Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-15-04)

PanzerGR
Sat Mar 13, 2004 2:27 pm
#196

I have an additional comment about the Publish 8 notes:


obviously you guys probablyd otn have all of that planne dotu and complete details etc......but i just wanted to make a quick observation:



The Merchant Barker modules for droids. A potential NASTY problem if implemented incorrectly. Hear about advertising spam and afk advertising spam in startports? With a player, its not too bad ebcause you can put the playe ron yoru ignor elist if it is really bad.


But how do you put a droid on ignore?


if droids are allowed to spam advertisements and whatnot like players do.....and theres no way for you to tuen them out......then theres going to be a lot of chat boxes filled up with nothing but crap.


Maybe droids should change to a red dot if they spam messages faster than every 30 seconds...just a thought.






"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Thawe
Sat Mar 13, 2004 7:50 pm
#197

a Galactic Yellow Pages with no Map just Storename, owner, planet and waypoint, Obviously the Merchants will get best billing and such\depending on their level.but I want atext only compile of all advertised vendors on every planet broken down byPlanet / City / VendorType / AlphabeticalName so that If Im on Talus and Im on my way to Correlia I can look up an armorer in Coronet.
CavemanGamer
Sat Mar 13, 2004 8:11 pm
#198

Devs,


I know you guys aren't gonna change the 10 minute wait for shuttles... so I wont ask.



But it would be nice if the shuttle stuck around just a little bit longer before taking off again.


Why? because there's no way to buy all the tickets I need for a multi-hop trip.


So, at each stop,we have run to the ticket counter and back to the ship hopefully before it takes off.


But lag and whatnotcan sometimes make thattake too long, and there's nothing worse than showing up just as the stupid shuttle is leaving you.



I know you wont change the 10 minute wait... but can you have the shuttle stick around a bit longer?


-OR-


you could make it possible for us to buy ALL our tickets at one time... that would be even better.



thanks.




Shaemiw
Sat Mar 13, 2004 10:14 pm
#199

I have a great idea for craft professions and hope that it will be added some time in the future.


My idea for the crafting professions would be to add a "garage" or a type of "workshop" just like the entertainer thrives in the Cantina and likewise the hospital for the Medic/Doctors.


First, before I discuss the workshop, I would like to suggest a change in some of the crafting functions.


- number 1, a droid engineer, for example, would build the droid chassis which would then go into his or her inventory. Afterwards the droid engineer would build seperate parts which he/she would be able to experiment and create which also would go into his/her inventory.


-after crafting something such as the chassis, it would be required to pull out along with the other parts. After which the droid engineer would then put together the pieces.


this would make if feel more like the crafter is "crafting" the object rather than creating a deed. The workshop would also give certain boosts to experimentation etc.


The Workshop--


The workshop would be parallel to a hospital in the importance to the craftsperson as like the doctor. It is my suggestion that most creations require to be /pulled/ out of the inventory and place outside of character inventory to piece together the final pieces and the place of which this can be done should only be the workshop.


In these workshops there should be a repair crafting station which the craftsperson would take out its object in need of repair and it would be repaired with better craftsmanship.


I DO NOT suggest ANY restrictions to the crafting professions outside of this workshop, only boosts and a much more sensible reality to crafting. Crafters should be able to build anywhere, but I think the experimentation should be enhanced and the final pieces should be put together here.


**This last suggestion for the workshop is just one up for more discussion as I know a lot of craftspersons would not be to happy about it.


--piecing together last pieces to a droid NOT weapons or armor, should take time. And this time would be about half an hour to 1 hour depending on the droid.


What would put together the final pieces to these droids can either be the craftsperson or certain droids such as R5 to R2 droids and LE repair droids. They would make the droid even when the crafter is AFK or logged out.


NOTE: **The reason I do not suggest armor or weapons to be created in this fashion is that Droids, in reality, would be much much more harder to create, and take more time. If armorsmiths and weaponsmiths think its better to create armor and weapons in this fashion too, its your call lol.**


I believe that making things in this way would add much more desire for droids as they are currently not used to their full extent. I am also glad to see the droids functionality to be more explored in the upcoming droid invasion.


This is my idea for the craftsperson and how they should be improved. I think that if this is more thought over it could be more beneficial to the crafting community. Thank you for reading, if you have any suggestions or comments please remember my name as I will be retyping this on a website for easier access, an e-mail will be placed there.

ConfusionZero
Sun Mar 14, 2004 12:18 am
#200

I have no idea if this was already mentioned or if this is even the place to mention it but i would just like to say...

please make more armor styles available! even if they have the exact same stats or whatever. I dont want to look like every other sucka in full comp armor.


reflective stuff would be the best

spikes are always cool

some kind of forearm bracer that would also be a blaster would rock

armor decals displaying your faction and/or rank

GUILD EMBLEMS! PLEASE!

holsters for pistols

guns that aren't in use in another socket that will have them swung on your shoulder or back


just a few ideas i'm throwing out there.

MohdriDarkstar
Sun Mar 14, 2004 1:20 am
#201

In mixing and matching professions, the key should be coming up with a template that can provide a specialized role for a larger group involved in a new, revamped Galactic Civil War that encompasses zones of control vis-a-vis "battlefields" that have actual impact on the server economy and server-wide factional bonuses as reward for victories.


Toward that end, combat needs to become more group-oriented and "tactical" with a defined "battle space."


Some ideas on how to accomplish this:


1. - Allow Rangers to actually "blend in" with surrounding terrain, becoming invisible while prone, un-TABable, and off the radar (until they make an attack or stand + move- unless they are a Rifleman as well, then a Rifle Concealment test would be checked against all enemy combatants within a 64m radius if they fire, perhaps.) This makes the Ranger the eyes-and-ears of a field commander, able to observe enemy movements and launch surprise attacks/feints.

2. - Fix Squad Leader specials/group modsso that they actually work, make them the "faction NPC/mech handler" class, and allow them to declare grouped party members "Overt" if the Squad Leader isof greater officer rank than the group member and is Overt. Also, you might expand the Squad Leadera bit to allow them to, if grouped with Commandos and/orRangersfor instance, call in an "aerial bombardment" or some such that could momentarily "soften up" the target zoneby stunning, dizzying, lowering posture, etc. on a 1-hour timer. Volley Fire as it currently stands just uses the groups auto-attack only once against a single target, which doesn't do much to give functionality to the SL. Make Squad Leaders essential to winning objectives on a "battle field."

3. - Make Carbineers the "battle space" controllers, their suppression fire key to slowing down enemy advances. They should have some of the highest accuracy-while-moving modifiers of the combat elites.

4. - Bring Rifleman into more of a Sniper role, while leaving behind their Gunner role a bit to make room for Carbineers as AoE specialists. Extend their range to 80m like a turret currently has, as sharpshooters they should have the extra range. Slow down their rate of fire to compensate, and make them have to Take Aim and kneel, go prone, and/or take cover.

5. - Bump down a notch the Combat Medic's ability to Poison/Disease by giving them +Thrown Weapon modifiers/to-hit modifiers on their Poison/Diseases, and take care of the 80M rangeand through-the-wall attack bugs. Nerf spider venom.

6. - Allow Commando weapons to become useful in PvP, emphasizing the acid rifle and grenades and their anti-vehicular/mining/anti-mine role. For the acid rifle, at least, remove therange handicap and extend it out to 64m. Perhaps make Minefields attackable by Commandos as well, while bumping up the effectiveness of Minefields to damage and slow down/KD/dizzy advancing enemies. Give them the sole ability to place minefields and turrets. They should be the sappers on the battlefield, sapper - demolitionist in military parlance, and vehicles/obstacles should be a real threat on the new GCW "battlefields."

7. - Fix the Pistoleer specials which are redundant, and emphasize the pistol's role as a defensive weapon. Pistoleer should be the weapon of choice for crafters, support classes, and hybrids like the Smuggler and Bounty Hunter. Less accurate except at close range, second highest accuracy-while-moving mod to the Carbineer, higher rate of fire, lower damage, lowest HAM costs in the game. It should be able to get a crafter/support class out of a tight spot, and give the Smuggler/Bounty Hunter a fighting chance (but not an "I Win") when facing melee fighters. Pure Carbineers/Rifleman and possibly the non-melee Commando should be owned straight-up by melee if too close.

8. - Make it tougher for ranged combatants to hit if not taking aim, and/or not standing/kneeling/laying still, and/or not under cover. The trade-off should be higher damage if they stick their ground and greater defense against other ranged opponents. Melee combatants would have a better chance at rushing a ranged combatant in this way, but the chance of getting killed while closing the gap or getting suppressed by incoming fire from a Carbineer is still reasonable.

9. - Curb armor use through armor certifications, less effective armor craftable, more viable personal shield generators, and a combat system that makes armor use more difficult than it currently is.

10. - Pikeman should bea combat elite, not a support class. Give them accuracy mods and less HAM costs, please. They should be the melee equivalent of the Carbineer in that they control the "battle space" via AoE movement suppression, posture changes, etc.except at close range in melee.

11. - Teras Kasi Artist either needs to be dumbed-down a bit or the other melee professions "brought up to speed" in order for it to cease being the "only" melee class for PvP. Make the benefits of TKA be cross-template friendly with other melee classes only, the exception possibly being Pistoleer to a smaller degree. Fix Center of Being and Defensive Acuity, but make Def. Ac. only extend to other meleeclasses if cross-templated and to a lesser extent, Pistoleer as well.

12. - To-hit bonuses melee get versus ranged is silly, just make it much harder for ranged to hit while on the move. Balance as stated above with ranged suppression and increased accuracy while taking cover.

drybam
Sun Mar 14, 2004 1:50 am
#202

yea i would like to to be able to "LAY DOWN" u can do everyother then expect the ablity to lane down like on your back
bosbikara
Sun Mar 14, 2004 5:30 am
#203


Armor Needs a BIG Change


I for one am very tired of seeing everyone run around in the same armor all the time. It seems like the only armor people wear is Composite Armor, and those that don't can't because they haven't saved enough credits. Given the set stats on such armor it's no wonder everyone wants it, and because of the lack of diversity among the armor smith skill tree the galaxy of Star Wars is flooded with an army of people that look like robots.


I read what a bunch of people have said about jedi wearing full composite all the time, and they're very right when they say that jedi shouldn't run around looking like T-101 cyborgs. This massive craze to be the best and be as close to invincible as one can is killing any aspect of true Role-Play. It's because of this and one good idea I have come up with that I beg you to start thinking of an armor smith revamp, and I am not an armor smith whining for a change either... I'm not even an armor smith. Just hear me out, or read for that matter.


I'm not sure how simple or tough it will be to do this, but if your overhauling all the weapons in the game then this can surely be done. Here it is plan and simple. Make it so an armor smith can decide what he wants the stats to be on each suit of armor. Instead of having each suit progressively gain in protection as an armor smith gains in skill make it so he can craft high resists in any armor style he has the ability to craft.


An example of something we see now is... A master armor smith has a customer that wants to look more like one of Jabba's thugs then he does a professional commando. The only problem is that he wants to have the best resists he can get out of that armor smith. The armor smith tells him well if you want to look like a true thug then I suggest the Malabri (spelling) or Bone armor suits, but if you want high resists you'll have to take (the boring choice) Composite Armor. The customer shrugs and decides to fall into the mass of robots out there and picks Composite because it will keep him alive longer.


Now for a change


An example of what a master armor smith would tell that very same customer if you actually used my idea... The customer wants the same as above, to have the appearance of a thug but still have great resists. The armor smith simply throws out a price and says, "Well if you want to look like a thug you can choose Malabri or Bone, they seem to look more roguish to me. Now... what kind of resist do you want me to place in your suit?"


If resists were based on the choice of the armor smith rather then the type of armor we would see people running around IN WHAT THEY FEEL THEY LOOK GOOD IN rather then what they feel would keep them alive longest. It would add much more diversity to the game and thoroughly cut down on the amount of robots we see. Also as a plus a jedi could choose something that looked more jedi-like rather then having to choose the robot suit.


Also I have been reading through some of my SW books and got the idea for "shock cloaks". This is not a suit of armor but rather a coat, or trench coat people where to protect them against getting mauled by melee type fighters. It would cause a degree of shock damage to anyone trying to fight the wearer in melee combat. It would be nice to have against those TKM (another mundane profession that’s used cause it's the best) so they stop trying to pick fights with everyone and anyone that has their guard down.


I have a slew of other great ideas and I'll toss them in somewhere down the line.


Bosbikara




Bosbikara of Kashyyyk
Captian of the Fusion Cluster
Shadowfire Server
IteIete
Sun Mar 14, 2004 5:58 am
#204

Add storage modules to some furnature; chests ect



Enable guilds to have multiple PA halls with guild functions.





.:: Ite Iete - Jedi Padawan ::..
. ::Unite - 12 Point Master WeaponSmith ::.
. ::Scion Ekos - Bounty Hunter/Master Carbineer ::.
.:: Solas Ekos - Jedi Knight ::.
.:: Original Sin ::.
biwan:
ZakkMcCracken
Sun Mar 14, 2004 6:55 am
#205

Here is one thing I would LOVE to see added to the game...forgive me if an idea similar to this has already been posted somewhere, but I am not going to scan page after page of suggestions in order to check..


One thing that I keep seeing posted is in regards to Faction Armor...give the Imps a reason to wear Stormtrooper armor (grant schematics and give to Armorsmith) as well as giving a newly designed armor for the Rebels to wear. We want to wear "Star Warsy" armor of great quality, not just generic Composite and Ubese stuff.


How about this?


IMHO, I believe the Clone Trooper armor to be the coolest outfit created thus far in the Star Wars movies. Consider me a Clone Trooper fan. Now, I understand perfectly the timetable of the game taking place between Star Wars and Empire Strikes Back. This makes my idea even more credible. Why couldn't a reward for a dungeon (possibly in the future as they say they will come out with a new one every month) we receive a schematic for the Clone Trooper uni. I mean it is not out of the realm of thinking to assume that some Clone had his helmet stashed away in some closet, only to be forgotten when the newly designed Stormtrooper helmet came into production. I would think it a GREAT reward to be able to discover some of these "old relics" of the Clone Wars.


Even if you didn't want people to run around in Clone Trooper armor, why not make it a "decoration" like the AT-AT helmet that is hanging on peoples walls in their homes.


At the very least, why not have scatter some "artifacts" from the Clone Wars throughout the landscape in some of these loot boxes. Lets not saturate SWG with Clone War items, but lets not pretend the past didn't exist either. There has to be a way to honor Episodes 1-3 in this game somehow. It would be awesome to discover a neat Clone Wars relic in a cave container, compared to killing dozens and dozens of deadly beasts only to find a locked Magseal container containing a dagger in it.


Blastocyst
Sun Mar 14, 2004 8:17 am
#206

I agree with this, but want to develop this idea of searchable mission terminals even further.


1) The skill evaluation for picking mission difficulties is way off for many professions. For example, someone who is TKA novice might be able to solo a savage quenker or piket mission, which is fine because those are the missions he can pull on Dantooine. However, a master TKA can solo Voritor Hunters, Mokks etc., but can still only pull the low missions. In order to pull those higher missions, he has to join a very large group to pull missions, then go off by himself. And TKA is not the only profession with this problem, it goes for many, if not most, of the advanced classes.


2) Even when you can pull those high missions, you spend 10 minutes clicking through the list looking for them. Make the missions searchable by type of creature, or by difficulty level, or by credits. That way, you can choose what you want.


---> My suggestion is this: for anyone advanced to Novice or higher in an elite combat class (TKA, Pikeman, Commando, CH, Carbineer, Rifleman, Ranger, etc), the mission terminals should list ALL MISSION TYPES. Make a search filter that you can set to search for specifics or pull random missions just as it is now-- something you can turn on and off.


That way, you get past the counter-argument that noobs will do something stupid and get themselves killed if the missions are too hard-- because by the time you get to an elite combat class, you have the mission terminals figured out by then usually, even for the thickest noobs...


RholandTallis
Sun Mar 14, 2004 12:21 pm
#207

At some point in the near future, Player Created Missions need to be implemented.


Mission terminals would work like Baazars, in that a player could go there, pull a mission, or post one.


Say, a Cantina owner wants a band to play at his cantina, so he creates a mission on the Entertainer mission terminals. If the mission is taken out, the band is awarded after they play for however long and in the location that was specified.


Or perhaps a player has not met his end of a bargain in a trade, and owes someone money. The player can post a bounty for the PC on the Bounty Terminals, or can post an open Bounty on the general Mission terminals.


Those with bounties on them would have a serious death penalty, making them wish to stay hidden. If they complain - too bad, they should've kept their word.


It would create a fun layer that would be similar to the movies, as well as the formation of a criminal underworld, of sorts - those with bounties on them trying to stay alive.


Just my thoughts.
sw33tb4k4
Sun Mar 14, 2004 1:36 pm
#208

Hello everyone I have some ideas that i think would make the gaming experince even better then what it is.


First Idea is a new profession class like an artest class (painter,actor,playright.singer etc.)


Second Idea is more clothing such as hats capes eyewear and cloaks with hoods along with more colors


Third Idea is that all races should be able to get tattoos to an extent


and my final idea is more hair styles and colors for all races (EX: Humans can have blue and pink hair)


Thoses are my ideas and there really good ideas. I hope someone Thinks these are good ideas too.


Thinks for reading my rant and hope to see these in the near future on the tip of someones tounge at least.


For everyone goodluck!



Here's to our wives and girlfriends... May they never meet.
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