Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
Elitesolider
Fri Jul 02, 2004 10:50 am
#209
Concept and Ideas forHoods, Capes, and Mask
Purpose:
- Provide Players with a variety of Hoods, Capes, and Mask-like clothing
- Discuss ideas about this concept
The Current Situation:
- Membersdon't have the option to cover there heads with a hood
- There are no forms of hood, cape, or mask-like clothing in Star Wars Galaxy
- Nobody can produce any of these things for the SWG Economy
What should be done:
- Allow Tailors the ability to produce the following:
- Hood-like clothing
- Cape-like clothing
- Mask-like clothing
- Allow players of all form to wear these types of clothing
- Lets them customize there character's looks
How can it be done:
- Materials used to make them:
- Fiberplast, chemicals, polymers
- Wooly Hide, Tailor Subcomponents
- Schematics will be provided in the Tailor's Profession Tree
- Capes, Hoods, and Masks will come in different looks and colors
- Make these items seperate from existing types of clothing
- A cloak anda hood can be two seperate parts
- The Mask can be equiped while wearing a hood
- These types of clothes will go on the following body areas:
- Hood type clothing can be equiped as a head piece
- Capes could be equiped as a back or shoulder piece
- Depending on style and make
- Mask will be considered as a face piece
- Seperate from hoods
- Have unique designs and makes
- These types of clothing could have stats, and slots for SEA
- Players could just equip them on like regular clothing
What kind of Impact will it have in-game:
- Pros:
- Provide more context for Tailors, and players who wish to wear these types of clothing
- Give more commodities for Tailors to make in the SWG Economy
- Provide more features to the current game play
- Cons:
- Usual problems with the system -- implementing these ideas wrong could lead to more kinks and bugs
Special Notes:
- These are just simple ideas, a concept that will help introduce the use of cloaks, mask, and capes in the SWG world. From there, the sky is the limit.
Elitesolider
Fri Jul 02, 2004 10:52 am
#210
Concepts and Ideas of an Ability Activation Bar
Purpose:
- Control spamming of special abilities
- Indicate if a player is successful or fails to follow through with a special ability in combat.
What about this concept:
- This Bar will pop up everytime an ability is used
- The Activation Bar will appear under the combat window
- It only appears inPVE and PVP Combat
- OnceActivation Bar is filled, itwill determine the following:
- If a single ability is successful
- The player fails to activate the ability because of luck or natural causes
- If a single ability is successful
- It will take 2 to5 seconds for thebarto be filled
- The bar will disappear everytime the ability:
- Fails to activate
- Successfully activate
- becomes interrupted by the attacking player
- Fails to activate
- It will stop players from spamming in the following:
- Spamming will cause the bar to reactivate again
- The Bar will startto refill up again
- Spamming will cause the bar to reactivate again
- All abilites used in combat will use this activation Bar
- Offensive Abilities Only
- Knockdown abilities can interrupt a players Ability Activation Bar
- Changing Positions can interrupt it justlike Knockdown.
- Activation Bar won't affect other macros used by other professions
What kind of Impact on the game:
- Pros:
- It will greatly stop players from spamming special abilities
- Special abilities will be controled in-game
- It will greatly stop players from spamming special abilities
- Cons:
- Kinks and bugs could cause problems in-game
Special Notes:
- I am not sure everybody is going to agree with this, but this is my idea on how we can stop players from spamming combat abilities in PVP/PVE.
- Everquest uses a similar system for activating spells. If you interrupt it, than the spell doesn't follow through. Their is usually a casting time for each spells in that game, but in this game, their will only be a 2 to 5 second waiting period to see if your ability follows through or not.
Elitesolider
Fri Jul 02, 2004 10:58 am
#211
Conceptsand Ideasforthe Commando Profession
Purpose:
- Ideas that could be used to change theconcept of the currentCommando Professions.
- Possibly add in additional features that will revolutionize the game.
What Kind of Changes:
- Changes to the Commando Profession in the following:
- One-shot wonders
- When being shot at you run and hide
- Turn them into Tank and bunker-hunters
- Heavy Infantry Squad
- Players won't be able to shoot heavy weapons unless they stop moving
- Give them the following features:
- An ability called Brace
- Activates when typing /brace
- Makes the player unable to move
- Allows the player to handle heavy weapons easier
- Can only be used when Standing still
- Provides better accuracy with heavy weapons
- Can be used with standing or Kneeling positions
- Can't be used with Prone position
- An ability called Brace
- Provide Heavy-weapons with the following features:
- HeavyMissle Launcher
- Acts as a container
- Requires missle-packs
- Acts as a crate of missles
- Missle launcher wont fuction without missles
- Goods can be made by a Weapon Smith
- Stackable type crates
- Requires missle-packs
- High Damage Statistic
- Damage enough to bring an ATST down in 1 to 2 blows
- Very Slow Reload Speed
- 12 to 15 second reload period
- Area of affect Damage Radius
- Other targets within 5 meters take25 to 50% damagefromblast
- Direct hit to main target takes 60 to 100% of damage
- Lightsaber doesn't provide protection to this.
- Armor can reduce the amount to a certain extent
- causes pushback
- pushes players in random direction X number ofMeters
- can also cause player to knockdown
- Acts as a container
- Heavy Particle Beam Cannon
- Acts like a special container
- Requires certain types of radioactive material to power weapon
- No radioactive material, weapon doesn't work at all in combat
- Damage Statistics are high
- Very slow recharge rate like the missle launcher
- Damage type: Radiation
- Weapon has a continous blast up to it's max range
- Any target within the blast line gets hit
- Damage reduces after each addtion hit after the main target
- Cannot be blocked by a lightsaber
- Can be resisted by armor
- Requires a special type of armor protection
- Acts like a special container
- Flame-Thrower
- Doesn't require the brace ability
- Can't be usedwhile moving
- Anti-infantry type weapon
- Causes a special fire dot
- can be cured by a fire-blanket
- Low to Medium damage statistic
- Special type of speed
- Fires continously for X amounts of seconds
- Has a second speed statistic to make if fire again
- Acts asa container
- Requires gas to power flamethrower
- Won't work properly without gas
- Has a special area of effect template
- Template extends to 5 meters at max range
- Template extends to 1 metere at close range
- Anybody hit byflames suffers full damage
- Max ranged of the weapon is only up to 20 meters
- Can't be blocked by a lightsaber
- Armor can provide some resistance to this weapon's damage
- Lightning Beam Cannon
- Acts as a container
- Requires radioactive minerals to power it
- Weapon wont function properly without radioactive materials
- Does moderate amounts of damage
- Same speed rules as a flame thrower
- Causes the following stats:
- Gives stun debuffs to target
- Electrical shock
- Acts as an electrical dot
- duration is 10 to 20 seconds
- Can be blocked by Lightsabers
- Can be resisted by Armour
- Can't be resisted by Personal Shield Generators
- Over-loads PSG circuitry
- By-passes Shields
- Acts as a container
- Grenades
- Doesn't require brace
- Can be used while moving
- Max Distance is 30 meters
- Different grenades varies in nature
- Fragmented Grenades
- Arent stackable objects
- Anti-infantry type weapon
- Has a 10 meter blastradius
- Everybody in the radius takes full damage
- cause low to medium statistic type damge
- Speed is 4 to 5 seconds
- Kinetictype damage
- Cant be resisted by lightsabers
- Imperial Detonator
- Arent stackable objects
- blast type damage
- Anti-Tank type weapon
- 3 metere blast radius
- Heavy damage statistics
- Has a 7 second timer on the weapon
- 4 to 5 seconds to use another weapon like this
- by-passes armour and PSG
- Cryoban Grenade
- Arent stackable objects
- Ice type damage
- Special stun type grenade
- 2 meterblast radius
- 5 second time till it explodes
- 4 to 5 seconds until you can re-throw
- No damage
- Causes your character to stop moving
- duration last for 5 to 10 seconds
- you cant shoot or do anything
- Can't be blocked by lightsabers
- Armor and PSG can resist this type of weapon
- Glop Grenade
- Isn't astackable type ofobject
- Ant-mobility type weapon
- No Damage
- 4Metere blast Radius
- 3seconds timer till detonation
- 5 to 6 second speed
- Increase the difficulty to travel through terrain
- Makes it harder for players to move through terrain
- duration of weapon last for 10 to 15 seconds
- Doesnt work on Tanks
- Can't be blocked by lightsabers, or Armour
- Can possibly be blocked by shields and PSG
- Fragmented Grenades
- Massive Laser Carbine
- Energy type weapon
- Requires Brace ability
- Mobility is a 360 degree circle
- Player must be stationary to equip this weapon
- Schematics are found in the Weaponsmith Profession
- Requires a tripod
- Acts as a container
- Requires Radioactive materials
- Weapon wont fuction without it
- Has a recharge rate of7 to10seconds
- Does low to medium damage in statistics
- Lightsabers can block it
- Shields and PSG can also block it
- HeavyMissle Launcher
- Weapons that should be removed from the Tree Profession
- Launcher Pistol
- Given to the Pistoleer, Smuggler and BH Profession
- Heavy Acid Rifle
- Given to the Rifleman Profession
- Launcher Pistol
- Commandos should be looked at in the following:
- Pros:
- Massivedestruction from a distance
- Have some special defences against pvp players near them like grenades
- Tank & bunker Killers
- Emphasize on destruction, and less on speed
- They Dependant upon others ina group
- The brace ability increases their chances to hit with heavy weapons
- The gas and radioactive need in these weapons will better the economy for these types of commodities.
- Cons:
- Can only shot their heavy weapons while stationary
- There are limits to the things Commandos can do in combat
- Aren't solo artist type profession
- Lack speed to retaliate with massive destruction
- Can easily be killed by the other profession because of it's nature
- Pros:
Special Notes:
- Star Wars Galaxy shouldn't just be based on the Jedi Profession. It should be based on massive wars that have been happening for over1000 years. Those wars still continous today, in-game. This profession takes a different approach and impact within those wars. Their impact can almost easily tip the tides of war. That's what this profession is all about.
- This profession can take out the best quality player in one to two blows, or do a resonable amount of damage to groups of players.
- I hope this gives others an idea of how I think the Commando Profession should be in Star Wars Galaxy.
- This concept goes with the idea that players were more interactive in PVP wars with one another in SWG.Something I Hope to see more often later on in the future.
Elitesolider
Fri Jul 02, 2004 11:00 am
#212
Concepts for Additional Types of Player Associations
Pupose:
- Add more features to the PA System
- Create a system where Imperials, Rebels, Neutrals will have their own types of PAs
How does this concept work:
- Players Associations will branch out into the following:
- Imperial PAs
- Rebellion PAs
- Neutral PAs
- Other Faction PAs
- Imperial PAs
- Imperial and Rebel PAs will work in the following:
- Allow Rebel players to form their own Rebel PA
- Will be given a new deed for aRebel Base Structure
- This Structure acts as a PA hall in nature
- Will be a military structure for PVP purposes
- Structure could be destroyed by other GCW Faction
- Captured, and taken over by the opposing Faction
- Structure could be destroyed by other GCW Faction
- Graphics will look like a base with walls surrounding it
- The structure will provide the following
- A small section willact as Med Center inside the structure
- Another small section will act as a Cloning Center
- Another section under the base will power the PA through a generator
- Generator requires Fusion power to it's systems
- Outer and inner defences will require power from the generator
- Turrets
- Locking doors mechanisms
- Turrets
- Generator requires Fusion power to it's systems
- Small section inside will act as a Cantina
- A small section willact as Med Center inside the structure
- This Structure acts as a PA hall in nature
- Will have their own individual perks and differences
- Will be given a new deed for aRebel Base Structure
- Allow Rebel players to form their own Rebel PA
- Neutral PAs will act in the following:
- They will act like they do currently in-game
- Will evolve to make cities
- They will act like they do currently in-game
- Other Faction PAs ( Hutt Faction )
- Same benefits and features as the GCW Faction PAs
Zanif
Fri Jul 02, 2004 11:42 am
#213
I spend alot of time at eh mission terminals. I thought it would be super as a player to have the ability to limit the missions that appear to a price range. Like 3000 to 7000 or 12000 to 20000 for example. or to be able to select what you want to hunt and you price range. this would speed up access times to the terminals cand cause less work for the server.Alot of times i spend5 to 15 minutes trying to get the mission i want. and i know alot of people do.
The same thing would work great for the bazaar. The ability to chose your category the type of resource or item the name etc. for example. selecting inorganic, steel, Duranium, overall quality 700 ect. Then all the player needs to do is buy the resource and get off. This will also free up server resources. Access time would be much less for everyone and not so over run with people searching page by page by page for hours till they get what they want.
On another note i think there should be some obviouse benifits to being imperial vers rebel. Things that would make people want to imperial more because of the benifits. This you hopefully change the balance of the game to being heavy imperial as it should be. Or maby it does not matter in this game. but in the Starwars Universe i am familiar with the rebels are few. Things like tavel is easier. for imperial. Rebels can only fly out of certainports while imperials can fly from any etc. There should be an obviouse challengeto being rebel. The only reason i went imperial is because they were so few and it felt more like being rebel.
Thanks,
Zanif Ku'Zarr
Intrepid
tiberian_death
Fri Jul 02, 2004 11:46 am
#214
Create a new creature named Ysalamiri, which if you don't know from the books, is a creature that creates a bubble around it that blocks the force. This creature would be a vary rare spawn that CHs can tame but can't use. The only profession that would be able to use it would be a bounty hunter and only the master ones so it would create three new things for the game. 1) It would give CHs one extra way of making money other then mounts and mission terminals. 2) It would allow BHs to become more effective against Jedi since they can't use any force powers around the animal. 3) It actually gives a big reason to keep MBH after the skill points requirements go down and a ton of people starting dropping bh skill points to 3/0/0/0 to pick up melee to actually be able to defeat low to medium Jedi, which they currently can't unless the Jedi just has a terrible template or can't PvP.
Or
Since I'm pretty sure the animal isn't from any of the planets we have now, you can create an epic quest that only a Master BH can do that is close to the length and difficult level that FS quests will be. Once the quest is done, the animal is non trade able to ensure people don't exploit it for money but to ensure CHs don't cry about not getting the new creature, the creature would be more like a pet that follows the BH but can't be used to attack. In addition it would be open to attack by the Jedi so that a Jedi is able to eventually incap the animal and therefore be able to use the force. In addition since the Vit would go down from numerous Jedi always attacking the animal, you would be able to let the animal go and it would reset the quest so that you can do it again to get another one.
We need ways to keep the Jedi population down and so that means BH needs more ways to be effective against them because currently BHs have to bring along Melee toons to even have a chance taking done almost any Jedi except for the ones that have just started.
Remember BH equalssolo toon for bounties not solo for NPCs andforced to groupwith melee for Jedi.
Katoth
Fri Jul 02, 2004 12:02 pm
#215
I'd personally like to see factional banners able to be purchased from faction recruiters. Also, craftable faction armor, that's a big one.
drolhtis
Fri Jul 02, 2004 1:49 pm
#216
I dono if anyone will read this..It may also sound a bit bold..Im not tryn to be rude in any way..I played EQ for 4 years..I know this isnt EQ but just a few aspects of that game would make this one as much a winner..or more
This game lacks content.."Jump to light speed" sounds SO great i simply cant wait.The real time combat is great,and not having to lose skills to be a pilot..again good idea..when I first got SWG i was hoping that is what it would be like.To aim and shoot yourself takes reall skill.Of course melee would have to still be similar ranged shooting would be so much more fun if it were more FPS style..EVEN WITHOUT MORE CONTENT.i swear your gonna have much more space play when that comes out then planet.JUST becuase of that 1 fact.thejedi revamp seems pretty good..I dont have a jedi yet,but aspire to get mine asap..16 prof and counting...
The 3 dungeons "i call them"you've put in have been fairly successful from what ive seen...Except DWB..it gets some but those damn SBD's arent even close to fun to kill..its a pain in the ass andNO fun whatsoever..even with a group of 8-10 players..whats the sense if people dont wanna bother.its not that the mob is to hard..it isnt it just takes toodarn long to kill 1 and it drops absolutly nothing EVER.
People want loot,and not just stuff every craftsman can make...Being from EQ i can see you didnt want there to be an ebay fest with SWG.Plain and SImple "THOSE GAMES HOLD MORE PLAYERS FOR YEARS REGARDLESS OF THAT OTHER BS"
I've noticed people in this game have no clue how to raid or really be a group "rarely".you got to raid a base everyones all over the place no strategy..
Yay we got krayt dragons..I'm a Master sword/Master doc..I can solo all but ancient krayts...and theres always 4-5 master rifleman runing around kill stealing krayts for groups of 6 people? they are over powered.
I haveno idea why we ha dto follow the story..well i do to a degree,but it shouldve been our own stories,,could still keep the major players..in the stroy line...
That wouldve left even more options..NEW mobs.NAMED MOBS..Make some boss mobs that drop somehting..Some creature or eveil jedi that takes 30 people to kill.a combined effort of skill timing strategy AND luck...Could still do this when you expand the galaxie i suppose..but how far off is that?
how about the simple ability to jump..and i hate the caves you can look over the side deeper but cant jump off..its not like there's some awesome loot down there you dont want anyone getting with ease heh..
I dont see why this is even an issue..Sony has popular MMORPG's.Make the changes you know it needs,but seem to no want to or keep losing customers.Yes they'll stay awhile,but not 3-4 years like other games guys..keeping the customer is what counts isnt it?
Thanks for your time
Good Day
drolhtis
Fri Jul 02, 2004 1:53 pm
#217
I thought there would be an edit i said a few minor swear words in there very sorry about that
OckVofad
Fri Jul 02, 2004 2:52 pm
#218
With the new race tracks added today on TC i would love to see Pod Racers added. I understand that they could not be faster than a swoop but it would be really cool.
At first you couldmake them craftable by MAs and non-customizable just to get them in the game. Later on down the road (2005) do a vehicle revamp so that they can be more customizable.
Just 2 or 3 Pods would be really great.
Ecthillion
Fri Jul 02, 2004 4:12 pm
#219
Dear Thunderheart,
I am not going to tell you how to run your game, or what your goals should be when developing said game. I just was thinkin about grinding merchant to get a few vendors to place in my bar... a bartendor, a waitress, and a patron or 2.It was then that i heard that there was rumor of a nerf involving only being able to have vendors if you have merchant currently. This gave me a couple ideas thatI think would solve the players using merchants asstorage,and still retain, if not add to the content of the game. I am just requestingtheese simple things.
1) NPC's that PC's can place within their ownstructuresonly, say 5 or 6. This is the magic word with this request for change... atmosphere. Let me tell u a story. I know a fellow who went up merchant just to get 4 prisoners (aka vendors), to cry for help from his basement jail facility. If you ask me that is commitment, he wasted time andxp on vendors that he wasn't gunna sell anything on... just to create atmosphere, not storage. To have the Jailer in there too would be all the more fun. Having him bark at the prisoners to, "Quiet down in there!"
This way you can also eliminate people pack-ratting loot in storage vendors, as I hear this is an idea being toyed with, and still retain the ability to use theNPC aspect of the vendorfor atmosphere. For such things as a NPC city official in the city hall, welcoming people to your city. Or a bawdywaitress in the cantina. A doc and nurse in the med center pointing out the citycrafting station saying,"<Player City> Public Crafting Center.Welcome and may the force be with your experimentation..."
The list is endless, and players could enhance the atmosphere of their domains. Theese are just the things people are using vendors for that I have seen. Adding NPC's like this brings a whole new content to the game.
2) We all know that we need more room to put things in our houses, especially those who decorate their houses like those in GarVa's Home Show. And giving more storage in the houses would also add to atmosphere in a way that you couldn't dream.I havethe maximumitems in my large house. To be able to decorate more than 1 room with a lavish sprawl would be alot more fun. In my houseI have mabie10 - 15items in all of the rooms but one. In that oneroom I have so many items thatI had to undecorate the rest of the house, to my dismay, to make room for the new bar. I sacrificed the beauty of most of my house tomakeone room awesome. The rest of the house was alot nicer beforeI decided to make my bar. It was adorned with plants, torches, candles, pets, looted suits of armor, and all sorts of knick nacks. Now it is the awesome bar roomand the bare minimum in the rest of the house. I wouldlove to put a bartendor inthe bar at my house,and decorate the rest of the house to it's prevoius glory. Pics of my barare at www.ecthillion.4t.com , or check GarVa's Home Show post on the forums, I am a recent winner.
In conclusion, and I won't say atmosphere, besides that one time there. I will say this is just a couple simple changes that should occur for 2 reasons.I have seen a 2 bedroom house in r/lfilled withTHOUSANDS of items, my grandfathers house. Isn't the small naboo a 2 bedroom house...? Secondly if there is a change to merchant, andwe will be stripped of past vendors then it will destroy a part of what some people desire to put into their game... you got it 
CivoAHAZI
Fri Jul 02, 2004 4:46 pm
#220
A great way to encourage PVP would to remove Decay/loss of buffs upon death if the death results from PVP.
AKawolski
Fri Jul 02, 2004 4:54 pm
#221
As I posted on the Jedi Forum:
In early days of Ultima Online (I stopped playing years ago), when you died, you had the option to become a ghost that floated around until you got resurrected by a healer.
Upon death, why not be given the choice... you play as a blue glowie for 24hours or you can clone now and get an XP penalty? It's sort of like putting Jedi into "time-out" as punishment for death.
For advanced players, they can afford to just take the penalty and move on. For beginner players that can't afford the penalty, they can choose not to play their Jedi anymore for a day.
Upon death, why not be given the choice... you play as a blue glowie for 24hours or you can clone now and get an XP penalty? It's sort of like putting Jedi into "time-out" as punishment for death.
For advanced players, they can afford to just take the penalty and move on. For beginner players that can't afford the penalty, they can choose not to play their Jedi anymore for a day.
* Glowies can only be seen by other Jedi
* Glowies cannot talk or interact in spatial except to other Jedi (Non-FS canexpect to see FS people "talking to themselves")
* Glowies can go anywhere you can go while alive, but cannot enter private buildings
* Glowies can freely ride on transports to other planets (since they can't use the ticket terminal) - This shouldn't be game breaking because anyone with a Jedi character is rich enough that ticket fees are NOT an issue for them.
* Glowies will still have access to guildchat and tells
* Glowies can't interact with most objects in the world (Bazaar, bank, crafting kits, vendors, base terminals, pets, etc.)
* Glowies can't fight with each other or other players (they're dead!)...except with words.
* Glowies should have to interact with a shrine to "return to the living" after their 24 hours is up. (As in "tomorrow", not 24 hours of consecutive play time)