Development Cycle Archive
Thread: In-Concept Open Discussion (6-7-04)
- Improve upon dynamic/mission lairs... give us dynamic/mission dungeons. I am mostly a solo player, and my content options are seriously limited by the fact that A) the dungeons I can take by myself are usually camped, and B) all the other dungeons are Instantly Lethal to the solo player (unless they're a Commando). I'm tired to slaughtering swamp gurrcats...
So, why not figure out a way of implementing dynamic dungeons? Go to a mission terminal, pick up one, go to the waypoint and dive in. Have a boss monster or control point at the bottom of it to destroy. Make it so that only that player (or the group the player is in) can enter.
- On a slightly more complicated scale, let us *build* houses. Rather than prebuilt deeds of predesigned floorplans (I am of the opinion that the designer of the Corellian/Generic floorplans needs to be shot), give us 'Lego blocks'... predefined wall sections, floor sections, etc. Give architects a tool to build a house design from these parts and make a schematic from that. Pop into a factory with the appropriate parts to build the house from that schematic, out pops a deed, and you place it like a normal house.
On a side note, I think SOE would benefit from looking at what Second Life is doing. A MMORPG world built of textured 3D primitives... oh, the flexibility possibilities!
- Let artisans build signs, datapads, and other things that people can write on and stick in their house. It'd be nice to have price lists and notes and what not written on these, instead of CDEF pistols stuck in a vendor priced at 99 billion credits with a long description. Or be able to pass information without the email system. Keep journals of your adventures.
- A Resource Market. I've harped about this before, and I'm going to keep harping about it. Have a cluster of Resource Exchange terminals in the major city on each player planet (Corellia, Naboo, Tatooine, Dantooine, etc.)
Player A goes to the terminal with 10k units of Foobarium Titanium Aluminum, and feeds it into the system with a minimum sell price of 3 credits per unit.
Players B and C go to the terminals, both wanting Foobarium. B puts in an order for 5000 units at 3 credits per unit, and feeds 15000 credits to the machine to cover that. C puts in an order for 6000 units at 4 credits per unit, and feeds the machine 24000 credits.
Once ever five minutes or so, sales and orders are processed. Since C is willing to pay more for a unit of Foobarium, his order is completely filled, and 6000 units of Foobarium become available for pickup from the terminal. The 24000 credits that C paid is transferred to A's account, since it was A's sale that satisified the order.
Now, there are only 4000 units left for sale. Player B's order is partially filled at 3cpu, 12000 of the 15000 credits he paid is transferred to A, and 4000 units becomes available to B. B's order is then automatically modified to a 1000 unit order at 3cpu.
The terminals should also have a seven-day history of low/high/average cost per unit prices for resources it has handled. Resources should include metals, ores, chemicals, gases, meat, eggs, milk, hides, grains, wood, etc. Things you can harvest.
Advantages? Less people standing in front of starport shout-spamming resource sales. Newbies can sell to crafters without having to deal with people only wanting 10k or more of something, and newbies would get ripped off less if they actually knew what the going rate of the resources they have. Also, less dependence on the galaxy trade forums for simple resource trades.
- A 'road' object that can be crafted and placed in player cities would be nice. Its hard to feel metropolitan when there's amber waves of grass between your house and city hall...
- Some general client performance improvement would be nice. I've got a Pentium 4 2.4ghz, a gig of memory, and an ATI Radeon 9800 128mb. I don't think there's any good reason why my framerate will be below 30fps a good deal of the time...
The ranged skill sets of marksman, carbineer, rifleman, and pistoleer should be changed to be focused on skills instead of weapon type. This document will provide the necessary ideas and themes for each set based on skills that make sense both from the movies, gameplay, and other online games.
-Changing current system changes game play style or professions.
-Migrating skills to new system could be painful for players.
-Possibly requires serious code changes
-Players will have to use tactics, but have a middle option that fits most situations.
-PvE could be changed drastically by these changes in how players handle it.
-PvP should have more tactical options.
-PvP should have more OMG where did they come from?!? Did you see that?
-Line of Sight plays a role in this system for it to work well. (No shooting through hills)
Pistoleer becomes “Advanced Subterfuge and Personal Defense”
Carbineer becomes “Advanced Military Techniques” or “Advanced Infantry Training”
Rifleman becomes “Advanced Sniper Techniques”
This rogue of sorts can choose to tag a weapon as a personal weapon of choice. This weapon is his draw weapon and when out of combat it will disappear as if holding nothing. When combat starts it will be pulled out and used with deadly force. This tagged hidden weapon has special skills associated with it that won’t work with an untagged weapon or if holding a non-tagged already. Some skills are very powerful first attacks like a rogues sneak attack from traditional pen and paper, except you must get the drop out of combat to make it work. Other attacks in combat rely upon being behind the opponent and gaining a vantage point for attack or using terrain to get the opponent near for the best damage. Also this is the skill set to counter melee weapon users after they are up close and personal. Damage is very good at close range and useless after 32m. This is a close weapon support role and would be good for sneaking up on enemies, and inner base defense as well as counter melee defense.
This is the galaxy standard example of military training. Almost all mercenary, military, and police forces will have some sort of training in this. It allows the skilled use of most weapons in the most varied of situations. This is the most balanced ranged role and most military personal involved in the war should want this skill set if wanting to do damage and be in the fore front of a battle. This is the fighting tank warrior of Star Wars and can dish out damage at any range anywhere.
This is a long range skill coupled with being hidden. Not necessary more damaging but harder to find. The radar dot should be hidden from view while the player is in hidden mode and the type of players that counter the hidden ability are ranger or a pathfinder (Special). This skill should guarantee the player if hidden at least one to two free attacks against an opponent before becoming visible and then several more before the red dot appears on radar. This skill set is good for support outside of bases but horrible inside base defense. These skills are also excellent for sneak attacks and ambushes.
In early beta we were told melee was an addition to the game that was pretty much eye candy and could never match up to range skills. In the name of balance this has been changed severely. Pretty much melee should be move back to being a support skill for most combatants. Yes the skill sets changed and are now 4x4 instead of stubby little trees and large ones. Melee though should be weak against the tank of this era which is the Assault Military skills, and possibly an even match against drawn pistols because of close range, but pretty much will destroy a sniper they find on the ground. Anyone prone automatically is hit and takes triple damage, and a sniper in prone takes quad damage if using his skills.
A pathfinder is a player that has taken the Pathfinder discipline. This is a stand alone discipline gained from mastering certain skills. This skill set can be earned by the following:
STAR WARS GALAXIES
FORGED ALLIANCE
This involves a senate for each side, made up of admirals that each represent a planet. The admirals will get a percentage of the factional points made on a planet. And are the only one's who can deploy the heavy unit's such as AT-AT, tie advance and a Pvp terminal. Plus each admiral has ten general's that he chooses. This is all done inside his outpost.
Pvp terminals: Located inside player bases, they create larger missions per size of your base (Detatched HQ giving the largest of missions according to current system). This is where the real money and faction points will be, paying at least 10x normal missions, especially near volnurable times. A Rebel or Imperial goes to a PvP mission terminal and he can choose Defensive or Offensive assignments. when he selects missions he would get difference levels of difficulties each paying faction and money accordingly to the size taken, NOT according to player size, allowing the player to select a team to carry them out if needed. Defensive missions would be mostly patrolling from around the base at low levels to patrols around other planets, or Escorting Frigates and/or VIP's offworld. Offensive missions would be a spawned base located on other planets which you will be required to either destroy, infiltrate for sabotage or rescue prisoners or other options, all options would be determined by level of mission. Once this mission is selected all generals and admirals of the opposing faction are alerted and can dispatch troops to defend this outpost, if the base is successfully defended the defending team gets a large reward in faction and money. The defending half of the offensive missions would get a set amount of time for preperations according to the level of difficulty taken by the attacking player (and team).
Admirals and Generals would have a major role in this Galactic Struggle. There will be an incorporated Respect Factor in your faction. A player gains the faction to become colonel he then gets in line to be a General in the Faction. Once he gets into position in the Imperial Senate as a General he has 0 Respect Factor. He/She will be required to assign PvP missions and will need to have bases in his/her name to allow players to use PvP terminals to help gain this needed Respect. A General will need to stay above 0 Respect so as not to be able to be voted off the Counsil and also once under 0 Respect will be Tef'd at all times and able to have a bounty placed on them. Good Respect will gain them the possible position of Admiral if they attain the required respect points. Each Admiral was a prospective color. Admiral of Naboo would be Blue Leader, Tatooine would be Gold Leader, Corellia Red Leader, etc.
Factional Bonus's will be assigned by Generals and Admirals. These include ATAT's, Squads of troopers and other Perks. Admirals will be able to fly Cruisers of their Faction, Generals allowed to fly Frigates of their faction. These can be handed out to players and also stored up for use on bases of yours or other player Generals. PvP terminals will be availible for those adjusted to PvP, allowing them to gain much higher amounts of Faction for each mission. Also Generals and Admirals will be allowed to give out Schematics for altered Weaponry and experimental weapons and armor. (including factioned armor)
Military Cities Will be able to be built by Admirals. The City hall will act as a Base Headquarters. It will be a place for them to plan, hold meetings and overview the war efforts. Large amounts of factional perks can be passed around in here. With a Large Overview Terminal inside Admirals and Generals can go over quick plans for offensive and defensive missions. There will be a Meeting Hall as well where Chat will be altered, Admirals will be able to speak freely but Generals will not be allowed to talk unless allowed to Speak at the Podium, Admirals will be the only ones able to grant Speaking rights. These Buildings would Function as a city hall and would create a outpost of its own able to grow like a city but would have factional perks incorporated but only allowed to be a military type. Air Base would give bonus defenses to Space and air units, Army Base would bonus your ground defenses, or Stronghold which would allow players to place walls in your city. These cities would be allowed to drop air fields and barracks, these would spawn troops at the barracks and Air ships patrolling your skies for Air Fields.
Also Criminal Outpost This is where someone could dive deep into the criminalworld and possibly be a crimelord. Crimelord would have his 10 thuglords under him. But also Bounty hunters and smuggler's can do jobs for them aswell, bonus will be they don't have to be factioned. Tho if a bounty hunter or smuggler don't finish the mission. The Crimelord then will get a email of the failer and will be given the option to put a bounty on the Smuggler or bounty hunter. Keeping respect will be the main concern of the crimelord. Much like the Pvp terminals of the Rebellion and Empire. Tho he will also have to watch his back cause ppl inside his crime ring can take him out aswell,instead of voting him out. Only one crimelord per planet if he/she get's negative respect points they will be put on the bounty terminal, once killed the next in line would be the next crimelord.
Quote: Xanamiar: First I'd like to state that I'm not trying to steal anyones thunder.. This entire idea belongs to Jabu'sydi of Scylla server. I just thought I'd see what the communities response is to it... I rather like the idea.
This is purposed as a new system.
Star Wars is known for many things, one of which is the crimelords of the systems (the black sun, Jabba the Hutt.. so on and so forth the list can continue for a long time) Right now we don't have access to be part of these organizations ((the devs intended us to be able to to start with, but changed their mind, based on our feedback)) Jabu'Sydi's system is just what the game needs to make us more involved in the game.
Criminal HeadQuarters
This is a new building type that creates a secretive headquarters for a Crime Lord. ((This building once the SE is out, will act as a secret starport for only those allowed to land there, in their own ships))
Crime Lord
A player who has Master Smuggler, and wishes to create their own crime orginization. ((A new skill tree)) **This new skill tree will recieve no badges, nor titles, it is meant as a secretive skill set, so no one knows who is a CrimeLord**
Thugs
Trusted players hired by the Crime Lord to help in protecting his business. ((All players are allowed to work for a Crime Lord.. but each Crimelord can't have more than a certain number of Thugs))
Assassination Terminal
A new Mission Terminal used by a Crime Lord to hire Assassins to kill other Crimelords.
The way the system will work.
A Novice Crime Lord sets up a Headquarters, to start his business. He hires trusted associates to help him with making credits, and of course taking missions ((also possibility of a new kind of mission terminals for smugglers. Every mission completed from the Headquarters terminal turns a profit for the Crime Lord .. or Crime boss.. however you want to see it.))
With every new hire the Crime Lord recieves Respect Points .. ((aka face points)) He keeps these respect points unless his trusted associates start to work for another CrimeLord. If a trusted thug starts to work for another crimelord the Crime Lord starts to lose respect points, according to how long he lets it go on. To find out which thug is the one working for another crime lord he has to send another thug into an investigation .. ((he has to be very careful of who he trusts)) Once his respect points hits 0 he is acceptable to being taken over by one of his thugs.. or assinated by another crime lord.
A thugs revenge.
If a trusted thug decides to work for another crime lord in order to boot his boss out of his position, he must take measures to kill his own boss when he hit's 0 respect. However if he fails in the attempt, then he's sure to be booted from the orginization. If a Thug is successfull in his assination attempt he takes over the headquaters, but he better make sure he has the other thugs on his side, or he'll find himself booted right back out.
Crime Lord vs Crime Lord
An assination attempt by a Crime Lord on another Crime Lord ((VIA BH or other player)) will either succeed or fail.
If the assination succeeds then the Crime Lord who is killed will lose respect points, where as the Crime Lord who succeeded will gain them. However the Crime Lord may send out his own BH or other player to assinate the assassin. If his assasin is successfull in his attempt then the Crime Lord will be given the name of the Crime Lord who put a hit on his head. If he fails, then the respect points will remain the same, but the Crime Lord will never get his revenge, nor will he know the name of the other Crime Lord.
Headquarter bank terminal.
The bank terminal will be located in the Head Quarters, where members of the Crime Lords association can access it. They can also open a savings account with it, where there will be a charge, and interest paid, set by the Crime Lord.
I know I've missed some things, and may add them later, or may get Jabu'Sydi himself to come and add them. And as always a new idea, always needs some help with making it better.
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As the night draws to an end, the day has already begun.
Jabu'Sydi/Syclla/Sydi City
SniperCox wrote:
Thunderheart you've heard my idea before at E3 when Veela and I were hanging out at the JTL booth. I think the Concealment ability should coverriflemen in PvP. Riflemen should be able to go and conceal himself in a position to where he cannot be seen by people or on radar. Now everyone is thinking Riflemen can't be invisible that would be to unbalanced. The Rifleman will not be invisible though. He just cannot be seen unless the enemy is 32m or closer to him. Even turning up you viewing distace should not allow you to see him. He should be "rendered" invisible due to his concealed state but being within that 32m range will allow him to be seen.Although as soon as they hit they're enemy they're position is blown and they will be sighted. It would add a difficulty of being able to create traps for your enemy and if they do not attack the concealed rifleman after his cover has been blownfor about 10-20 secondsthen the riflemen shouldresume thecovered state. I think that would be balanced and be an effective way to create traps and think more in PvP then just spam strafeshot2.
here here!
Also make rangers camoflage work better so we can hide a group of people from radar to spring traps!
JabuSydi wrote:
STAR WARS GALAXIES
FORGED ALLIANCE
I love your idea, the game i thought that did this right was: Europa 1400. Just expand it a little say have 8 level one's (colonals) on the board, then 4 level 2's (general) 2 level 3's (major general) and 1 level 4 (surface marshall) per planet, then you have an interplanatary division made up of the surface marshalls from each planet and 4 high admirals.
The way it would work is this:
Any colonal who must be a citizen of the planet he runs for office on, may apply for a level 1 position, wich gets voted on by the level 2, 3, and 4s, as to who gets the slots available. Then any level one on the given planet, may apply for a level 2 slot that becomes open. Any level 2 may apply for 3 and so on.
Where you makeit work so that you don't just have the same people there all the time is you install a voting system. So,each membermay call a vote to have any member of your planet leaders removed, (can only call for vote once per week and never 2 weeks in a row on same person) you can only call for a vote on someone on a level below you (to try and bring in an ally), on your own level (to get rid of a rival for promotion), or one level above you (to make room for your promotion). Everyone on the planatary panel gets to vote on kicking out the selected member. So you will quickly learn who your allies are, and who isn't to be trusted. Voting to not kick out a member does not kick out the person who called for the vote, usually makes him/her a lot of enemies though.
The interplanatary voting system would be the same. The 4 high admirals should be the ones who have say in ordering mass attacks involving at-at's and the such on rival faction bases. It must be a 3-1 vote or better for such an attack to go through. The proposals for said attacks would be brought in by the surface marshalls of each planet. (causing problems in itself, if a SM asks a High Admiral for an attack on a rebel base, and the vote goes against said attack, well, next week, said surface marshall calls for a vote to remove a certain High Admiral that voted against his proposal)
It may seem complicated, but really it's not. It adds a whole new area to any game, and works great for a MMORPG. It's all about interacting with others.
Hell this could also be done with politicians, each mayor can run for a slot open on level 1 and then so on!