Development Cycle Archive

Thread: In-Concept Open Discussion

MristFello
Mon Jan 26, 2004 6:07 pm
#209

Did any one like my idea and i think that hotel thing will be great, too.



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Stealthshadow
Mon Jan 26, 2004 6:43 pm
#210

Project89 & jol69 ... I wish to thank you for your tact in correcting me on my incorrect statement on the issue of Fencers,Swordsman,Pikeman not being in SW.


I hereby humbly stand corrected. I also found the way in which you handled it most refreshing. You both have my respect also and i hope we can work together to help bring about a more pleasent playing experience for all in SWG.


What do you feel the weapon types for these proffesions should be? I have pondered this thought also and do not believe that the weapons itemization for these classes is correct. My case in point is that a Fencer class shouldnt have Batons, Swordsman shouldnt have a Power Hammer, and TK's shouldnt have VK's.


My other musings on this were that the Fencer & Swordsman classes should merge into one class, be given a martial arts sounding name, and those that choose this class should be able to choose between using actual SW type of "fencer" weapons, one-handed slash types or a "samauri" type style & weapon.


The void that is left by that would be filled by another martial art sounding name and be able to use the power hammers & axe type of weapons.


Batons would be moved to the newly named(martial art sounding name) Pikeman.


VK's would move to the Brawler line only as TK's are an UnArmed class. But i think that in return for this, TK's should recieve the damage & speed amounts to their bare fists that they currently get with a set of VK's on ans also the ability to use poison shurikens & darts in their attack capabilities.The range on these items can be made within reason very easily.


What do you two think of these ideas?
LeBob
Mon Jan 26, 2004 10:58 pm
#211


I know this is not game breaking... but I think it's very annoying!


right now any number of people can sit on a couch or anything that has the 'sit' option... I think it'd be better if only one person could sit on any given 'sitting object'


it's really annoying to be sitting in my cantina on my couch and someone comes in and sits down on top of me...


also of lesser importance it'd be terrific if the large couches that appear to have room to sit three characters could in fact sit three characters


the sit button on large couches could drop a sub menu of 'center', 'left', 'right'... if someone is already sitting on the couch and another person comes along and just clicks 'sit' it should make them sit in the spot that's not taken and if all spots are taken it should say that there is no room on the couch


the love seats could have sub menu options of 'left' and 'right'


this would increase the mood a great deal in buildings using a few of the beautiful large couches instead of 20 small couches and would also make better use of the item counts


and lastly while I'm talking about couches! ...... there is currently a graphics glitch that move the occupant of a sitting object forward so that he/she is actually hovering over the floor in front of said object


/breath


p.s. I hope this is the appropriate forum to discuss this matter... thanks


*CTRL A, CTRL C*


(original posting here: http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=3040)




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Gatgatsugatling
Tue Jan 27, 2004 12:08 am
#212

I was wondering that the curent state of the Game and the problems that these Forums are suppose to fix errorsfrom a rushed release, or are they to fix problems that the Devlopers never were able to truly get a grasp so they whantde to know what the consumer whanted?
WraithSquad9
Tue Jan 27, 2004 1:26 am
#213

Don't know who to ask but why is it I can only use one faction pet?


I don't consider rebels or imperial troopers crazed animals that will eat me alive if I don't pay attention to them. If this does not relate to the forum could you please point me in the right direction because I am going to go on a little and just want to make sure this gets to the right people.


I think the amount of faction pets you have should be based on the rank you are within your faction. Also I don't think an AT-ST is small enough to count as one faction pet. You should take into account that there are two troopers within the AT-ST driving the thing. It should count as three faction pets.
LunaticFringer
Tue Jan 27, 2004 4:34 am
#214

I don't know about the housing limit thing... the lots are given to us so we can do just that... have homes that we don't have to worry about getting deleted with our stuff in them only if *we* forget to pay the bill basically. But that into the hands of one player who decides to quit... a whole bunch of people that live in said players hotel... had better be given some sort of insurance on their items... aka... temporarily goes to their bank regardless of number of items till they can find a new place to live. That'd be my major concern with this... otherwise... I'd support the idea.


Perhaps this won't be as big of a deal after some new planets are *if they are* added. I also think some planets *regardless of the player city add on* should just be straight up not for players to live on... period. Dantooine and Lok come to mind... but that's just me.


I'd still like to see more heavily enforced filters for both Player names and Player cities as well.


Also... here's another idea... How about *makeshift* armor... we blow up a droid... we can take the platting off and try and wear... much in the same fashion as the Quixotic Jedi had makeshift armor in the West End Games version of the Star Wars Rpg.


More to come for sure...


Sincerely,


The Lunatic Fringer





May The Goddess Smile Upon You!
LunaticFringer
Tue Jan 27, 2004 5:09 am
#215

I love the factional scanner idea... but as I read somewhere else... the devs are worried that if there was a so-called *standard* we scan everyone for contraband/faction at starports... it'd create a lot of Lag in game.


I think I might have a solution to this...


What if there were *optional* scanner placements. *this is mainly to encourage those who want to play it out* I'm thinking placed sanners where a player walks up and uses a radial menu to initiate a self scan or even a starport officer you initiate a conversation with... by choice. And if you've got some contraband on you... sliced weapons... spices... the like... you get a TEF and the Officer yells STOP THAT PERSON!!!


Again... this might keep lag down... but allow for those that actually want to play this out from time to time to do so. I know I'd try it a couple of times voulantarily just to try it out.


Any ideas on this?


Sincerely,


The Lunatic Fringer





May The Goddess Smile Upon You!
LunaticFringer
Tue Jan 27, 2004 5:23 am
#216

Ok... no one seems to be talking about the Space Expansion... I know the devs probably aren't allowed to... but while their working on it... let's generate some ideas for them here... this will help the process before they put it into affect... whenever that may be by giving them ideas to work with now.


I'm guessing this is a massive expansion for the game too... and here is what I'd like to see:


1)an X-Wing/Tie Figher style factional mission terminal for Pilots. this would basically load us into a combat mission free for all against other factional players... that would load as soon as x number of players accepted the mission. This might be a bit too grand an idea... but I think it's something to consider.


2) If your really going for *free space*... let us have boardable ships we can walk around in like our houses... and turrent we man in space. *this is probably waaaay to grand an idea... but something I'm sure everyone would love to see in massive players at some point down the road if the technology ever comes available*


3) Professions... we're going to need Piloting added to some professions... or new professions for it... faction does need to be taken into account as well.


Builders of Ships... Ships weapons... and even the Starports will have to be considered... though the Starport is easy... addon for Architect. I like the idea of two seperate classes for Ship Builders... and Ship Weapon Builders too.


Perhaps we can even add a new Race for players to play related to this... My vote, again, is on Verpines.


4) If new races were added, such as Verpines, how about considering this... much in the same way as Only a Wookie can make a Bowcaster... have certain Races be the only races that can repair items once they build it or slice it.


5)To stress again... More Planets... and More Races. Also... limit player housing on them... re-vamp that if this ever comes about... some planets simply should not be buildable on. As for Races... maybe only add two or three races if that's all that can be done... but ask the players what races we want to see. You already know my vote.


Any ideas on this?


Sincerely,


The Lunatic Fringer





May The Goddess Smile Upon You!
LunaticFringer
Tue Jan 27, 2004 5:28 am
#217

This is my first Massive Player... but I'm well aware of beta testing for these types of games. It's a work in progress is the idea. To a certain extent... forums are for us to communicate with them to fix problems maybe they didn't forsee at first...and to generate new ideas for the game. Alas, sometimes, some of the ideas just realistically won't ever see the light of day... but by voicing our opinions here... we're adding to a game... who knows... maybe these ideas might get carried over to a new game down the road as well. It's about developing an online community really is all. Did I say all that right everyone?


Sincerely,


The Lunatic Fringer





May The Goddess Smile Upon You!
ckaul
Tue Jan 27, 2004 5:34 am
#218



LunaticFringer wrote:

I love the factional scanner idea... but as I read somewhere else... the devs are worried that if there was a so-called *standard* we scan everyone for contraband/faction at starports... it'd create a lot of Lag in game.




I see that problem , too. Maybe it would be possible to calculate those scans in the Shuttle-loading time.



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LunaticFringer
Tue Jan 27, 2004 5:40 am
#219

Great point ckaul,


I do find... despite having vehicles now... we do have a lot of time to burn during shuttle/transport waits. I inclined to believe that the reason they aren't more frequent too *ie... less than 9min waits* is because of the ammount of lag that would create. *taps foot at shuttle* Doesn't mean we have to like it though. *grins* Anyway, yes, that wait time could be a great place for the scanning to be done... although... I can see this going back to a lag question... would incorporating a scan in sink with the transports create a lot of lag? Well, given that it'd just have to scan everyone and places like Coronet and Theed on any server would just be instant death traps for some of us... ie... computer crashes because of the lag... but maybe not. Great idea though.


Sincerely,


The Lunatic Fringer





May The Goddess Smile Upon You!
DarthMercilous
Tue Jan 27, 2004 6:04 am
#220

Considering the level of tech in the game, doesn't it seem strage we don't have either helmets, goggles or scopes that allow for Night Vision? The little light just isn't enough in some places, and if you are a combat class, it would just add to the immersion.

Perhaps even infra-red would be good. Racially you would think that Trandoshan would have something like infra-vision orultra-vision, while wookies would at least have betterthan average nightvision. I'm sure apart from racial modifiers, goggles, binoculars of even a scope that's attached toyourweapon in order to give you night vision could be implemented. Hell, perhaps cerain helms could do this.


It doesn't have to be a true conversion, look at EQ for instance, they have versions of these, that while not great, do help. What does everyone else think?




Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
DarthMercilous
Tue Jan 27, 2004 6:06 am
#221


As the SE is being developed, this is my wish list for what I'd like to see:







For the Hardened Space-sim Veteran: Combat styles like the X-wing series of games (X-wing, Tie-Fighter, X-wing Vs. Tie-Fighter) where it's down to pure skill and your ability with a flight-stick.


For the Weekend Fly-boy (or girl): Combat styles like those in Freelancer, where you're essentially left to fend for yourself with a mouse, which would be accessible to all players without the possible extra cost of purchasing a flight-stick.


For the Strategist: Point and click, command based, RTS style, such as found in Eve Online.







Then there's the ships themselves, what tickles your fancy? Is it a run-down frighter, held together by a wing and a prayer, or a sleek interceptor raining down death from above? Then of course there is the Capitol ships. Fancy yourself as the Commander of an Interdictor? But how is it all going to be implemented? Should you be able to customise your ships? And if so, how?


If it were just left strictly to frieghters, transports, fighters, etc it would be simple enough, 2 of the 3 gaming styles above would be ideal. However, you toss Cap ships into the mix, and you start looking more toward style 3. Or do you forsee being able to enter a Cap ship, as if it were another enviornment, say like the space station in the tutorial part of the game? The possibilities are endless, but the practicalities are finite.


I personally would prefer to have the ships flyable via joystick, though I suppose it would be best IF it could be coded so that you had a choice of stick, mouse or KB. Then everyone would be happy, so to speak. Additionally, it would be possible to combine "twitch" with skill, if the skills wereto affect things such as special manouvers, ship operation, and attacks for dog-fighting.


A few examples of manouvers combined with dog-fighting skills would be:



  • Countermeasure: to attempt to draw enemy missiles or torpedos from yourself
  • Match Speed: a skilled pilot would be able to match his targets speed and therefore destroy it much quicker and easier
  • Special Moves: perhaps have a series of offensive/defensive flight manouvers such as rolls and loops that could be used seperately or combined to allow you to escape your attacker and come in behind them or just simply dodge their fire. Think WW2 dogfights.. which is essentially what Lucas had in mind for the space battles in SW
  • Specialised Targeting: Allows the pilot to target specific subsystems on a target, ie weapons, engine, wing, etc.

Operational ideas might include:



  • Balancing: being able to set your power output to shields (if you have them of course) and weapons to maximise your attack or protection. While this should be allowed early on, perhaps the effectiveness or competence of the pilot would allow for this skill to increase via modifiers
  • ECM: to make it more difficult for your ship to be targeted and seen accurately on rader. I could see this being especially important for freight runners who don't want any grief while running their cargo.
  • ECCM: to cancel or diminish the effectiveness of your targets ECM
  • Repairs: certain basic repairs could be done inflight, either via astromech droid or through some other subsystem.
  • Jettison: If you need to drop cargo in order to make a fast get-away, or simply keep yourself from being destroyed

These are just a few ideas, and I'm sure the Devs have their own, but they would be nice to see none the less. Of course there's a whole realm of possibilities, but it will all be dependant on the system that is implemented.




Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
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