Development Cycle Archive

Thread: In-Concept Open Discussion

LunaticFringer
Mon Jan 26, 2004 2:40 am
#196

Ok... Fringer back again... with another little question I'm hoping can be answered in some form or fashion here.


As far as the anticipated *Space Expansion* is being planned... Is it going to be in any way like one of these follow ideas I've been thinking about:


1) A more or less plugged in version of X-wing for the game where we *load* into a battle/mission and that's it?


2) A Rouge Squadron sort of Game Cube type play where we pilot just our vehicle solo as if it were our character...


3) Or is this going to be something massively big... something where we really do have a *real-space* environment where our *crew* boards ship... and can move around in the craft during flight and even... *gasp* man the turrents.


Really... I'm just asking for a small bone on this one... and how it'll relate to new professions or revamping some of the existing ones for Space.


Sincerely,


The Lunatic Fringer





May The Goddess Smile Upon You!
Jadeth
Mon Jan 26, 2004 8:00 am
#197

I have an idea, but I wasn't sure where to put it.


It's so simple, that I'm not sure why it isn't already in game.



Sabacc!



What's Star Wars without Sabacc?


Whatcha think?



Frodawg
Mon Jan 26, 2004 8:13 am
#198

Sabacc!



Frick
Darniaq
Mon Jan 26, 2004 8:55 am
#199


Quick idea:


Player City Bazaar Terminal.


Instead of having to hit 20, 30, 50 vendors individually, allow Politicians to place a City Bazaar Terminal for visitors to quickly sift through and make purchases. They'd still need to visit the vendor to retrieve the item.


Pre-requisites:



  • Part of Civic Policy IV or Master Politician

  • Requires Rank 4 City

  • Adds 50k a week towards city maintenance




_____________________________________________
darniaqkihoge
Galentech Industries · Darniaq.com
Bounty Hunter to the Stars!
Eclipse


ckaul
Mon Jan 26, 2004 8:56 am
#200

I hope this is the correct Thread to tell you some of my ideas:

I saw the changes on TC about smuggling.
I mean these are first steps in the correct direction
(sorry for my bad english, im german)

Hows about that:

- Covert Rebels will get a TEF and get attacked from the scanning Stoormtroopers, when they found something.
- Parking vehicles in Starport-Entry will activate a scan
- Stormtropper at Starports-Entry (only in Theed, Corellia and so on)
- Patrolling Stormtroppers, which visit and scan inside of structures, too
- Pets in Cantinas will be punished from patrouling Stormtroopers

@ All: Discuss about this and wait what goes Live at the end ...
@ DEV-Team: Since Release i only saw good changes and fixes. Go ahead with this ! Excellent Work so far.

Here my new idea:
Player activate Stormtroper-Spawn (call the Police/betraying):
Every Player can run to a Terminal/NPC and type there a waypoint in , after that in a random time Stoormtroppers will spawn near this waypoint and patrolling there (only within the city boundary and only one Patrolle can spawn the same time in the city) *dreaming ...*



Server: Infinity
charname: swapps
Profession: MDE
Frodawg
Mon Jan 26, 2004 8:59 am
#201

I noticed the governorship vote for npc's on the test center, How about eventually making this availible to player politicians. Getting the person elected can require more then just votes, but when a player is elected he or she can slightly alter the alignment of the region or planet for the time being. It can also serve as a zone of control type measurement for GCW purposes.



Frick
LunaticFringer
Mon Jan 26, 2004 9:03 am
#202

"The regional governors will now have direct control over their sectors..."-- Grand Moff Tarkin.


What the last person said makes a lot of sense afterall. Factionally alligned Poloticians of Faction cities should have some sort of affect on the spawning of Imp/Rebel forces on a planet... We want the GCW... Well, here's a great opportunity to put it on our door steps so to speak.


Sincerely,

The Lunatic Fringer



May The Goddess Smile Upon You!
MohdriDarkstar
Mon Jan 26, 2004 11:01 am
#203





I'm so glad that we have a forum once more where we can come and post our general thoughts. SWG Discussion was great for this, but obviously wasn't stream-lined enough to be of use to the Development Staff. So here goes.


Jedi: The Myth, The Legend, The Uberest(est) Class


The implementation of this class in the game was handled poorly, and here's why.


1.Thematically at the time period of this gamethere are onlythree trained Jedi in the galaxy: Emperor Palpatine, Darth Vader, and Yoda. But the Jedi system in the game gives one the sense that we are actually playing in the time period of the Old Republic.


Why not at least change the player Jedi'stitles from Jediones to another title system that conveys the fact that they are untrained Force wielders?


2.The Jedihad disctintive fighting styles and Force abilities. In this game, customization of the Force wielder is not evenan option. All Padawans are fencers, all Knights are swordsman, all Guardians are double-bladed weaponusers. In the movies, fighting styles were personal. Saber colors were personal choices as well that conveyed the personality of the Jedi behind the weapon. In this game it's just a matter of what crystal you use!


Why not re-arrange the Jedi skill trees to allow for cross-training and such? For instance, allow training in different areas of the Force as if they were seperate professions. Allow them to train in any of the regular Melee professions as well (*without Novice/Master Brawler as a prequisite, give them those bonuses innately*) and to have their lightsaber skill run off those mods. Also, have the player choose a lightsaber color when they craft their first one. Never allow it to change after that, unless they "fall" to the Darkside or embrace the Light.


3. By removing Jedi Permadeath, you have allowed for the inevitable. Regular players who play over longer periods of time will unlock their FSCS. The mistake was putting in an end-game for players and an "elite-elite" class. You risked losing accounts by an eventual sizeable portion of the community attaining this coveted status, now you protect profits by taking out the thing which would keep this distinction rare.


Why not create an FSCS system where one does not have to become a Jedi, but can take on other professions like a normal character but with special bonuses? At least then we won't end up with KOTOR Online.


4. Your implementation of Darkside and Lightside powers was also weak. Note, the argument that it was the "intent" behind the Force use that made the difference between a Dark and "Light" Jedi is false. A Lightside Jedi should NEVER be able to use Telekenesis to hurl objects at an enemy. Yoda in Episode II didn't throw the objects being thrown at him toward his attacker, he merely deflected them from causing harm. Lightside Jedi should NEVER be able to use Force Lightning, period. Yoda wasn't using Force Lightning on the Count in Episode II, either, he was merely deflecting it back at him and caused no harm.


There needs to be a distinction between Dark and Light Force Powers. Period. One is about malevolence and hate, the other about protecting the peace and acquiring knowledge. You figure out which is which.


5. Making all new Padawans part of the Rebellion is wrong. Thus, many join Rebel PAs, are baby'd through Padawan by Rebel PAs, and end up continuing to work for the PA that helped raise them. By doing so, you have forced the majority (or 99%) of all player Jedi to become Lightside Jedi (in this case, Untrained Force Wielders.) It should be a personal choice, and if you wish to see "Duels between Jedi" (I think Mr.Haden stated this)you had better make it easier for players to choose the Darkside.


Bounty Hunters: The Pariah of Star Wars Galaxies - Player and Staff


The implementation of Bounty Hunters in this game was also done poorly, and here's why.


1. Boba Fett is the Holy Grail of fanboys everywhere. Some are more enamored with Bounty Hunters than they are with Jedi. So now we have the problem of a lack of class support because there are too many people choosing the class. Below I've offered some suggestions on how to control the numbers without starving them out as a class.


They should not be completely ignored by staff. They should not be nerfed to the point where they are renderedsemi-ineffective in PvP, and given defenses that are as weak as they are. Nor should their "special" status be ignored.


2. I know I at least would like to see the number of Bounty Hunters running around fairly low. Otherwise, if they are given the attention they deserve, they may seem like the only class to play second to Force Sensitive "Jedi." Instead of just starving them out with a lack of attention, I would:


- Remove Bounty Hunters from full-time participation in the GalacticCivil War, disallow them joining the Rebellion or Empire. They shouldn't be about factional fighting. They should be about bounties. For players of Bounty Hunterswho want factional fighting, leave the Bounty career and become a Commando or any other Elite Combat profession OTHER than BH, because your intent on joining this class is wrong.

- Institute a 3rd Criminal Faction which Bounty Hunters would have to join in order to progress through their career path. They could not join the Rebels/Imperials except as temporarily-TEF'd "mercenaries."

-Offer Criminal Faction "trade tools"for Bounty Hunters and hinge their effectiveness upon these tools. Make these toolsrequire fairly high amounts of "Criminal Faction" points acquired through taking on bounties.

-Allow Smugglersand Entertainers to join the Criminal Faction, while still remaining asfull-time participants in the GCW--Just to make a possible Criminal Faction more dynamic and possibly pave the way for Player Marks.


3. Lastly, make the Galactic Civil War more interesting. By removing Bounty Hunters from a more-interesting GCW, you will make the number of Bounty Hunters drop significantly. I think this is a positive thing for those of us in the Bounty Hunter community who are truly invested in the class. If we want the attention we've been starved of, we have to stop being viewed as "over-powered" and over-populous.


Just my two cents.




DaggSici
Mon Jan 26, 2004 12:32 pm
#204

1) First off great idea on the player hotels for player cities


- way too many houses clouding the landscape, just plain get in the way


2) also i think mayors should be able to somehow mold the landscape within the cites with the help of some droids perhaps, too much land goin to waste, and cities just look awful because of the way the landscape is laid out. if the city was disbanded for some reason the landscape should return the way it was though.


just some brainstorms,


DAGG


Osire
Mon Jan 26, 2004 2:57 pm
#205


The raids as they are now are very much pointless! Example..


Hanging out in city x, when someone runs in yelling faction y is going to raid! Faction x members go overt and await an impending attack.. the attack comes both x and y factions suffer casulties but both not only can clone in the same location but can rejoin the battle?? POINTLESS.


I am not saying I have all the answers I dont, but I do believe there needs to be a better system for more organized raids.


What may work (I dont know anything about the profession) is if you allow Squad leaders the ability to create a RAID group?The Squad leader will also have the option of selecting a raid target (player city or otherwise as long as opposite faction). Once the Squad leader defines a target a onscreen message appears to anyone in the selected raid target city asking if they will defend the city (combat is not a required) as long as one opposing faction member accepts the challenge the Raid will have 5 or 10 mins to begin. If no raiding member has attacked an opposing city defender within the set time then the raid ends and the Squad leader cannot start another raid for 1 or 2 hours also the city which was attacked also cannot be attacked again for 1 or 2 hours.


Anyone taking part in the raid will only have one life when you die you cannot rejoin the ongoing raid! Players arriving into a city which is being raided will have a one time onscreen yes/no asking if they would like to join their faction in the raid.


Rewards could be as simple as badges for the winners. I am sure there are bugs and flaws in my thinking but I just wanted to throw this out there for you all to think about. It might make the game more fun and also would make Squad leader more valuable in the game ... now we just need to work on ranger!


my 2 cents.. insert flames here v v v v v v v


Osire
Moepple
Mon Jan 26, 2004 3:30 pm
#206

Hi,

I was asked to post some stuff here I posted in a Fansite-Forum while we discussed Testcenter Features. The point we were discussing that time was simply to increase the starwars-feeling of the game and what is good and what is not that good, and what ideas are floating around.

So here is a list how the Roleplaying Part could be improved as well as the starwarsieness of the game:


1: I would like to see Armor-Skins instead of Faction Armor. Instead of an ST-Armor you simply buy the skin of that specific part of the armor and you can drop it onto a composite armor piece. You then have an armor that looks like an ST-Armor but have the benefits of your preferred armor. For Rebels this might be the Padded Armor which can be altered that way. More peoples would then use that stuff and would wear such types of armor.


2: Instead of Weapons it should be possible to buy weapons components which can just be dropped onto a specific weapon (pistols, rifles) and which grant that bonus to that specific weapon as long as it stays in the game (until it decays). That way you can enhance the weapon you like with the stats you want with some sort of bonus, whatever this might be.


3: Bring ID-Cards into the game. Smugglers should be able to fake ID-Cards. Components for those Cards can be bought with FPs and ID-Cards have charges. Everytime you pass a Faction-Scanner one charge is removed, but you stay covert.


4: Mobile Faction Scanners which can be bought by IMP Players only. With those Faction Scanners you can scan players for their ID, if the ID is ok one Charge is removed, That way you enable IMP-Players to secure certain areas by checking for IDs of peoples within that area, a cantina for example. Those scanners should only work on one target and not as an area-scanner like scanners from a HQ do.


5: Vendors of Merchants should be able to become Factioned and only sell to factioned and/or neutral players. Merchants should also be able to hire a team of NPCs to secure the area around the shop and/or vendor from people on the banlist and those of other factions. Those Shopguards should increase Maintenance for the Vendor and should need a Fix amount of money everytime they are killed and need to be replaced by new guards.


6: Starports within Cities which are controlled by a specific faction should be guarded and have a faction-scanner beside the ticket-terminal. Only when you enter the building you are scanned and guards notice your presence. That way you can still travel while within the starport without geting in trouble if you have a ticket (bought by a friend) or walk trough the city. Travelling routes are not save for everybody if you are part of the GCW


Well, hope you like those Ideas.

Read ya.

Darkarbiter1
Mon Jan 26, 2004 5:04 pm
#207

I was just currious if the devs were reading this topic. There have been some absolutly great posts in here. Would be a shame for the devs to miss them. A few of the economic posts were absolutly phenominal, and let me just say as a "miner" myself i totaly support the inclusion of a specific elite class dedicated to mining that relies on archtechts for goods.


Also when will we start to see more info regarding the space expansion, will we have input as to its development and implamentation (much the way we did before SWG itself went live). Is there a team working on the space expansion? or is the majority of the focus on the current game and bug fixing, content adding, server maintence issuses?


Just a few question thats i would LOVE to see a dev responce on. As of yet i dont think i have seen one dev post in this board. Which brings back to my orginal question, are the devs even looking at this board or are we about as writen off as the jedi board before the first FSCS was opened?


Either way i will keep aspousing my ideas in hopes that the devs read them and maybe just maybe one of my ideas makes it through, everyone has great ideas, and most would make this a better game!
Egeis
Mon Jan 26, 2004 5:25 pm
#208






Moepple wrote:

Hi,

I was asked to post some stuff here I posted in a Fansite-Forum while we discussed Testcenter Features. The point we were discussing that time was simply to increase the starwars-feeling of the game and what is good and what is not that good, and what ideas are floating around.

So here is a list how the Roleplaying Part could be improved as well as the starwarsieness of the game:


1: I would like to see Armor-Skins instead of Faction Armor. Instead of an ST-Armor you simply buy the skin of that specific part of the armor and you can drop it onto a composite armor piece. You then have an armor that looks like an ST-Armor but have the benefits of your preferred armor. For Rebels this might be the Padded Armor which can be altered that way. More peoples would then use that stuff and would wear such types of armor.


2: Instead of Weapons it should be possible to buy weapons components which can just be dropped onto a specific weapon (pistols, rifles) and which grant that bonus to that specific weapon as long as it stays in the game (until it decays). That way you can enhance the weapon you like with the stats you want with some sort of bonus, whatever this might be.


3: Bring ID-Cards into the game. Smugglers should be able to fake ID-Cards. Components for those Cards can be bought with FPs and ID-Cards have charges. Everytime you pass a Faction-Scanner one charge is removed, but you stay covert.


4: Mobile Faction Scanners which can be bought by IMP Players only. With those Faction Scanners you can scan players for their ID, if the ID is ok one Charge is removed, That way you enable IMP-Players to secure certain areas by checking for IDs of peoples within that area, a cantina for example. Those scanners should only work on one target and not as an area-scanner like scanners from a HQ do.


Two words come to mind, Grief Tool. So what happens if you don't have a card on you, tefed is what im thanking. Have mutilple people scan 1 person to remove there ID card and make them Tefed. I can see people getting groups together and usung these to force covert players to go get tefed. Im not a heavy combat class, a TKA or Commando can kill me faster than i can draw my gun and make a dent.


5: Vendors of Merchants should be able to become Factioned and only sell to factioned and/or neutral players. Merchants should also be able to hire a team of NPCs to secure the area around the shop and/or vendor from people on the banlist and those of other factions. Those Shopguards should increase Maintenance for the Vendor and should need a Fix amount of money everytime they are killed and need to be replaced by new guards.


I can see people farming these just for kicks, go to a faction city and on commando could take them all out with out breaking a sweat.


6: Starports within Cities which are controlled by a specific faction should be guarded and have a faction-scanner beside the ticket-terminal. Only when you enter the building you are scanned and guards notice your presence. That way you can still travel while within the starport without geting in trouble if you have a ticket (bought by a friend) or walk trough the city. Travelling routes are not save for everybody if you are part of the GCW


Well, hope you like those Ideas.

Read ya.




These should stay ideas. They are pretty good, but also total rule changers, player dont like rules changed, see any crackdown post.

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