Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 5-10-04)
Too Few Doctors to Heal and Buff!!!
Why is it that when you need a Doctor (or any other wound health/action healing character) there isn't one around. There are too many people on AFK in the Med Center earning exp off the tumblers. So you are stuck with slow or no healing.
How about we create a Med Center Terminal that allows you to quickly heal your wounds for a fee. It would take a little longer than if another player were to heal you, but would be worth it.
As for Buffs.. That same or another Terminal could provide limited buffs. Not as good as a Dr but at least some basic increases for a fee.
Any thoughts/comments?
Nife In'Ya - Wanderhome (also credit to my friend "Help Me, I can't heal myself anymore" Hurlobacca - I suggested the Terminal be called "Hurlobacca 2000" but he didn't want the attention it would bring.. lol)
Player City Structures:
Star Port:
For those cities that have reached Metropolis Status. A player city Star Port would be a great way to avoid the lag encountered in the Planetary Cities such as Coronet and Mos Eisley.
Hotel/Appartment House:
This would be a great way to provide Revenue for the city AND income for the owner of the establishment. This structures could have multiple floors (the more successful the acrchitect is, the more floors available). It could also have a variety of room and suite sizes ranging from a single room just large enough for a bed and 10 items, to a royal suite with four rooms and capacity for 200 items. The owner of the establishment shall determine rent. As long as rent is paid for the patron’s room/suite they may have access. Those patrons who fail to pay the rent will be denied access until rent is paid, or until the owner grants them the right to enter. In the case of evictions, for whatever reason, the patron will be given a one-week period in which he/she may evacuate the room/suite of all personal items. Any items left in the room/suite after the one week period, shall be transferred to Hotel/Appartment House warehouse and held there for an additional 30 days. The patron may retrieve those items in exchange for storage rent (determined by the devs) . A G-Mail notice will be sent to the patron to advise them of rent/fees due, eviction, or transfer of items to hotel/appartment house warehouse (including coordinates). If the items are not retrieved in 30 days, the owner of the hotel/appartment house may keep, sell or destroy any items remaining in inventory. All Hotels could have a lounge, main foyer and elevator. All Appartment houses could have an elevator, stairways, and a small foyer. There can be different styles of hotels and appartment houses. Some could have rooms sporting balconies and others with or without windows (would be cool to look down over the city). More than one Hotel/Appartment House(up to a limit) should be allowed in a city in order to provide adequate living space and competitive pricing.
Warehouse:
Within the population of Crafters, Merchants and Collectors, there is an ever increasing need for storage space. A player city could benefit greatly from warehouse structures that can accommodate that need. These structures will have rent similar to the hotel, but will function more like the safety deposit at the bank (this will prevent players from living in the warehouse). The warehouse structure can have an interface terminal that will provide the following information:
Warehouse Owner (who owns the warehouse)
Availability (the number of empty storage compartments remaining)
Rental cost per storage compartment (100 items)
Compartment Number (if more than one compartment is rented, this number will help differentiate between compartments)
Compartment Owner (Who is renting this compartment)
Rental days (how many paid days remaining)
Storage compartment status (how many items in the compartment)
Permissions (who has permission to access this compartment)
Warehouse compartments could be controlled the same way as the Hotel and Apartment House when dealing with back rent and evictions.
Casino:
With all of the Gamblers and Smugglers in the Star Wars universe, there should be a dedicated casino to attract them. A player city could benefit greatly from a casino. The structure could be city owned or player owned. The revenue collected could be placed in a “Casino Vault” which may be withdrawn from by the owner of the structure (or the Mayor if city owned). A variety of games and consoles could be created to place around the structure. Games which would require player made dice would be great. Player made Cards would also be nice for use in a Casino. There could be a Lounge/Bar in the casino, as well as a back room or two for poker-like games.
Creature Stables:
Creature Handlers and Bio-Engineers could benefit from a Creature Stable. This structure would allow them to display creatures for sale.
Bridges, Roadways, Walls and Archways:
These structures would be a great way to spruce up a city and organize it. Bridges and roadways would make it easier for vehicles and mounts to travel in and through a player city. Bridges would make it easier to cross deep gullies and waterways. Roadways would help to level out a strip of terrain within the city. Walls and Archways would provide a way to protect, organize and decorate a city.
General Structures:
Creature Farms:
Chefs, Tailors, Bio Engineers and many other crafters would benefit by being able to raise certain creatures for milk, eggs, hide, meat and bone. This is where the Creature Farm comes in. It could function in a similar way to a factory, but would require the input of at least TWO of the same creatures and food to get things started. For instance…We have a Bio-Engineer create two Eopies which can be placed in the Creature farm. Or, we can have a Creature Handler tame TWO Carrion Spats, which can be placed in the creature farm. Those two creatures can be instructed by the owner of the farm to do the following:
Breed: Breeding will increase the population of the creatures in the farm. The number of creatures in the farm will determine the farm’s production of milk, eggs or creature resources. Once creatures are placed in the farm they can not be extracted or sold as pets.
Produce Milk: This will require a milk producing creature such as a Bageraset or Eopie
Produce Eggs: This will require an egg laying creature such as a Spat or Rasp
Harvest Bone: This will slowly deplete the number the number of creatures in the farm.
Harvest Meat: This will slowly deplete the number the number of creatures in the farm.
Harvest Hide: This will slowly deplete the number the number of creatures in the farm.
The Farm will require Maintenance and food supplies. The type of food required would depend on the type of creature being farmed. Carnivores would require meats or bones, Herbivores would require grains or greens, Avians would require seeds or fruits…etc. The Creature Farm would provide for Creatures Resources what the Flora Farm Provides for Flora Resources.
Solar Installations
It may sound strange at first, but a larger Solar Power installation would be a benefit for those who can not find enough radioactive ore to make setting up a mineral harvester or ion generator cost effective. There have been many times when I have heard people say they had to shut down their harvesters due to lack of power. A solar Installation doesn’t need to be a monster power harvester…just something that can pull a little more than the standard solar harvester.
I hope you find one or more these ideas interesting.
All I can say is swing a MASSIVE NERF BAT on the damn CM who are ruining the GCW with their overpowered poisons and disease. Combine that will Master rifleman and you have a God Mode character.
Fix this or the PvP and GCW is permanently borked.
My wish list (hey, one can dream)
- bring down under control über armors and buffs: this is really becoming ridiculous, killing both pvp and pve interest. we need more diversity, not more power. buffs should be relative AND caped to a total HAM value. Armor should never go beyond 50-60%.
- add an option to filter out macro generated player yells and shouts : we need a spam filter, badly
- profession display under player name should be disabled by default. having "kick me i'ma newbie" or "assassin" as a sticker on ones helm isnt necessarily a "positive player experience"
Maybe more/edited emotes (\m/ the rock on sign, actually brandishing your weapon, etc.). Or perhaps, a new ability to do /stance *name*, with many different stances, like you could do /stance menacing. This would be the hands behind your back cupped kinda thing. Or /stance annoyed where you cross your arms, have one foot in front and tap it(maybe a sorta snarl look, too). Just a though
For entertainers, the ability to make custom colored insturments. I mean, who could resist a black and blue nalargon? hmm?
That i allthat is circulating in my
Short i know but whatever...