Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
Great idea's i love it
BRP1 wrote:
Ok, I'd like to post a whole bunch of ideas for the future Galactic Civil War patch.
I will appologize in advance if this is not the correct place to post this, and also if I post too much but I have a lot to say on this subject.
First, to make the galactic civil war more interesting, cities should be able to declare (as a whole city!) for imperial or rebel... The city government decided to throw in their support for one side or the other. To do this correctly there should be several other things that need to be added to the game.
Cities areNOT required to declare, but it is an option that has both benefits and penalties associated with it.
Forts as they relate to the city.
BENEFITS
1): imperial and rebel forts should be able to be donated to a city. the mayor can then place them, and they will not take anyones individual lots.
2) Since these are owned by the 'city', there are no troops, vehicles etc attached to the fort. All troops for the fort have to be donated to the fort by the citizens of the city. When the cap for units in the fort have been reached (say 40? units) then another fort could be placed by the city. Troops would respawn after a designated (relatively long) period of time.
3) For each fort placed by the city, that city would get a set amount of cash from their affiliated government for city maintanence etc. (for example just say 50k per week per fort).So instead of costing players lots and maintenance, the city would get a reward for having them. This way when a city has 5 forts or soin the city, the city maintenance would be approximately free.
4) Militia members of the city would get a bonus payout in cash from the empire for everyenemy they killed within the city limits.
5) ONLY members of the same faction (rebel or imperial) can use any of the facilities in the city. If a member of the opposing faction dies (whether overt or COVERT!), they are not able to clone inside the city!. Also, they are not allowed to go into the city limits (by the game not person banning them) for a certain time period (this avoids the loner attacking over and over and over, cloning at nearby facility and constant harrassment).
6) Any trooper, at-st etc killed by an enemy within the city limits would give you double the faction you normally receive.
PENALTIES (for city residents)
1) Allmembers of the city (with declared residences) are automatically overt when they enter their city, and remain overt for the 1 hour time period after they leave the city. All city structures including residence houses could be theorectically destroyed so they need to be conscious of defending the city (see below).
CITY MODIFICATIONS
1) Cities should be able to build walls, at least 3 different types. The low level walls are simple barriers, mid level walls allow the troops from the fort and the players to 'man' the wall by walking around on them (and giving a bonus slight bonus to ranged attack and a bonus to ranged defence when on them. Melee attacks made against people on walls wouldnt be able to work becauseof'distance' to hit the target. The high level walls should do same as mid level, with the addition of allowing a small turret to be placed at every segment (say 20 m). There should also be 'towers' that can be placed where you can put large turrets into them. This will afford the city with greater protection which it will need (for below reasons).
2) All buildings including the forts (except city hall) can be targeted and destroyed by enemy troops No more putting in codes etc for the forts. they can be directly targeted much like a mission and destroyed. This includes the forts, the towers, the city walls, the shuttleport, and personal houses inside the city. All of these should NOT be easy or quick to be destroyed, but they can all be destroyed by shooting at them, hitting them etc (not the current slice terminal etc method).
3) The cloning facility, vendors, shuttleport, cantina etc areONLY available for use by members of the same faction (overt or covert). This avoids rebels using shuttleport or cloning to pop up directly in middle of your city.
4) All physical structures (buildings etc) should have a very high 'Health' bar, with pretty high resistances. This means that taking out a building would take a long long time for a single individual to do, or would require organized groups to accomplish. Putting money into maintenance for a personal structure will be used to replenish the health bar, but only 1x every 24 hours.
BENEFITS (for attacking parties)
1) Double faction points for every soldier etc you kill.
2) Lots of faction points for every wall or city building etc that you destroy!
3) The opportunity to truly wreak complete havoc on a city.
BENEFITS (for defenders)
1) Fortifications will slow enemy parties down before they can get into the city.
2) Since fortifications cant be run through, enemy will have choice of running a gauntlet at the city entrances, or blasting they way through a wall etc.
3) Faction points given for all the kills they make from people raiding city.
4) Free city maintenance if they have enough of a faction presence in the city. This could even be carried over to all individual houses etc getting maintenance paid for by city if faction presence is high enough.
5) Cash rewards for militia defenders who kill enemy PC fighters.
BENEFITS (To game balance and game content)
1) Enables cities to go all out for rebels or imperials
2) Encourages PVP on large scale
3) Encourages group combat and group activities (thus helping encourage more players).
4) Gives forts, troops, at-st's, and faction points in general a more practical and beneficial use.
5) Would strongly! make the war personal and affecting everyone (or potentially loosing your home etc).
6) Would Balance the Melee and Ranged fighting Professions. (explained below)
a) Encourage PVP using different skills besides the fencer tkm combo that is common.
b) make commandos, and riflemen much more useful
c) alter combat medic so they are best using stimpacks and poison/disease but not good at all using wound packs, Docs are buffers and very good at wound packs but not good at all at stimpacks.
d) Ranged fighters would have significant advantage when fighting against city walls, and when a wall etc is breached then the melee professions would cause tremendous dmg up close.
Thunderheart, I would love to hear some comments from you on this concept, if itwould bepossible to do in game etc. Also, if anyone else has comments to make on this subject I'd like to see them.
Valoris of Tarquinis server...
Neige wrote:
First i must point out that the buff/armor system is FUBAR, and need major overhaul so that surviving without buf/armor is possible fora few minutesin the high end game.
Players tend to wear the best armors, and those must be the one that LOOK STARWARSY. More players in starwars looking armor, more starwars atmosphere.
SWG is starting to look like a mix of AO, without the indoormissions, and Jedi Wars. All these people running around in heavy armor and Jedi clothing is seriously ruining the SW feel to the game.
In the movies almost nobody used armor. So there should not be overwhelming bonuses to waer armor. A good thing would be having armor reducing all kind of defences, like ranged defence, melee defence, dodge, block and similar skills. The armor should still reduce damage but at the cost of getting hit more often. In the end it should almost even up, with a small edge to wear armor but at the cost of having to buy new armor as it degrade (no armor repair kits). Then we might have some more people then those poor RP players running around without armor.
As for Jedi something really most be done to keep them in hiding. Having them TEFed in every city might do it, but I think they should be hunted by the Empire as well as us players. If you intended to have this much Jedi around you placed the game in wrong era.
- Updating the Challenge Rating system.
- Creating a new interface and mission terminal so users could find "attacking missions (not yet accepted by another team)" and "defending missions (already accepted by another team)"
- Creating good "dungeon esque" locations for the mission, similar to a large base that spawns when you take a mission to attack NPC's instead of creatures. With tents and whatnot.
Spin-off Ideas! ![]()
A more in depth ranking system.
The Commanding officer of the group would be in charge of ordering the group Now, from feedback i have received i know this idea can be a little iffy, But 1. Why are you going to do missions with commanding officers who can be total jerks? 2. Here is my idea on a voting system. An example...
"TK-421, Why aren't you at your post?"Krate Jragon was suppose to snipe from far back, and server as a lookout from the west, however, he used his fencing skills and attacked the eastward enemywith his blade the team loses, so Commander initials a vote. /courtmarshal Krate (1-10) 10 is severe, 1 is minor. Since he was mutinous, Sarge says he gets a X out of 10 punishment. The rest of the group has the option of clicking yes, or no or typing /vote yes or /vote no. Similar to getting a join group invitation. If it passes Krate might get demoted, fined,or possibly executed (basically just like dying in combat, but it's unavoidable).
The Men must be in designated Uniforms (bear with me, i am not familiar with imperial, or any other military, rankings or uniforms)
A private may only use standard Grey fatigues or an orange jumpsuit. (varying on faction, obviously)
Private First Class receives standard white ST armor
Corporal may wear Storm Trooper armor with colored shoulder piece, (rebels should stop at jumpsuit, or stick to personal armor, the imperials are suppose to be MUCH more dominant then the rebels, of course)
Sergeant can get a green ST suit with high energy, an ST suit with high flame and high energy with orange shoulderpiece(or any of the lower ranked armors)
you get the basic idea... This allows players to get the feel of being a storm trooper, something most players can't really get ahold of. It also places rebels in the position the "Imperial crackdown" was meant to place them in, since rebels dominate the board on almost every server.
ThunderHeart I was wondering since when Jedi block no damage is afflicted to them, same with status effects... why is pikeman block not as effective?
If this is a bug or what not could it be looked into? are pikeman ment to be cripple compared to other melee?
I mean we only take 50% of the damage and even though that is still a little bugged, it would be nice if pikeman had an equivilant block as jedi.
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Icon Da'goon-Valcyn-Novice Bounty Hunter (Former pikeman . ) Guild-LLA
Maybe it could work as an upgrade for an existing bracer? You take one that is already there, and graft it onto a bracer. That way, it'd match your armour, you'd still get armour on that arm, and you could, potentially, have both arms blastered, for twice the firepower. Its the sort of weapon that I think Bounty Hunters, Smugglers and Commandos would get a lot of use out of and, lets face it, it would be pretty cool.