Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 2-16-04)
Hi all.
Have not read all postings so this maybe have been mentioned before.
1. Fix so when it displays "all servers are up" all servers should be up. Very frustrating.
2.Change the AFK feature. What i mean with this is a player should only be able to gain skills when he or she is playing. So if a player gets AFK, the player stops doing what hes doing, like dance or harvest or whatever.
3. Just discovered a place were "valuables" spawned randomly. I found a thingy that i was offered one million for. Whats the point? There were a lot of AKFs there looting like mad. I think this is as bad as the Holo-buisness thats been going on. A person could - with some luck - get "tons of million credits" by doing ...nothing. The joy of playing is to hunt and do missions and at last get those 60k needed. Random "treasusres"could befun, but not at the same place every 20 min.
4.Some of the thing found there gave - as i understand it - skills, strange that you can loot a skill.
5. Travels. You should be able to buy all tickets needed at the same time.
6. Travels. All starports should have differentgates, depending on were you are going. Then you can easily see whos going were and join them for a group hunt or so. "Shuttle to Naboo, gate 4, in 2 minutes".
7. Treat Speederbikes like houses : What i mean by this is you should be able to give others permission to use your bike, like "management" in the houses. For friends or Guildmembers, or you can start a buisness renting speederbikes to newer players if there is a timelimit to it.
8. Be able to put a backpack im my house and give permissions to that one to a player without have to give that player "manager rights" on the house.
9. 2-seeted landspeeder mentioned above is a good idea. The one not driving should be able to shoot.
Hope you understand what i mean, im not good in explaining in english.
And - yes, i sold my loot, couldnt resist.........
/Gambledang
Entertainers role in the game =))
here are some ideas that I just like to get said =)
the Music and Dance prof needs improvment as well.. here are some ideas that probebly not will hapen but at least I have said them =))
Music/Dance
Make them like crafting systems with a tweak of ID.. meaning ..
make a compose window where u can use the already predefind flourishes to creat your own new melodys and dances and just as in ID u get more choices then the normal ones the better u become.. "not that it's like u can chose a song or dance when u creat your character" =)..
so in this compose windows u can chose and pick whatever flourishes u like and then make an entire new song.. u could also add some extra flourishes thats not withing the xisting songs.. and the higher lvl u get the more flourishes u can use in your composing.. then u could also decide what sound the different instrument would use in that particular song.. even here u could add some new sounds to some of the instruments. the compose window would probebly be a drag and drop window where the flourishes are like some sort of blueprint.. so u have 2 columes one where u decide what instrument to include in the song and one where u put rows of flourishes. on the instrument column u can decide what tune they use and in the flourish column u place the different flo to that specific instrument. This will probebly result in loads of crap music but also lots of good ones by the ppl who really enjoys this proffesion. what do I mean with the tune off an instrument.. well in different songs same instrument has different sounds .. and its those sounds that u should be able to set your self.. and even here u could add bonus material.
u could also make it so that the composing window could experiment with how much action each flourish should cost to make and instead of a crafting station entertainers could have studios that needs to be placed in a room or something... and the player cantinas should be able to have 2 posters on the outside and a few on the inside so u can make comercial about your giggs.. of course u could put fees on having a poster in those slots... the posters could also be a skill for a master Entertainer or music/dance.. that also needs a studio to be done =)))))
in the flourish window u must also have a tempo function.. where u set the tempo so all the flourishes u chose keeps the same tempo .. in that way they will all work to gether a bit better no matter wich ones u chose =)).. it would sound terrible if u had loads off different tempos =D
this will work without worrys for real life royalties and stuff caus u are just playing around with predefined flourishes madwe by u swg and I think this would really make a huge different about the entertainer proffession.
Here u also have the possibilitys to make it so that if u listen to an own composed song.. another player that is they had to pay a fee in order to take part of that service in the same way the access fee works on houses on houses.. same goes for dances... u cuold also make a royalty system so if ppl wanna play a song u have learned them and ppl pays that player to listen u get like 5% off its fees.. this is a try and an idea of how to make some more economics flowing for the entertainers.
Another thing that in my opinion is important is that u should add a silent flourish.. so u can pause your instrument in the song without having to stop and start the music.. that would increase the jam feeling abnormusly. Then u can also make a fill in skill.. just add it to the existing skill trees.. and when u start play u can chose if u either wanna playnormal or fill in music.... fill in music are mostly quiet and u throw in some touches and solos to the music.
and the own made songs/dances could contain 10 flourishes at master title.. and u get more flourishes then u alerady have with the songs today in all the songs that is ..
skip the mission terminals completely for entertainers =D
and make agencys offices in theaters and hotels.. let us belong to different stables where the entertainers for the same agency can effect the worth of their "missions".. in other words lets say we have an agency where 5 entertainer has signed up.. depending on how many and how well they preform their missions the better that agency become to work for and the higher the pay offs per gigg will be. So these entertainers has to come up with showcases to sell thrue the agency and to take their job seriusly..
depending on how well the entertainer also affects the status off the agency.. now here is lots off things to do with it but agencys would be more apropriat then blody machines and I belive that there is lots off potential in it as well for other ideas to take growth from this.. u could probebly have differences on the agencys regarding what faction u have and also an agency could give some bonuses to the entertainer in stats or anything.. and depending on what kind of agency u chose u get different bonuses.. u could have scum agencys that probebly treats u bad and pay off bad but gives u bonuses in enhancement.. these are just brief ideas but worth building on..
with the Agencys u also have the possibility to give meaning to upkeep the master title in any of the proffs and to give it content.. in the begining the noermal entertainers could get focked and mostly fail these .. so they need to use the cantinas where they should be.. but then u slowely work your self up and finaly get inte to an agency.. the agencys compete with other agencys and the better u get till u reach master the more u need to do to remain in one.. and the longer u remain the more benefits u get from them... and when u reach master title in either music or dance u can actually start benefitting from them for real.. and get acces to good things that u dont have till that.. here there is plenty of things to fill with content for the ones that already are master title in either music or dance and if this is combine with my other idea with the composing and also the other entertainer profs this gives splended of content or at least great possibilitys to make that..
eventually u could perhaps start an own agency when u reached enough goals as master entertainer in your own player city.. but just the fact that u should focus on letting entertainer be entertainer and use their world to play in caus face facts.. u didnt make chefs creating killer tomatos and evil flying meatballs only they can have as pets when fighting... guess why... cheffs dont do that.. cheffs makes food.. architect makes furniture and nott killer chairs.. uhm well maybe electrical ones though.. my point is.. we have an "in my opinion" extream great base as entertainer here.. u made it to be just that.. entertainers.. now continue with the same concept and start giving us the rest of our world..
I like the ideas of the buffs and its great that they have been made better .. thats good .. and I love the streat performing theam ideas.. look at the music and dance bussiness of today and see whats there bring your ideas from there rather then eq and daoc witch havnt even comed close to having a musician as actually a musician or dancer as dancer.. let these profs be what they aer but now when u have all the things in place go deeper in it.. enlarge it for us.. we dont belong on the batlefield more then cheffs do but we have a great and rough world that is missing here.
1. Give the Architekts the Ability to produce city walls and streets and the Mayor of a town the ability to place them.
the Streets would make the movement easier in player cities and the walls should make it impossible for critters to enter a Player City.
2. Give the mayor of a Player City the ability to rearange the buildings of the city without disbanding them.
They should be able to build the cities they are mayor of the way they and the most of the members like it.
I know I'm just dreaming but I would love to see publish 8 include a faction crackdown on player cities. This faction crackdown would allow:
1. Formal declaration of player cities to one faction or another.
2. Reduced footprints for turrets/covert detectors in declared cities. Right now both have such huge footprints they are useless in city settings.
3. Placement of NPC patrols within the city. This is a must. Cities would be taxed for adding NPC guards, but this could add a real factional feel to them with guards stationed at key points in the city or patrolling about.
4. Placement of faction banners in cities and other factional objects such as propaganda posters, barracks, etc... A matter of art creation, no new mechanics.
5. Removal of faction missions from cities (giving faction HQs a role once again in the game). An easy fix, and it needs to happen. Allowing mission terms in cities creates a non-destroyable faction asset and severely minimizes the desirability of faction HQs.
6. Visual indicators of what faction a city belongs to on the planetary map. This is already very necessary, esp for those cities who have bases camped about their shuttle services.
7. An autobanning feature for enemy faction members (ie if you have a imp city, rebels are autobanned from all civic services). Should be an optional feature of faction cities, but fairly necessary in my mind.
I would further love to see the following city enhancements:
1. Different pavement types
2. City walls
On the topic of walls, these would be placeable by the city mayor by designating the start and end point of each wall segment. Defensive turrets and covert detectors could placed in the walls as attachments (destroyable of course). Walls would not be allowed to be completely closed off and would always require at least one opening.
With the exception of walls, I think most of these ideas are fairly straightforward and "easy" to implement. They would do a LOT to enhance player cities and the GCW and for the most part, from my non-developers mind, look pretty easy to drop in.
Hey All,
In the game about 2 months now and love it. Few things thatI have thought of thatI think would be cool.
After a certain number of Ranks an Imperial officer is forced to become Overt. And only imperials of this "overt" rank can pass scans without bother. Its only fair. Most Imperials should i think be overt.
I also think that there should only be one Status for Rebels. covert with the abilty to jump out and attack imperials at will, but when they do that they become flagged to all imperials in the area overt or not. I think that this is a more realistic portrayal of the Star Wars Universe as Imperials were always a visible threat whilst Rebels were always sculking in the shadows as rebel's generally tend to do!
As an extra boon smuggler should be able to de-flag a rebel that has a TEF, but has a limit per hour they can do this. ie hit and run tactics, and adds to the value of having a smuggler in a group if he fails to get someone past a scan.
Also I think Bounty Hunters should have a /harvest resource/harvest venom or poison option. allowing them to take venom from venemous creatures to use as a first strike attack. Also after the Death Mark system a Bounty Hunter should have a passive Intimidate skill based on the number of player kills (factional or mission [NOT DUEL])they have. The higher this is the more likely to intimidate an opponent they are. when a Bh dies in pvp they should loose points. This means that they will be less likely to wander around overt in more similar BH fassion.
Dont want to get into a ramble here, as an imperial Bounty Hunter, these areinclusions i personally would love to see.
How about fixing the economy? Through my hologrinding I noticed that BE's can't sell anything but level 10 pets unless they are master andCh's dont get the transfer command until hi level. Noone would buy a pet from me even though I was only 3 blocks from master BE. My guildmate non master CH wouldn't even take one for free because he could get better pets from a master. What I suggest is maybe taking some of the lower level shematics from crafting proffessions as they attain higher levels. That would leave the high level items for the masters and let the lower level crafters into the economy.
Don't get me wrong, I'm not calling for a nerf, but face it guys the economy is screwed.