Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
pLiCk
Fri Jul 02, 2004 6:21 pm
#222
hello swg
i am a canadian who feels left out, and dont think you did this on purpose but still feel left out.You are haveing a celebration on july 4 and i was wondering why did you plan an event that represents the american birthday but nothing to represent the canadian birthday (it is on july 1). If i was in charge i would have made the day on the 2 or 3 just so noone feels left out.This is not really fair since many, and i mean many canadians play this game and consider this a north american server, not american or canadian.
i ask all canadians to boycot the game on july 4 and not log in to play to show the unfarity, mabey next year it will be different. I know the developers really dont care about there northern brothers but we still like to feel we are part of the swg world.
Number-1-Commando
Fri Jul 02, 2004 6:35 pm
#223
Well... I have a little concept for the upcoming track races on the TC currently. On Mos Espa's race track, to make it more of a competition, i propose that you could make the arches in that track have a boost trigger for your speeder, a small boost at that. This would make a more exciting race. Most of the people I see doing the race don't like to stay in the trench (because it wastes time), implementing this tiny feature would make them want to say on thetrack, and make people want to go through the arches on the track.
Just an idea
.
rendarsmith
Fri Jul 02, 2004 7:09 pm
#224
I have a couple of ideas that I think would make the game more exciting.
First off, how about some esponiage missions where you have to "sneak" inside a facility undetected (like in Metal Gear Solid). If you're seen, the "guy" that you're after will split and your chances of catching him are ruined. Maybe have it to where you need a droid to override some control to a door or computer (as an option). This will give Droid Engineers better business. This will not require combat skills, so anyone will be able to do it.
Second, I thought it would be cool if we could join other factions like the Tusken Raiders or Jabba's gang. I mean, we can get the Tusken Raiders' clothes, so we may as well have the ability to join them. It shouldn't be as involved as the Rebel or Imperial factions, but you know, maybe have it to where you can have your title state it (like "CorSec Trooper" or something). And if you're with your faction and another player attacks them, he has a TEF and the players can temporarily attack each other.
Third, instead of having crafting missions where you obtain components from someone and put them together, how about having the crafting missions ask for random items that artisans can make, like fireworks, a dice set, or a backpack. Then after you craft it, you take it to the customer and he pays you for it. The amount that he pays you depends on the quality of the item that you crafted for him.
Fourth, can you enable us to repair a disabled vehicle? Maybe give repair droids the ability to reactivate them (not repair the damage, just make them repairable). In other words, have the repair droids take away the "disabled" label. This would save us so much frustration and spare us a ton of resources. Maybe have it randomize so sometimes the repair droid fails and it can never be repaired after that, and have it depend on the quality of the droid. Or better yet, give master artisans the ability to build a vehicle repair kit that can be used to make the vehicles repairable (once again, depending on the quality of the kit).
Fifth, can you make it to where 2 people can ride in a landspeeder or even on one of the bikes? It seems logical since there are two seats in the landspeeder. Whoever is riding along has to be consented by the vehicle owner and only the owner can drive, but have it to where the passenger can exit at any moment. Another big help would be if we could do this on Escort Missions. Have the guy we're escorting ride in the passenger seat.
And sixth, how about some medic missions? Maybe a medic could talk to an NPC and he'll say that his friend is hurt and needs medical attention, and this starts a timer. The medic then has to get to the victim and heal him before the clock runs out. Something like that.
Mondoshawan
Fri Jul 02, 2004 8:32 pm
#225
Wow, do they read this far down, or is this just archive padding? 
VENDOR BARTER
We already have player-to-player trade windows that allow a barter system (items for items) and cash transactions. We already have vendors that accept cash transaction. We need vendors to accept offers against items they list at 0 credits (items put up not for sale, but for open barter).
Let's walk through a transaction.
1. player_merchant places a vendor in his house.
2. player_merchant puts an item "Emperor's Ruby Slippers" on the vendor for 0 credits (item can't be bought for cash by any player_hooligan wandering into the shop)
3. player_merchant runs off to new_dungeon_fotm.
4. player_shopper_1 enters player_merchant's shop and browses the vendor.
5. player_shopper_1 mutters to itself about shuttle wait times, except in Theed, and [yells, excited] "Ruby slippers!? I sooo need those!"
6. player_shopper_1 is happy to offer items in lieu of credits for this item.
7. player_shopper_1 opens the 'vendor trade' for this item (this screen will be just like the player trade screen, except the opposite trader will always be the vendor and the specific itemthis window is opened against will be the only thing in the trade window).
8. player_shopper_1 notices that player_merchant is an avid decorator and realizes it has a plethora of decorative_loot_junk in its inventory that it believes player_merchant might want.
9. player_shopper_1 places several pieces of decorative_loot_junk into the vendortrade window and clicks 'ok'. All of the decorative_loot_junk pieces disappear from player_shopper_1's inventory and are deposited onto the vendor.
10. player_merchant receives an e-mail stating that player_shopper_1 has made an offer of items against item "Emperor's Ruby Slippers". "Wow, that was fast!" player_merchant [says,greedily]. While browsing this e-mail, player_merchant is slain by new_dungeon_mob_47.
11. player_shopper_1 goes to wait for a shuttle home anticipating player_merchant's acceptance of the trade.
12.A short time later,player_shopper_2 wanders into player_merchant's shop.
13. player_shopper_2 has a wookiee_girlfriend that would look rather dashing in those ruby_slippers. Being tricksy, player_shopper_2 offers a duped_item_8675309 as a trade against the ruby_slippers in the same manner as before.
14. player_shopper_2 [laughs,evilly] "I'm so tricksy!" and wanders home to informits wookiee_girlfriendofthe soon-to-be fabulous gift.
15. On its way home from the nearest_clone_center, player_merchant receives another e-mail about player_shopper_2's offer. player_merchant [exclaims, giddily] "I'm a very popular merchant!" and hurries back to the shop.
16. player_merchant returns home and opens the vendor interface and browses both offers. player_merchant smiles at the offer of decorative_loot_junk and of all the possibilities of their use. Having been around awhile, player_merchant knows the evils of duped_item_8675309 and promptly accepts player_shopper_1's offer of decorative_loot_junk. All other offers are auto-denied.
17.player_shopper_1 is overjoyed when it receives an e-mail stating player_merchant has accepted the trade. The decorative_loot_junk becomes available forretrieval by player_merchant, and the ruby_slippers become available forretrieval by player_shopper_1.
18. player_shopper_2 receives and e-mail stating player_merchant has accepted another trade against the ruby_slippers, and player_shopper_2's offer was auto-rejected,its duped_item_8675309 becomes available for pickup by it.
19. player_merchant spends the next few days properly placeing decorative_loot_junk for display in its shop. player_shopper_1 never has to wait on a shuttle again. player_shopper_2 was beaten by its wookiee_girlfriend for failing to satisfy her needs and banned shortly after for itsparticipation in the duped_item_8675309 scandal.
CONCERNS
Obviously, this can't be used as a money sink on a per trade basis. However, a special terminal could be designed to act as a trade terminal and be craftable by architects. This terminal can't be used for cash transactions. Also, a certification could be placed in the merchant skill tree. It could also be made a seperate structure altogether and be taxable/require maintenance. I wouldn't, however, go so far as to make it a city only structure.
Fellstaff
Fri Jul 02, 2004 10:44 pm
#226
Anyone else out there hoping they'll finish the marauder armor? The missions at the Marauder stronghold give biceps, chest and legs. We're missing boots, glove and bracers at the very least.
Fellstaff
Fri Jul 02, 2004 10:45 pm
#227
Slick79 wrote:
Some more detail on a speeder or swoop before I have to buy it. like how many HP it has reisits that sort of thing
Agreed, the vehicle deeds are lacking, escpecially when dealing with an av-21.. thats a hefty vehicle to buy without seeing the max condition.
efin
Fri Jul 02, 2004 11:21 pm
#228
I trieda search to see if this has already been suggested, but couldn't really find anything, so forgive me if I'm repeating someone else's ideas.
I'm pretty new to SWG, and I've heard a lot of talk for AND against player cities.When I first started, I have to say that I absolutely hated them. I have since learned to like them and have actually joined a small new town, but I think I've discovered why I didn't like them to begin with.
I think that the mayors of cities (and helpers too) should be able to use tax money to better organize their towns, ie streets (ESPECIALLY streets!), or move buildings slightly in order to line up or make formations. The cities that are out there are completely discomobulated and sometimes utter chaos that instead of wandering through the city, I leave to find a more eye-friendly place to shop. It seems odd to be walking amongst buildings on Corellia on tall grass in whatappears to be the town square with city hall and such. Andthe ability to move buildings would make for some cool and unique towns, like concentric circles orgrids, or if you really got bored to make it look like a rebel insignia (or imperial...). You could get the streets and stuff after you become a level 2 town, or something like that.
This could also help make gardens and fountains be more magnificent by leaving the grassy areas untouched, making it look more natural. All sorts ofthings to do with just streets alone, I guess. Anyway, thanks for listening, I hope ya like it. 
Vadormir
Sat Jul 03, 2004 5:21 am
#229
Three suggestions for now :
-The dark purple color used for player names of the same faction is often hard to read on the background. Reconsider the color ?
-If you have targeted your own vehicle, make the default action (double-click) enter/exit instead of examine... that will save lots of radial menu using !!!
- I am master musician and achieved master entertainer only to gain the mandoviol and ceremonial song. Once both are achived, it would be good if we could drop the master entertainer , ID and dancing skills (to re-gain some skill points) and yet keep the instrument and song, to have the full collection. Same for Master dancer and their equivalent.
That's it for now.
Stardawn on Farstar
Speederbiker
Sat Jul 03, 2004 9:59 am
#230
I think that there are several things that could/should be added or removed:
1. Jumping. Come on, how hard can it be to make the character jump a little?
2. Removing the "Infinity Pillar" effect. For example, when you take your speederbike and cruise off a mountain, you are suddenly stopped mid-glide, 10 or so meters in the air, because there is a little rock below you. No offense, but I find it absolutely ludacris that repulsor-power vehicles can't go over a rock. Make the collision apply only to the actual rock/object, and not to a dozen meters above it as well.
3. Atmospheric flight. This is probably in developpement, but it is a must. You've got space flight and ground movement, why not aircraft? This could lead to any number of practises that do not revolve solely around a character's skill levels, and hence are accessible to anyone and everyone. There could be vehicles like Snowspeeders, Sail Barges, Flying Forteresses, etc.
4. Non-skill based activities. They are adding racing, which is good, but there should be more things that can be performed and enjoyed without any regarde whatsoever to skills.
5. An altitude meter. This is purely for adventuring purposes, but it would be nice to know what altitude we're at if, say, we try and find the highest point on Endor or whatever.
That's all I can think of for now, I'm sure I'll find more to add to it.
Titan2000
Sat Jul 03, 2004 1:04 pm
#231
I don't know if this idea has been posted before or not (too lazy to check)but here i go anyway
I was thinking about the current PvP situation, most of the time it is go destory someones base or take over a city and several groups come attack u. The problem with this is that there is no real victory, destory a base a new one gets placed next weekthen go destory that rinse and repeat.
But what if we had a whole planet to fight over?
What I purpose is that a new planet be placed where it is pvp only. One spaceport for imps only one for rebels. Make it so that imps can't enter the rebel one or the area around (e.g. 500m so ppl can't be ganked as soon as they land) and vice versa. Once you land you will become overt. Each side has their own chat channel so plans can be made. If the planet was about 16kmsquared it would be large enough but not too big for for groups to move quickly to and from combat hotspots.
There would be control points for each side to try and capture. If a control point is captured certain faction items spawn e.g. AT-AT for imps or placeable large dish turrets for the battlefield for rebels. Each side would have aHQ which has a flag at its centre ( this flag will be able to be destoried). Lets say there is 12 control points on the planet, for one side to be able to attack an enemies HQ flag they would have to control 75% of the control points on the planet. This sort of large scale combat would require large numbers of ppl and lots of planning and co-operation would make for interesting combat. A log could be published for each server showing how the war goes each week, the winning side each week recieves more faction points when doing faction missions from the terminals as a reward.
To encourage ppl to pvp there would be no decay when u die. Another fun addition might be a rule that u can only fight in factional armor would make for a more star wars feel to the battle ( i don't know how this would pand out with the current vunuralbilities in factional armor or with the up coming combat rebalance).
I don't if this is a good idea of not but it might be fun want do u think? Plz be gentle
ArchEnemy828
Sat Jul 03, 2004 1:49 pm
#232
I like Titan2000's idea, in fact i had this same idea however i was to lazy to ever post it.
My thought was it should be HOTH as the PvP only planet, think about it. its the scene of the most killer Rebel vs Imperial ground battle in the entire series... It doesnt have many lifeforms, not to my knowledge anyhow. Alltho i would spawn a few things here and there to make things interesting, like those Wampas... Another cool idea I had for Hoth was to make it so you have to wear winter clothes or other specific armor types, like ubese, since it looks likea warm armor....(snow trooper armor anyone?). If you dont wear the winter clothes you would start to take damage untill you died and had to clone back at your faction's base.
This same idea would be apllied to other planets and areas of planets. like the volcano, you would catch on fire if you got to close to the lava. sand storms on Tat and Lok, you would be blinded if you dont get inside before the storm hits, and possibly take wounds from it.
ArchEnemy828
Sat Jul 03, 2004 3:02 pm
#233
New Professions and Proposed Changes to existing ones:
I have checked a few other posts and seen a few suggested ideas for new professions, so here are my ideas (and some other people's) for some new professions. Since we know that with the Jump to Lightspeed there are going to be faction specific professions, i figured i would build on this idea. Another idea that was proposed but never made into the game was Elite-Elite Professions... some of my ideas are what would be called Elite-Elite
NEW PROFESSIONS
Droid Commander: Actually i think the devs had the idea for this profession, but none the lessI like the idea. They would be able to control 3-4 droids when they reach master. Some droids would have built in weapons (like the droidekas), others like the battle droids of the Trade Federation would have changeable weapons that you could buy from weaponsmiths. Several new types of combat droids would be made from the artists out of their own creations. Possibly give the droid commander a few moves himself for defense purposes...like a move that makes all his droids attack the person who attacks him. Skills required to get droid command novice: one of the 4 branches in the squad leader profession. And i think that the four droids combined should be about as strong as any melee or ranged profession if not better than some, since they put in just as many skill points, if not more than most of the other professions.
Cavalry: this is one of my ideas, or at least i didnt see any others like it. This would be a branch off of the Carbineer and one of the four trees in Creature Handler...possibly even the Swordsman Prof..or maybe you could make one of each, a ranged cavalry, and a melee cavalry. Anyhow if they were combined into one profession heres what they could do. They would have skill mods to make the Mount faster, maybe as fast as a X-34, or as fast as a speederbike when galloping. They would have a Trample, that could KD and smash any oppenents that get to close. Make the mount unattackable by all profesions, except for Pikemen...the Cavalry shouldnt be put at a disadvantage becauseall mounts are super weak. Some of the sword moves would be geared to do heaffy damage to people who were moving, trying to get away, same with the carbineer moves. They would have an intimidate move that makes most animals run away in fear...making it easier to mow them down.The goal of the Cavalry is to destroy moving targets, specifically ones who tried to run away.
Mechanized Cavalry: or tanks in plain english. This profession would be geared to combat with ground vehicles. They could start out with novice, only being able to attack with the speederbike and shooting pistols while mounted. As they progressed through the Profession they would gain the ability to use other types of vehicles, ones that are suposed to be fast and agile ones that could run circles around the slower and heavier vehicles. other ones that are meant to be, well tanks
that are supposed to mow down infantry. maybe at Master Imperials could drive the all mighty AT-AT, and of course they would have to off set this by giving the rebels something else, maybe a couple smaller vehicles that together may be abel to take out an AT-AT. Skills required, engineering 4 and ranged combat support 4, and pistols 4.
Mechanic: The Job of the mechanic would be to supply the mechanized cavalry with things to drive and blow sutff up. Since the anniversary pictures came out, i have seen some very cool land speeders, some of these would be made for everyday use. The mechanic would also make any other new speeders that the devs decide to make (think AV-21). skill required, either engineering 4 or master artisan
StormTrooper / Rebel Marine: This would be like mirrors to each other. This would be more or less a quest based profession to advace thro the ranks. The higher rank you are the better equipment you get. You would start out by having to defend a base from incoming enemies, making sure that the General or something doesnt get killed. and having to resuce people who are surrounded by hostile natives...maybe a downed ship or something. maybe having to go on patrol and getting jumped by the opposite faction NPCs and having to get back before they can mount an assualt on your base. As you progressed thro the ranks you would be given schematics for new types of Storm Troopand Marine armor, (maybe a profession specific weapon or two).these could be givin to armorsmiths to craft for you...to make it so that armorsmiths can't make to much money from these, only the player who was giving the schematiccould wear it. Of course you could PvP... and would be granted a special move or two that other professions dont have, just to make things interesting. Skills required, master marksman, exploring 4
SUGGESTED MODIFICATIONS TO EXISTING PROFS
It is my belief that once the combat balance comes around every profession should be created equal...to an extent. All professions should be the same in that they all have their own strengths and weaknesses.Everyone should be effective against about 25% of the other professions, 50% chance that they are equal, 25% chance that they will get destroyed by the other profession. For instance, there is the Cavalry Profession...These should be strong against mostmelee professions, except for Pikemen (pikes were originally invented to counter cavalry). be equal to the ranged profs. If all professions went thro this change it should make PvP a whole lot more Fun
Smuggler: I have heard there is a smuggler revamp coming, but i thought that they should be a Rebelion specific proffesion. Since the imperial crackdown has taken effect
...Imperials have brought the hammer down on illegal items. In the Star Wars movies theImperials had the equipment, the weapons, the personel....while the rebelion had to use exploits and trickery(think exhaust shaft Death Star).i personally think they shouldnt be Imperial at all. this would give the Rebelion an advantage if they played their cards right, by giving them an advantage on both their armor AND weapons, plus the use of illegal spice...these would be considered exploits since they arent playing by ther same rules as the imperials. also i think smugglers should some how be put on BH terminals 
Commando: Like i mentioned above, Imperials were known to outgun the Rebels everyway possible (except for the X-wing)... and since they have the equipment, weapons, and troops...Commando should be an Imperial specific profession. this would give the Imperials a different type of advantage on the battelfeild.
Combat Medic: This profession has been in dire need of a nerf for some time now. a few suggestions, make poison illegal but still useable , use of poison/disease will be treated like bio terrorism and criminals will be put on BH terminals. If the CM gets killed by a BH they will lose one of their skill boxes at random. Make poison and disease not and area attack, rather keep them in as single target attacks.
Ariik
Sat Jul 03, 2004 3:23 pm
#234
I would really like to see some player city changes in the way of the following:
1. Cities get nothing for their expense at using "improved job market", placing trainers, having a clone facility...like it does for the garage and shuttle. My suggestion is give the city treasury a cut...like 100 credits per use for the terminals that have improved market, for trainers, and for storing clone data.
2. Make available to mayors how well city services are being used. For example, how often a certain trainer is being utilized...or how much revenue the garage/shuttle are taking in. That way we can better plan our budgets and avoid unnecessary taxation. Also a report of how much it costs to have certain decorations placed would be nice.
Ariik
Mayor of Paxi's Rest on Dantooine, Tempest