Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-26-04)
Could harvesters be a little more "intelligent." When a resource a harvester was mining migrates, the harvester should detect this and either shut itself off or switch to the resource of next highest concentration. I'll settle for shutdown. I've yet to fill a harvester before migration so I don't know what happens in-game but it would be nice if it would power down when its hopper is full. I work hard for my money (have yet to break 35k). It would be nice if it wasn't wasted on things out of my control (like resource migration).
*Another Issue*
Lots... we need more then 10. Right now two of mine are being used by a friend as a favor because he needs more. (I guess I could be a jerk and take away his admin rights but he helped me out a great deal so that not really an option for me.) I have a small nabooian house, 3 mineral, 2 chemical, 2 windmills, and 2 gas (the favors) (all personal extractors). If there will be two character slots per server then the lots can be shared between them like my friend and I.
If not, my next point is a little biased because I've only climbed the marksman and artisan trees but besides merchants and crafters I don't really think any other profession needs many lots. Merchants want stores, crafters want harvestors. I think there are two solutions:
(Simple)
1a - With surveying 3 & 4 and business 3 & 4, each skill increases the lot limit by 1.
1b - With surveying 4 and business 4, each skill increases the lot limit by 1.
(A bit more involved)
2 - Lots are categorized into residential, business, and harvesting. (I've only had the game a week so maybe there could be 1 or 2 other types that I'm not aware of.) Everyone starts with different limits in each based on profession. A brawler does not really need harvesters but maybe they'd like a few big houses if they strike it rich. Same for an entertainer. Just thought of this as I typed so there are no specifics just a general idea.
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The limit as of now is okay as it encourages player interaction in the sense that there could be players acting as "power companies" and others as "miners." The limit is below what a player needs to be self-sufficient. If all I did was mine (which I like doing) the problem for me is that everyone at the bazaar is selling power for way too much. I run around all day to scrape up enough money to pay maintenance on my structures. There is no way I would pay more than 3 cred.s per unit. I think 3 is high enough already as it costs less than one credit to produce a unit. In fact I found a place on Rori where I can power all my structures with one windmill. A little cost comparison: 1000 units at the bazaar 3000 on average, 1000 units currently produced by 1 windmill of mine 202 credits (not including travel). Sorry, I just had to vent.
Just wanted to mention one last thing, now that player interaction is in my mind. Streamline the travel system so it is not a time sink. I like waiting for the shuttle. (Yes, I'm probably one of the few.) I light fireworks off in the middle of the docking bay if people are around to watch at night, but i'd only like to do it once per trip, a trip being your starting point to your final destination. The way the system is designed now the maximum "length" of a tip is five hops, each hop taking a decent amount of time. Add them together and you get a LONG TIME If you could get from one SHUTTLEPORT to any other SHUTTLEPORT anywhere in the galaxy in one hop that would be great!!! (Just add up the tyicket prices for each leg.) If not, I don't see why a trip from one starport to another starport can't be done in one hop. That way planetary and intra-galactic travel remain separate systems (and I could still perform my fireworks shows
I guess it comes down to this: if I have an hour to play and want to travel from a PC shuttleport on Rori to a PC shuttleport on Dathomir, I'd like to spend it exploring, meeting people, fighting enemies, etc. rather than buying tickets, waiting for the world to load, and waiting for the shuttle. Encourage travel so people can meet, talk, etc... and explore!!!
Thryss - aspiring Master Artisan (4334)
Goodnight Peak, Rori, Chilastra
OK This is nothing about what to change about current game just a cool idea that i think you guys should do every once in a while or something to the exstent of this.
I think that it would be great for the dev's to hold a contest for example a Art contest of SWG players. The winner of every of Galaxy will be given a one of a kind Painting with thier winning art on it. If you want you guys can even make it untradeable. Or something to the exsent of that ever couple of months or so. It also gives the winners a way to personalize their house i think it would be awesome. It is just a thought...
I finally found the right forum to post this I guess ![]()
DeQuosaek wrote:
Ok, after losing a food and chemical factory and hundreds of thousands of credits worth of crated merchandise due to my lack of attention and the inconsistantstructure damage email system I have a few good suggestions...
1.) Can we please get the system to email you when a structure is at a certain percent condition, every time, all the time? Let's say, 1 at 75%, 1 at 50% and one at 25%, instead of, say only one at 27%. If it's down to 75%, it has been damaged, and that's a good time to warn a player, not after it's gotten down to 27% or any other random percentage.
2.) Could we please make empty vendors not show up on the planetary map? I think if a vendor does not have 5 or more items (or even just 1) in it, it should not show up on the planetary map. There are few things more frustrating than travelling all over the planet only to find at least 50% of the vendors completely devoid of any items for sale. Removing empty vendors from the planetary map would a.) compel merchants to stock more often b.) relieve the stress on consumers looking for stocked vendors.
I completely agree... esecially empty vendors.. nothing can be more frustrating, especially since i have limited play time, losing 20 minutes on an empty vendor is devastating
DorTaul wrote:
Why not make Rebels who kill Imperial Crackdown Stormtroopers appear on the Bounty Hunter Terminals? The Empire, instead of doing nothing about the 15 Stormtroopers killed in Kaadara, posts a bounty on the head of the murderer. Or, instead of doing this, make the murdering Rebel kill on sight to all other Imperial Crackdown Stormtoopers until he/she is killed by them.
I believe my idea is a good one. Anybody else?
This is a great idea. I'll share it with the team. Everyone reads the weekly dev cycle threads, but I'll send this around for a second look.
DeQuosaek wrote:
2.) Could we please make empty vendors not show up on the planetary map? I think if a vendor does not have 5 or more items (or even just 1) in it, it should not show up on the planetary map. There are few things more frustrating than travelling all over the planet only to find at least 50% of the vendors completely devoid of any items for sale. Removing empty vendors from the planetary map would a.) compel merchants to stock more often b.) relieve the stress on consumers looking for stocked vendors.
Yes, I had some discussions with Runsabre about that last week.
Kirgaliss wrote:
TH,
I'm not sure if I posted this right, oh well. Regarding the new FS system, is it going to followan "organic" methodology to control the number of Jedi PC's in game?
There is going to be a pretty robust system for Jedi. Look for me to reveal more in upcoming Jedi Academy threads.