Development Cycle Archive

Thread: In-Concept Open Discussion (5-31-04)

ColForbin13thIr
Mon May 31, 2004 8:57 am
#170

IMO, something need to be done about turrets. Currently, turrets only help with a base defense on the day they are placed due to the fact that anyone can come by at 5am and destroy all turrets. This leads to much frustration on the part of players who have done faction grinding to purchase the turrets and leads to loss of interest in GCW, placing and defending bases.

A few possible solutions-

-Vastly increase HAM for turrets (not the best solution, ie, high-ham turrets in conjunction w/ defenders= impossible to attack bases)

-Make Turrets invincible (not a bad idea, once HAM is depleated they cease functioning until they can be fixed via base repair cycle, also a good resource sink, additionally adding the possibilty of smugglers being able to slice turrets to shut them down would add much needed functionality to the GCW role of smugglers)

-Vastly reduce faction point cost for turrets (they may destroy them at 5am every morning, but replacing them is quick and easy)

-Make Turrets craftable by players (with resonable resource costs, players could turn out turrets much more quickly than they can grind faction, also could help with the depressed market for architect craftables)

Any of these solutions would help, a few of them would actually have the possibility of re-energizing some facets of the GCW. Turrets should not be something that one player with a large hammer can trivialize, nor should they be such a costly item for their life expectancy. As an architect, I of course would love to be able to help out in the GCW by manufacturing turrets (perhaps needing some help from WSs for power handlers or ASs for armor layers) Overall however, anything would be an improvement on the current situation.
burgessj
Mon May 31, 2004 9:12 am
#171

Here's my best idea to date. Make a new item that is craftable by Master Tailors called a "Coat hanger". This item would be like a container, but i has slots for an entire outfit (shirt, headwear, pants, boots, ect.) Whatever items you can equip at once, there would be enought slots for it. (You could even have one for clothes, and one for armour). This would have 3 very important uses. First, tailors and armoursmiths could sell whole "outfits"together on one coat hanger. Second, you could reduce the inventory space required to holda change of clothes. And finally, you could place the hanger in the toolbar and change an entire outfit with a single click!!!! (Also, this item's name should be able to be changed by the owner as often as they want - so they can call it "battle gear", "formal wear", etc.).


Ka'lah
Yterbium
Mon May 31, 2004 10:02 am
#172

Apprenticeship Points


I am not sure what experience others have had with this particular phenomenon, but I am personally quite tired of having to teach people to be able to master a profession. It has little to no bearing on the Star Wars genre at all, and does not reflect any real system of training or advancement in the world. One does not need to be a teacher to become a master, and in fact many of the greatest masters of their arts in the world refuse to take on students as it would detract from their focus on their art.


Let us please have this removed, as it has no bearing on the genre and brings nothing to the game.





-=Yterbium=-

Active Since June 26th, 2003
Saddly Addicted Player (S. A. P.) since Day One!
Individuality...heh. Enjoyment...heh. A dev craves not these things.
Yterbium
Mon May 31, 2004 10:08 am
#173

Skill Points


As more and more time has passed since I began playing this game on Day One, I have come to realize that the skill point system utilized is completely bass ackwards. There is no reasonable foundation to have a skill point limit on professional advancement, as it defies everything we have seen in Star Wars and the EU. Both Fetts were Master Bounty Hunters AND Master Armorsmiths, capable of making their own Mandalorian armor. Yet, in the current profession system it is impossible to create this combination, and even if you could your Bounty Hunter would have to also be a Master Tailor and Master Droid Engineer to construct the armor.


It is simple absurdity that any character in the game should have a limit on what they can learn. Modifier caps, certainly, and perhaps even restrictions on what could be worked together if it was necessary, as in perhaps only one profession from any particular categorical grouping at a time. One brawler elite, one ranged elite, once medical elite, one crafting elite, one entertainer elite, one hybrid, etcetera.


It should ABSOLUTELY be possible for a single character to accomplish all of these things together, and not have to restrict themselves on their capabilities.


If you are concerned about people getting bored with the professions, I doubt this would do it. If anything it would open up a vast set of possibilities for combining and recombining professions on a much greater scale, to find that "perfect" combination.





-=Yterbium=-

Active Since June 26th, 2003
Saddly Addicted Player (S. A. P.) since Day One!
Individuality...heh. Enjoyment...heh. A dev craves not these things.
Yterbium
Mon May 31, 2004 10:18 am
#174

Profession Balance in SWG


There is currenlty a growing sentiment in the community that several professions should be removed from the game, as they detract fromt he Star Wars experience. I do not agree that they should be removed, but there should definately be some serious rebalancing of the professions to bring about a more worthwhile combination for characters.


Firstly, I think that the melee/ranged professions need to be COMPLETELY overhauled. Have you ever seen a star wars character in any movie or book toting a scythe across the desert to slice and dice Tuskens with? Neither have I. Brawler professions were rare and mostly archaic in the Star Wars continuity, except for among a few races like the Trandoshan, and they were practically unheardof outside of groups like the Force witches and the Jedi. Advanced weaponry designes and defensive technology rendered brawler professions virtually obsolete against modern combat tech millennia ago within the Continuity.


Secondly, something has GOT to be done about the weapon damages and capabilities. Does anyone here honestly think that a blaster pistol would do so little damage that it would take 30 shots to bring a target down? Neither do I. And yet the way the weapons work now one can spend half an hour killing a single monster, while an equal-level brawler profession can shred that same opponent in under 60 seconds. Anyone else detect a problem with that?


Thirdly, and most importantly, the way the professions are setup now within the skill point system is UTTERLY ABSURD. It takes 217 points to master Bounty Hunter, and for that unthinkable expenditure you get NOTHING. Smuggler runs into the same problem that they have nothing in their higher trees to justify their point expenditure, and I can only wonder what the hell you people were thinking in releasing a game that was not just incomplete, but apparently left so deliberately or through gross incompetence.


Who the hell is in charge down there? Anybody?





-=Yterbium=-

Active Since June 26th, 2003
Saddly Addicted Player (S. A. P.) since Day One!
Individuality...heh. Enjoyment...heh. A dev craves not these things.
SimDroid
Mon May 31, 2004 11:27 am
#175

A few suggestions:



  1. Add Tantel Armor biceps and bracers. When Lando was in Jabba's Palace he absolutely had shoulders and bracers (but his pants were unarmored).

  2. Add a (RP) tag over players who have checked the roleplayer box on the community menu. This would make things much simpler when trying to talk to someone who is roleplaying.

  3. To my knowledge, every profession but fencer has a lootable schematic for a new weapon (Razor Knucklers are still in development, but at least they're working on it). I don't really know what to suggest here. Maybe some sort of a whip or flail?

  4. Sometimes I can use factory crates from inside a crafting station, and sometimes I can't. It doesn't really matter to me which the final answer is, I just want something consistent (it would be great if we could use them though).

  5. Give medium houses a higher storage capacity. I understand that they cover the same number of lots as a small house, but the maintenance is higher. Right now it's actually more reasonable to geta second small house and use it's storage space.

  6. Somehow the structure used for slaver camps has lost its texture and is now solid black. What happened?

That's about all for now I think.





----Appa Kyska --------------------------------
Twi'lek medic, Rebel sympathizer, Roleplayer
Stars' End, Lok - Tempest Server

--------------------------------------------------
DreamWatcher
Mon May 31, 2004 11:56 am
#176

Got a few points on my mind:


1. Could we get some kind of storage boxes? Currently you either use a backpack in your house to store your items or as in my case a opened container but that do not look so good if you fancy nice furnitures. Maybe we could get some chest, box or lockers etc that would melt into the overall furnitures?


2. A ground vehicle with room for 2 people, driver and passenger. Not a bike but something like AV-21


3. Easier way to add color to your text on signs, something like when you select color for a droid or vehicle etc. And the abilty to have more then one line without adding

whatever you do to get it (still have not figured how)


4. More music, its a old topic but still would be nice to have a few tracks to listen to.


5. Make it possible to open a factory crate in battle, as it is now you click and nothing happens. It just like open the backpack and I cant see why thats not possible.


6. House mood, allow you to select if you want the lightning in the house to be dim, bright or dark. Could be intresting with all candles and lamps that been added.


7. Travel Tickets, allow players to select a planet and buy a ticket there, if the planet is further away then one flight it automatic buys a ticket from that starport so you dont need to get a other one when arriving at the next stop. You risk to miss the shuttle when you runs off to buy the next ticket if your not planned ahead and this would drop the time consuming wait for the next shuttle.



"People can be divided into two classes: winners and whiners. Whiners are people who go around constantly complaining about the unfairnesses of life. Winners are people who figure out how to deal with the unfairnesses of life and get what they want in spite of it all." "Tom Sloper"
dreaming
Mon May 31, 2004 1:22 pm
#177

Bounty Hunter Missions Idea

-------------------------------------


what about if the mission stipulated "alive".?


I think this could be done by using stun weapons, then adding an extra option to the "loot" radial which said "capture" or "restrain". which could then add the item "prisoner" to your inventory.


to complete the mission u would have to take said prisoner to Jabba or Valerian or whoever then drag and drop the item from the inventory to the toon (like doing some of nyms quest).


u would then recieve your reward.


what do u think? is this workable???


Leife (wanderhome)

SimDroid
Mon May 31, 2004 2:31 pm
#178






oaki wrote:


Mechanics:

Give someone the ability to repair and modify your speeders. A mechanic would be able to increase the quality of your speeder via hit points, decay times and terrain negotiation. Leave the original speeders to master artisans while giving our speeders an upgrade in a mechanic tree.Also a mechanic would be able to originally craft your speeders better thana master artisan.






I like that idea a lot.



----Appa Kyska --------------------------------
Twi'lek medic, Rebel sympathizer, Roleplayer
Stars' End, Lok - Tempest Server

--------------------------------------------------
Ameurk
Mon May 31, 2004 4:25 pm
#179

I was thinking it would be cool for smugglers or artisans to make power-ups for vehicles. Ones that can either boost speed, make you faster over water and mountains, or better defense. Also if you could make the need for Spynet opertives obsolete, unless you are a novice. Like you get bio signals with the mission, but since novices can't use droids yet the signals are of no use so you need to speak with an operative. Either that or maybe make it so you could get some info from Smugglers (since they have underworld connections) that way you can get missions and signals from remote places.



Space can't save SWG
Swordwielder
Mon May 31, 2004 4:38 pm
#180

What if people could be Ewoks and jawas! You could have a village on the water or in the trees! Jawas would live in a sandcralwer and someone could drive it!Fun!Ewok Jedi's!Jawa Jedi's!Lots of fun it would be. Ewoks would have diffrent clothing and so would jawas. Althought.... They would have the same combat proffessions with diffrent speaical abilitys. It would be intresting.... and fun to see people running around as ewoks and jawas.


It would make the game even more diffrent and fun.



For the Jedi!-- Us vets must purse to revive are shatter galaxy.
WAS-Master Pikeman,Master Fencer, 3,0,0,0 sniper
Was_ working in jedi village
Coeus-Slaba
Mon May 31, 2004 7:06 pm
#181

I know this is a PLAYER DRIVEN GAME. Not loot driven but i really dont like no loot once your master elite combat profession theres nothing to do butlook around. I personaly think EVERYTHING even creatures should have some sorta loot and im not talking hide and meat and bones im talkin rare scematics. here are some examples of loot i think would be cool

wepon mods

1. +random number 1-100 damage scematic usable once on any wepon kinda like a slice

2. do that same as above for encumbrances resists wepon ham usage any armor or wepon thing slicable shoudl have a scematic

3. rare wepons with random stats (maybe there a difrent color from current wepons or a difrent shape) (KINDA LIEK JAWA ION RIFLES OR SUMTIN)

these scematics would have to be altered by a good smuggler to be used (keepign that player interaction)

and wepons by a weponsmith

Armor

4.Rare armor liek the bh armor is good stormtroopers and rebel members should have a chance of dropign armor thats wearable by anyone but if the empire sees you they conficate it!


5.rare house decorations (a satute of lord vader in pewter? lol)


6. MINI STAR WARS CHARACTERS COLLECT THEM ALL! (minuatures of your favorite charactors (obi boba fett and vader! have a battle in yourcantinawith lil at sts and troopers would be cool


7. things like jetpacks that u dont gotta go thru an uberdungeon to get


8.permanent wepon addons that must be modified by a weponsmith that can be added AFTER the wepon is made


9. other cool stuff liek armor thats better then can be made i duno go with it


Anyoen else who wants to see this stuff implemented say


/add coeus's stuff



Rebelion Forever!

So funny it had to go in my sig
http://gamefiles.blueyonder.co.uk/blueyondergames/trailers/ROFL.STARWARS.NERDS.wmv
Otic
Mon May 31, 2004 8:46 pm
#182

A few things:


1. Could it be possible to make multiple characters on a server? I mean still have the same limit of characters as now, but be able to make more than one on a server. It is done with other MMORPGs and worked. Plus, many people already have more than one, since they spent the extra money to get 2 games and 2 accounts (some of us can't afford to do that though).


2. Droids: still, the humanoid models (LE Repair, Medic, Protocol) are unable to be named? Can this be fixed? Perhaps even let us use more realistic names that use numbers and dashes (R2-D2, etc...). This would really help to make the game more accurate.





~ Use Your Brain, Or Loose Your Mind ~
Page 14 of 15