their session, they would no longer have the option of being that character again.


The possibilities are endless, think of the exciting new adventures that could be thought up, and the emotion that players would feel when they see someone walk into the door of a cantina, zipping into town on a speeder or even striking up a conversation in the halls of a spaceport.


If you have reached this point I would like to thank you for your time, and please make comments and add to this idea.




Iago Hasslehuff
Sunrunner
Ranger for hire...
Sottilde
Mon May 10, 2004 3:11 pm
#160

What Architects really REALLY need is some better income. For one, furniture should have some sort of bonus. It should be more useful - say having a good bed will allow you to lie on it and recover health/action/mind faster, or even heal minor wounds. It would even be cool if you could log out on them.


Cabinets should be able to store things. Maybe even just 2-4 items. It'd make them much more useful. With that, the ability to rename the cabinet is needed as well.


Experimentation should affect furniture. You already can experiment on them - why not create a decay time? For cabinets/bookcases/armoires this might not be wise, if they're holding items, but if the items could be somehow transferred to the player if they decay, it'd be okay. Just another suggestion to help income. The decay times should not be like lamps. It should be something around 40 days for an unexperimented part, up to 70 for a 100% part.


Lights- They don't burn out! If you leave them out, they go on forever, even when their time is done.

There's also another bug with lights, where if too many of them are onscreen at once, certain ones don't display light, or do it oddly. Just go into any place with a lot of lights, and you'll see it. I hope that's fixable.



If you guys don't pay attention to ANY of those, please look at this:


Crafting furniture in it's current form is nice. However, some items take hide. That's okay, in a way... but still a MAJOR pain, considering architect isn't even near a combat profession, and hide is extremely hard to find. It's just not a commodity of any kind, doesn't show up on the bazaar much, etc. Well, the devs decided to make it even worse by requiring Wooly Hide for certain couches and beds. This just makes it much much worse! I can understand rare resources being needed for top-of-the-line furniture (USEFUL furniture, by the way, else noone would buy it), but even requiring it for small beds is rediculous. If anything, it should be fiberplast. Makes more sense for SWG's economy. Architects who sell large amounts of furniture have a rather hard time finding Wooly Hide. Changing it to just hide or Fiberplast would make things quite a bit more managable.



Hope you guys read this.



Sottilde
Sottilde
Mon May 10, 2004 3:20 pm
#161


What Architects really REALLY need is some better income. For one, furniture should have some sort of bonus. It should be more useful - say having a good bed will allow you to lie on it and recover health/action/mind faster, or even heal minor wounds. It would even be cool if you could log out on them.


Cabinets should be able to store things. Maybe even just 2-4 items. It'd make them much more useful. With that, the ability to rename the cabinet is needed as well.


Experimentation should affect furniture. You already can experiment on them - why not create a decay time? For cabinets/bookcases/armoires this might not be wise, if they're holding items, but if the items could be somehow transferred to the player if they decay, it'd be okay. Just another suggestion to help income. The decay times should not be like lamps. It should be something around 40 days for an unexperimented part, up to 70 for a 100% part.


Lights- They don't burn out! If you leave them out, they go on forever, even when their time is done.

There's also another bug with lights, where if too many of them are onscreen at once, certain ones don't display light, or do it oddly. Just go into any place with a lot of lights, and you'll see it. I hope that's fixable.



If you guys don't pay attention to ANY of those, please look at this:


Crafting furniture in it's current form is nice. However, some items take hide. That's okay, in a way... but still a MAJOR pain, considering architect isn't even near a combat profession, and hide is extremely hard to find. It's just not a commodity of any kind, doesn't show up on the bazaar much, etc. Well, the devs decided to make it even worse by requiring Wooly Hide for certain couches and beds. This just makes it much much worse! I can understand rare resources being needed for top-of-the-line furniture (USEFUL furniture, by the way, else noone would buy it), but even requiring it for small beds is rediculous. If anything, it should be fiberplast. Makes more sense for SWG's economy. Architects who sell large amounts of furniture have a rather hard time finding Wooly Hide. Changing it to just hide or Fiberplast would make things quite a bit more managable.



Hope you guys read this.



Sottilde
HaloBurn1
Mon May 10, 2004 3:21 pm
#162

You know I think it would be most kewl if entertainers when in a group could perform actions that would be triggered against what another group member did. For example two or more dancers who could put a routine together (dance together), add a musician or two who were working to a set routine possibly using a macro and they could put quite a set together. This may be possible in game at present, but more xp could be given depending on anpoll of other players watching the group (a group that watches a group?) how about an audiance group with higher heal levels, you could even have a battle of the bands. Anyway just an idea!
jangojames
Mon May 10, 2004 6:49 pm
#163

Few More Suggestions:



  • Furniture should looks color as condition goes down , it should "age" also maybe gain wear and tear

  • Furniture should have multi colors

  • We need Furniture Schems in dungeons and theme parks

jangojames
Mon May 10, 2004 7:12 pm
#164

Woops, got cut off.



  • FF11 has a "sport" for pvp i would like to see something like that in this game.

  • I'd like to see profession specific armor and clothing! Similar to what is being done w/robes and mandalorian!

  • More puzzles and content in general- Ex. Cool dungeon would be a massive space station crashed into some planet and you have to rescue survivors etc (you could make profession specific quests for this like rifleman picking off enemies around ship withought being spoted or a medic having to have to keep a group of stranded pilots alive until the wave of enemies subsides)This could be a very exciting type of dungeon that could be incorporated w/ a monthly story!

  • ****I'M REALLY EXCITED ABOUT THE GCW UPDATE! I would like to see ATAT in battlefields kneeling down and pooring stormtroopers out of their cargo bays, tie bombers swooping down for quick bombings, rebels hidden behind piles of ruble tossing powerful gnades and launching rockets, cruisers landing in the center of the action and dropping off soldiers, some type of vehicle with mounted turret, and swarms of rebels vs stormie fights!(need biggerBattleFeilds) I would also like to see large static spawn battles between the factions!

  • Factional rewards for different faction status!

  • Static ship crashes , rare but exciting , these could be mini quests that are static but i want to be able to c them , they dont have to be near cities but it would be VERY cool to see an xwing plumit into the large area off theed or any other populated city!

  • MUST seperate races more, atm the only good thing is equilibrium, i would really like to see race quests and dungeons!

Biguana
Tue May 11, 2004 12:52 am
#165

I love where things have been heading and in that spirit I have a few suggestions:


The idea of PLayer cities is great. A place to call out own. A place to use our hard earned credits for benefits, convenience and so we have to keep earning them.


To support Player Cities there are taxes on building (% of increased maintenance), increased vehicle repair costs (% increased repairs), shuttle tax (additional fee), Cost of living tax (flat rate charges weekly), and a sales tax (% of everything bought/sold through vendors). Why is there not a fee for using trainers in the player city?


IDEA #1:Any chance of a trainer tax? An additional % increase set by the mayor. We all use our city facilities and it would help to bring a few more credits to the city hall coffer to cover the high costs of having a PC. And visitors using our cities can help support them.


IDEA #2: Why not have an income tax on missions run from player city terminals? I run missions usually from my city unless they are quest related. By having a tax such as this I would not have to pony up money when we fall short or we would not have to increase the cost of living tax so high that newer player struggle to pay it. Once again visitors would be helping support our cities too. This makes the transfer of money from my pocket to the PC easier.


That is all for now. More when I think of it.





Nimit Singh
Corbantis, Tatooine, Usu Enki
Master Combat Medic/Master Doctor/Master Pilot
Most people generalize from a single example. I know I do.

Uh, ya Redrider, this is the Cottonmouth in the psychobilly cadillac come on.
MaraJS
Tue May 11, 2004 2:12 am
#166

I had an idea which might be implemented, and may actually have been brought up before but since I don't get to the boards often I wouldn't know.


Would it be possible or even feasible to convert all those dead terminals in starport hallways to be active so we can read and respond to these boards from in-game? I for one don't get here because it takes away from my game time; I have to either log out or minimize and open a web window to read the forums. It'd make things a lot easier for me if I could just log in to a terminal in-game during slow periods and browse the information there.


Just a thought.





Niamh Kin'Dragon
"Original hotness not a Shim"
FBI

Cura
Tue May 11, 2004 4:59 am
#167

I doubt it would make to current game, but maybe its good idea for future tittle.
Instead of making player cities where building appears 30m from you, make

building, hotel rooms andflats rentable in places like Bestine.

Since it is static content, programmers can add some kind of BSP, to speed up

rendering and increasing drawing distance. (i dont know if it is used now, but

looking at game performacne i highly doubt it).

This approach conserves bandwidth as well, as buildings would be added

via patch, and no additional information had to be transmitted at run time.


I really hate player cities as they are now.

They are uninteresting, unpopulated, and they are almost everywhere.

Tatooine is not Corruscant.


Regards,

Cura
clydesdale
Tue May 11, 2004 5:58 am
#168

I couldn't agree more. I think it would be great to be able to rent out an appartment in a large building in a metropilated area like Corenet. Doing this not only would save travel time and reduce those dull moments when you are all alone. But you could add so much to the game as well.


For example: we are supposed to be having an imperial crack down. Well Mos Espa is the only city I have to avoid at the moment. If you had renable appartments, you could have stormtroopers patraoling the appartments scanning for contraband. If the owner was home, bang bang. IF the owner was not, 2 troops would wait for you to return. When you walk around the corner you are surprised by the guards and a fight is broken out.


You could place shuttle ports on top of the more exclusive appartment building, only usable by it's residents.


Things like that.





Iago Hasslehuff
Sunrunner
Ranger for hire...
Galaxlerner
Tue May 11, 2004 9:52 am
#169

The Galactic Civil War and battlefields have been a gameplay problem both in terms of playability and being true to the Star Wars universe.


I believe that both problems can be solved in part by entertwining them more closely. This is easy to state and difficult to impliment I understand but it could be one of the best elements of the game.



  1. Have players sign up for tours of duty with their faction - The player would sign up for a tour with the faction recruiter which could be: 1 hour, 2 hour, 3 hour, 1 day, etc. They would then be transported to a base where they could defend against attack,or join with a strike team to destroy. They could join teams that would ambush or protect supply convoys.

  2. Have players who sign up for day or week tours be transported to a base on a new "world" - This is similar to the Hoth situation in Empire Strikes Back. They live and work in an area that is limited in its range so the devs would not have to create an entire world for this to be implimented. The player would then be given various missions that they and other NPC and/or PC would have to complete. Either after a period of time or after a certain number of missions were completed they would be returned to the regular planets.

  3. Players on these tours would have to complete the tour to receive the faction, xp, and loot that they aquired.

  4. While on tour, the player's rank would allow them access to a certain number of NPC's to assist them in completing their missions should there not be enough PC's available. The party number would have a maximum so several high ranking PC's grouped would not have an army of NPC's to play with.

  5. Have battlefields on the regular planet be placed at a location for a reason (i.e. A research facility, a garrisoned base, an important mining facility, etc.) This makes the successive attacks believable in that the opposing faction wants what is being defended. The faction recruiter can give the player a waypoint to the Field Commander whom they would get their orders from and enter the battlefield. The recruiter could offer different types of battlefield missions similar to the regular mission terminals (Defend the Base, Protect the Village, Clear Out an Occupied Town, Attack a Base, etc)

  6. As before, all faction and xp points would be awarded after the mission was completed.

These changes could (and probably would) take some major programing developement but I believe that most of these elements are already present in the game (mission terminals, the Corvette mission). The tour of duty could really add a fun element to the game allowing players in both factions to have a clearly defined goal and duty in the GCW.

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