Development Cycle Archive

Thread: In-Concept Open Discussion (6-7-04)

Mors_Mortis
Thu Jun 10, 2004 4:50 pm
#183

I was wondering why an RPG style game has no stat increases? A master commando who has been playing since the beginning has no real advantage then another master commando who started 2 weeks ago. This seems a little unfair to me. I'm no computer genius so i have no idea how hard this would be to implement, or if it is even possible with the style of gaming swg is (able to go from one tree to another, then delete a tree and try something else) but if it is at all possible I believe this would give long time players a good warm feeling inside... as well as keep players with one character instead of5 on one account and 3 on some other account.


I think this would also help out with dungeons and rare items. Of course the higher the stats the more beating you can take and the bigger npcs you can kill. This way you wouldn't see some 12 year old out on school break who's been playing for 4 weeks with mandalorian (sp?) armor. (As a side note: I think the death watch bunker is great in the fact that it takes huge groups (2 or 3 huge groups) to get through it and I don't want to see the group idea go away but a group of vetrans should get through it better than a group of newbies).


Now I'm not saying that stat increases should be easy in any way. And I have no real clue as to how it would work. There could be quests that you go through in order to increase your stats. And I'm not talking about any themeparks either. I'm talking about quests that take you to different planets and out of the way places... puzzle solving involved (so that entertainers can also join in) and battles as well. Maybe the type of quest you go on determines what stats are increased and how much they are increased (so tougher quests give you more of a stat increase... but to be able to go on these quests you will have had to complete other quests). Maybe players could chose what stats to increase. I don't know, this is all just ideas. I think that not having levels as well would be a great idea as well... that way no one will reach level 99 and get bored with the game because they can kill anything (which i wouldn't want to happen as well... no one should be able to take on a krayt)


Like I said earlier, i don't know how hard this would be to implement and I know that you devs don't like to stray from the system and the way things are. Maybe this is just wishful thinking. Maybe you've seen 582 pages like mine and there's just no way for this to be done. Fine, i love the game as it is now; I just think this would be a great way for long-time players to be rewarded and revered.


And as a wise man once said, "That's all I got's ta say about that." (Forest Gump)
MaxSpiegel
Thu Jun 10, 2004 5:06 pm
#184

I don't think he's in the game. But he's one of the best Star Wars characters. There are Dark Troopers in this game, which were introduced in the game Dark Forces. The main character of that game was Kyle Katarn.


In SWG we've got Dark Troopers dotted everywhere. But I have not heard of Kyle Katarn being anywhere in this game. Why no Kyle when there are Dark Troopers everywhere? Did the devs think of putting Kyle in but couldn't figure out a good way to implement him yet? Or do they plan to forget about him altogether?


Of course, if they do implement him, it'd have to be the mercenary Kyle Katarn from the original Dark Forces game, complete with gray body armor and brown leather jacket, without the beard. Pre-Jedi Knight Kyle.


Who's with me? Let's all cry out for my favorite Star Wars hero, Kyle Katarn! WE WANT KYLE!!!


And bug fixes.
ArkonPhoenix
Thu Jun 10, 2004 5:24 pm
#185

Buffs have gotten way to out of hand. I dont mind the use of them in game, but the effects from them are way to powerful. Buffs should only be used to help in a pinch, or to gain a slight advantage. But not become the norm of how you have to be when playing.


First off, buffs should not exceed +500 to any stat, and should have some kind of side effect. like another stat goes down. I say, allow for double or even triple stacking buffs, but make the side effects more severe as you get more pumped.


Secondly, the buffs should wear off gradually, not just poof. But with the wearing off process, it shoudll speed up gradually so you have to good amount of buff lasting longest.


Third, if you apply the same type of buff (not just a buff to the same stat pool) make it so either the character cannot get that buff again right away, or make the side effects even worse. Just look at the human body and how drugs affect it. Also, some specises might be suceptible in different ways to certain buffs.


Basically, what im trying toi say here, is make stat migration have meaning in this game and what species you play.




I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
DeathLemur
Thu Jun 10, 2004 7:57 pm
#186

Hello... hello... hello... is there anybody in there? Just nod if you can hear me... is there anyone home?


- 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...



--
Mordus Crestingrider -- Fraggers Hall, Corellia
My hand's been cut off, my friend's frozen in a block of carbonite, and it turns out the guy that killed my teacher is also my father. But I have good news... I just saved a bunch of money by switching my X-Wing's insurance to Geico.
Fix the resource markets!
Dasyra
Thu Jun 10, 2004 8:21 pm
#187


Change the Ranged Skill sets to be about skills, not Weapons!


Overview
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.


The goal of this document is to assist in providing players a specific role in combat instead of merely choosing a weapon type and the skills being a by product. The idea of a role based on skill sets should force players to use certain tactics. Also when line of sight is introduced players can change the balance in their favor based on their skills.


The Good and the Bad
-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)


Skill Tree Changes to Marksman


- Pistols becomes “Personal Defense and Subterfuge” fitting more in line with what we see in the movies of people who carry pistols and the types of skills they use. These types of characters are diplomats, spies, smugglers, thugs, and police officers. The role play theme these skills relate to are a fantasy rogue skill set.


- Carbines becomes “Assault Weapons Techniques” and fits in the movie roles of the military, police, bounty hunters, and very dangerous thugs. The role play theme these skills relate to are a basic fighter in fantasy games. They have the most access to most weapons and military equipment techniques.


- Rifles becomes “Sniper Techniques” and fits in the movie roles of the Military and Bounty Hunters. The role play theme these skills relate to are mages in fantasy games. These mages though have the ability to be hidden and do less damage than a mage of a traditional game.


- Ranged Support becomes “Veteran Combat Techniques” and fits in the movie roles of characters that had lots of combat experience and were wearing armor and had odd combat skills that set them apart. This is a sort of catch all and is a limited way to show the experience of a veteran fighter verses a green recruit. The simplest way to reward this is through giving access or modifiers to armor being worn as we see the types of armor worn in Star Wars is often a show of how experienced the fighter is, especially on the side of the Empire.


With such changes weapons cross over into other categories unlike the previous skill system. The skill set with the broadest options are those training in Assault Weapons Techniques. They can use most weapons available and have the broadest skill set to inflict damage at all ranges and even change to an appropriate weapon for the circumstance to get the best bang. The sniper can only use long ranged rifles and long range carbines and is useless in close combat while they also rely on sneak attacks. The personal defense techniques would use any weapon that could be concealed, spilling over into a few carbines such as the smaller snub nose as well as be useless at long range but very strong in close quarters.


Quick Overview of Elite Weapon Skill set changes.
Pistoleer becomes “Advanced Subterfuge and Personal Defense”
Carbineer becomes “Advanced Military Techniques” or “Advanced Infantry Training”
Rifleman becomes “Advanced Sniper Techniques”


Advanced Subterfuge and Personal Defense
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.


Advanced Military Techniques
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.


Advanced Sniper Techniques
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.


Most skills in the Sniper set can not be used while running, you must be prone. Melee and Pistols counter snipers very well with the proper training. Melee is always good as the miss ratio for a sniper is a default 95% while within 25m range. This is a long range skill and is ineffective up close. It is also a considered a specialized support skill much like a mage in other games but relies on stealth instead of high damage and needs other players to taunt and cover them to be of most use.


Melee Skills
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.


Melee can have good skills for small spaces like in base defense where the fighting is pretty much a brawl after gaining entry to a base. Also bring back the idea of being able to become solid against opposing faction members. This way melee users can block hostiles from getting to their friends or heard them around, might even be able to shove enemies away and such which will give them the ability to protect snipers and bases easier. Only melee users can become solid and only against opposing faction.


Skill Set Gems – Opening up Special Disciplines.


Pathfinder
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:


Ranger (Tracking + Camo Master) with one elite combat discipline mastered.

This discipline along with a master ranger is used to counter hidden players and scout for enemy positions with specialized equipment and skills. This skills set allows the character to be a true master of finding enemy installations and reporting enemy positions. They have stealth abilities while traveling on foot in which their radar dot is not shown, but if in combat of any sort they instantly show up as normal.


Additional Notes:

Pistols gain a subterfuge bonus and have an automatic bonus applied during scans of illegal items. Smugglers get a bonus on top of this to hide all sorts of items, so a decent smuggler will always have a hidden pistol. A drawn held pistol will get scanned, only a non-equipped pistol has the bonus to be hidden. The pistol skills with the tag weapon let pistol type characters keep their weapon active even though it is hidden in their backpack.


Invent some areas that require weapons to be stored in something akin to a bank to get in and only people with pistols and smugglers can sneak those items past the guards. Upon a failure and the items are found they are put in the storage area while only the hidden items remain. Could be a new dungeon or maybe in the space expansion if boarded or something similar where weapons are taken away from players and they are transported to a holding location and must break free.


Add substitute disciplines. These are disciplines that can take the place of a certain disciplines in a skill tree, except it is a total exchange. You can have a choice of Discipline A or Discipline B but not both. An example would be the bounty hunter lightning gun skills. Instead it could be a substitute discipline that can bring in the dual pistols, explosives, traps, flamethrowers, lighting gun or others. This would give people the ability to master but be in line more with the original intent of the skill system and have varied characters instead of this sort of pseudo class system because of the master focus which is especially true for PvP players where everyone ends up down a similar template. So allow us to compete but also allow us to choose what we want to be.



Das.

"A Jedi uses the Force for knowledge and defense, never for attack."
JabuSydi
Thu Jun 10, 2004 8:33 pm
#188

Most of all i like that ur a person who believe's in balance the old game before we knew about buffs lead to gigantic wars the buffs do make us wait ppl get bored and leave. Sad plus ppl have no challenge tho the corovette is insane and u really can't follow the story being beat that bad. I miss when even the npc stormtroopers where a advantage to have along with you. I'm glad to see so many ppl not getting the star wars feel out of buffs. Dev's id like them to suck it up and realize buffs are a waste of time and a loss of money in the SOE's pocket. The ID window is smart lets just put it to use on doctor's so they can get paid for healing wounds.
JabuSydi
Thu Jun 10, 2004 8:35 pm
#189


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.


96)?96:this.scrollHeight)"


As the night draws to an end, the day has already begun.


Jabu'Sydi/Syclla/Sydi City

EZ-JC
Fri Jun 11, 2004 7:02 am
#190






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!




Khrag / Bu'll


ARCHS & CRAFTS
vendors of fine Architect, Artisan, and CM Items.
700m from Coronet
188 -5444
EZ-JC
Fri Jun 11, 2004 7:37 am
#191






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!




Khrag / Bu'll


ARCHS & CRAFTS
vendors of fine Architect, Artisan, and CM Items.
700m from Coronet
188 -5444
TIOGUFF
Fri Jun 11, 2004 8:58 am
#192



I know this is rather trivial for most people but...

Personally I feel that the lack music from the original trilogy is disapointing. Im not trying to imply that just music from the original three films should be used on the contrary. I feel that the balance is clearly favoring ep 1 and 2 atm and that alot more music could be used from ep 4-6. For some reason I think i noticed posts like this awhile back but only noticed one maybe two classic trilogytracks added. More can be done. If you do not plan to ajust the SWG An empire Divided at least make JTLS containmainly classic triology music. It would help it emmesly....



Starsider:
GUFF
ZabbyLicious
Sarha-Cancelled
Bria:
Shi'lon

Old School Doc/CM and TIO/ECHO certified
Centinela
Fri Jun 11, 2004 10:06 am
#193

It could sound weird.. but lemme explain you...


I used to be a CH... by reasons of the Skill points and professions, i was forced to drop CH...


Well, i had a favorite pet: not the strongest or the beautyfull one... I think this story that i wrote a few months ago can explain ita bit:


http://forums.station.sony.com/swg/board/message?board.id=Naritus&message.id=89636


I was wondering... if it is possible... if we, the formers CH's could receive a prize for being veterans... beside the others that you would think (hehehe ), Can we get back our favorite pet? even that we are not more longer CH's?


Maybe this is a stupid suggestion... but i really miss my Grizzly


Just my 2 pesos.. and sorry for the bad english.


Thx and Regards,



Bert Thendor
... Deceased ...
Thylbanus
Fri Jun 11, 2004 11:36 am
#194

I hope there are some plans with the ranking system in factions. I am a Warrent Officer II, but it means nothing other than costing less to give someone faction points. But I don't find myself giving anyone faction points for any reason. So hopefully we will see some cost reduction for equipment, or new equipment (I would like to get my hands on Coruscant Guard armor personally). Or perhaps being able to field more faction troops for higher ranks. Access to faction specific vehicles (military speederbikes and APCs). The benefit of rank should be worth what a person spends on it. I find myself wondering just why I need to spend 3500 faction just to go to the next rank. Hopfully the reward for the expense will be worth more than a Dark Trooper.


Just my thoughts

Thylbanus

Corbantis Universe
Tkenobi
Fri Jun 11, 2004 8:06 pm
#195

Hello. Im really a new playerin this game but a realice a lot of thing to improve. I hope u can read this because i now that this game has a lot of potencial but u guys didnt use it all.

Here is my point of view to make the game more funny andcool:


1) I love the bazaar but it is like... u know all the mmorpg have some "Buildings or campings" where guys are selling. I think the graphycal and locatings of the Bazaar can be improved with NPC merchants selling things like Bazaar works at "Shop". Like a Player city vendor but with the bazaar system for noobs and at default Citys. It also helps new people to realice that actually they can buy things at that place.

Im the location of actual bazaar are so random placed that arent estheticly good. U must put like 1-2 shops that i mentioned up in the cities.


2)Same as above but applied to Mission(Example:Entretainer missionaregiven by Cantina's ownerfor a show or Bounty Hunteraregiven byassasin-rich guys that need to kill someone-(BH mission are harder tofind) and things like that).Also applied1) to the Bank. U can make big banks 1-2 in the City with a really good looking. That would be really nice. Also applied this to Trainers. Make like schools at the cities or for example: entretainer are trainer by Cantinas Dancing Teachers or things like that. (Its gonna be really cool see schools like the Ep2 when Obiwan goes to the jedi academy with young studients but imagine this applied for rifleman, Tera kasi, music...)


* I think actually the cities are like..... throw the bank there and mission there, trainer all together here.... U guys really need someone to plan a better good looking and structure to the Cities.


3) Buff must be taken away or let them last like 5 minutes and buff like 500-600 and a doctor can use them once per 30 minutes. So they have to really think when they need it to be used and they cant abuse using it.


4) To compesate the lack for buff and with the new Jedi unclock system(by quest in revamp10)i will suggest that when a player reach 0 skills points or near to that they can "focus in the class they made". This gonna be an option for those players that reach 0-5 skill points(for example)/ When they accept this option they cant surrender skills point anymore. But when they do this "focus" they now start to gaining XP for improve stats point. Here u can put lvl on players.

When a player choose this option a default amout of stat point can be migrated by the player like he wants at the start. This default amout of stat point are higher in BH and Jedi.

But "super profesion"(like BH and Jedi) must gain more XP to lvl up. For example a "Master Combat Medic-Master Tera Kasi-Master Rifle" player with 1kk xp canlvl up 1 lvl but a BH has to lvl up at 2kk for his first lvl. And Jedi like 5kk. The only exception will be the jedi. The Jedi Initiate can have skills points and"lvl up points for stats" at the beginnig. And make Jedi skill progression tougher.

With this u can balance profesion cause when a jediis lvl 1 a "normal profesion" is like 4-5 lvls more than the jedi. And become a Jedi is really tought cause u must play a lot before lvl up and it frustrating for most of the people and only the expert players can handle with it. Of course at same lvls the jedi master is much strong than any class but its gonna be really hard for a jedi to reach a normal class lvl or a BH lvl.

And with this system we can avoid a "ALL JEDI SERVER". Also a Jedi suffer more xp penalty for dying than others.


6) Improve BH. Lets say that a Master BH in the movie can have handle a match agains 1 Jedi Knight(See obiwan vs Jango or Boba vs Luke) of course agains a Jedi Master they cant do much except they have a good lvl.


I have more thing to say but i gonna tell u them just in time cause im waiting for the publish 9 and 10 and the expansion. And i also didnt played that much yet. I hope i can give u more advice like ina month.

Again i hope u can read this. Thx u devs to hearing me and sorry about my english.(Im from Argentina)



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Eelap Awip - Radiant

Member of MRH - Hafen City - Rori

Master Weapon - "Eelap Extreme Weapons" at Near Coronet (849 -4840)
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