Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

Spook333
Sat Jul 03, 2004 4:31 pm
#235






AKawolski wrote:

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.


* 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)






I think this should be in addition to paying exp, and make that a week, not a day. Neat idea though.
Aexsar
Sat Jul 03, 2004 5:03 pm
#236

Since I believe this would be the proper forum for this question, which publish exactly was the droid commander expected to be developed and pushed?





Armorsmiths - Because Republicans wanted a class too.
JediKnightXZN
Sat Jul 03, 2004 5:10 pm
#237

JediKnightXZN
Sat Jul 03, 2004 5:18 pm
#238

I believe new planets should be implemented in to the game IE Kayshyk(SP?), Hoth, Tralus, etc. It would add a lot of new content to the game, more places to explore and hunt, and more places to place player cities. I know the devs had already planned this for the expansion but then something came up and dropped the idea of new planets. Anyways just my two cents as to what would improve the game.

jk___
Sat Jul 03, 2004 7:15 pm
#239

c/p'ed this from my post on jedi boards:




Hey, been playing alot on live since the pub9 went online, and I have to say that the newHermit quest must be the coolest addition you have made for a long time, regarding quests.

Here's an idea. Change the Jedi padawan/knight trials to function equally; my ideas and impressions:


Hermit quest, the guy tells you in order to get hero batch, you have to complete 4 assignments. These assignments isn't just go find mob and kill it, no it's alot more content


-In one you have to find a group of npc's, 5 smugglers and a BH, and help the BH solve the riddle -cool idea for quest, have to think instead of just tearing mobs apart

-In one you have to find a terryfying beast and kill it - Like knight trials, but nothing wrong with this as long as it isn't pure killing

-In one you have to find a farmer, and converse and help him resque his family from a dungeon - Ohhh cool idea again

-In one you have to find a group of pirates and kill them, then talk to their leader and help resque his friend - again cool idea, better than just find mob and kill


- Here comes my suggestions for new knight / padawan trials:


Instead of finding a shrine on some random planet, you have to find 1 shrine on each planet/moon, each giving you a quest you must complete in order to advance. Onceyou have completed a quest on each planet/moon, your trials will be complete, and you must head tothe enclaves to get your title.This would add alot more content than just mindlessly seeking and killing rare spawns. Furthermore, these could be instanced and in that way prevent camping of spawn spots.


My ideas for Light trials/Dark trials: (examples)


1st shrine, eg. Naboo - Heroism trial:

The shrine tells you to find a Gungan outcast in one ofthe major cities and go talk to him as he needs help. When you find him he tells you that imperials captured his friends while they were meditating at their sacred place, and he needs help to resque them. Then you gotta help them escape from say, the weapon facility or something. Much like the farmer quest in Hero of Tatooine.When the assignment has been completed, you feel the voice of the shrine, telling you to move on to eg. Corellia, and locate a shrine there


2nd shrine, eg. Corellia - Intelligence trial:

When you find the right shrine, ittells you to find an engineer who has been robbed by a gang of meatlumps. They are know to hide in the agrilat swamp, the vreni outdoor theater or by the fountain in bela vistal (keep in mind, just examples). You get some information from the engineer, which is needed for finding the robber.When you find them youhave to quest them in order to find out which one of them who stole the parts. Meatlumps are known to be dumb creatures, and as we know, mind tricks only work on the weak minded, but not the brainless This questwont be done easily, and each time you start a conversion with one of them, he'll give you a new clue. When you think you know who it is, you have to talk to him and on the radial menu select the "You are the robber" option. However, if you select the wrong guy, the mission will be failed, and they will despawn, and you have to restart your trial. When completed, the robber admits it was him, and hands over the stolen parts which you must return to the owner. When completed you'll get to move on to a new planet. Eg. Tatooine.


3rd shrine, eg. Tatooine - Combat trial:

The idea of finding and killing some mobs is okay, as long is it isn't all the trials are about. Shrine 3 on tatooine tells you to seek a commander of either imperial or rebel faction. You'll get to choose side at the shrine, and then the wp to this commander will be given. He will then provide you with a ticket to the corellian corvette. Here you have to find and kill a General of the empire, as he ordered the death of innocent civilians. Once he is killed you get to move on.

Dark side countermission:

If you choose to aid the empire and follow the Dark side, your quest will be to assasinate a Rebel general on the corvette, responsible for a successful assault on an imperial encampment.


4th shrine, eg Dantooine - Wisdom trial:

Shrine tells you to locate the Jedi, hiding in the ruins of the old temple. (Note; when holocrons became useless, the quests given by the Jedi in the Jedi ruins aren't useful anymore). She tells you that she has been told of your coming, and in order to become a Jedi, you must be a wise and patient being. She will then test you in the Jedi code, much like the Librarian trivia on Naboo. On completion, you'll get to move on.

Dark side countermission:

If you chose to follow the Dark side on your combat trial, you will then be told to find the Dark Force wielder, standing outside the Jedi ruins on Dantooine. Here you will be questioned in the Sith code of power and evil.


Then you move on to new planets, completing new quests, examples could be reconing missions, like the ones on the explorer terminals and so on.

Final trial will be on dathomir, where you have to face a Dark Jedi Knight, wielding a saber and force powers, and defeat him in order to join the ranks of the knight. If you are a darksider, the quest will be to defeat a Jedi Knight, wielding sabers and enhancement powers.


When this trial is complete, you will head to Yavin 4, where an NPC Jedi Sentinel guarding the enclaves will grant you with the rank of Jedi Knight, and give you your robes.


This is my ideas for the Publish 10, and as the publish is called "Jedi Trials" as far as I know, this wouldn't be a bad idea to implement


I would really love to hear Developer feedback/response to this, as well as from the community



Qui-Jak Latunka - Jedi Knight of the Old Republic
A Jedi from a more civilized age.. before the Dark Times.. Before.. the Aurillian Village

Jaqknife
Sat Jul 03, 2004 10:43 pm
#240

ARMORSMITH REVAMP


Cor



--------------------------------------------------------
Jaq Savage Master of Armor Design & Owner of:
Jaq's Armor Shack & Supply
Armor, Powerups, Installations
East of Mos Entha, Tatooine
/waypoint 2388, 3395
Jaqknife
Sat Jul 03, 2004 11:03 pm
#241

ARMORSMITH REVAMP



  1. Redo the Armor smith skill tree to something simulair to the following.


    1. instead of personal armor 1-4 have armor customization 1-4.


      1. Get rid of the different armor types marbari, ubese, padded, composite etc. Instead just have a generic schematic for arms, legs, chest, helm, gloves, boots.

      2. have multiple styles and colors of armor the armorsmith can choose from when completing the crafting stage.

      3. this will prevent everyone from running around in the same style of armor (composite).

      4. every armorsmith can put hisown personal touch on the suits he/she makes.

      5. have 2 styles per level starting at novice16 colors to a max of 12 styles and (however many colors the masters have now)

    2. instead of armor layers 1 - 4 have armor protection 1-4.


      1. get rid of BASE Effectiveness peroid. It just confuses the newbies.

      2. get rid of vulnerability on all armor. Armor should not be vulnerable to anything that is not armor peircing that is just plain goofy as it is. Again confuses the newbies

      3. armor would only protect at it's armor level e.g. Light. and not provide any extra protection unless it had layers installed.

      4. starting at novice armorsmith the smith gets 2 layers to choose from kinetic and energy as well as new armor segments. A novice smith would start with a basic armor segment that would allow for 2 layers.

      5. Armor protection levels skill tree detailed below.


        1. level 1 - armor segment schematic allows for 3 layers. blast and heat layers schematics available

        2. level 2 - advanced armor segment allows for 4 layers. cold and electrical layers schematics available

        3. level 3 - reinforced armor segment allows for 5 layers. acid layer schematic available.

        4. level 4 - advanced reinforced armor segment allows for 6 layers. stun layer schematic avalaible.

        5. master armorsmith - high quality armor segment allows for 7 layers. light saber layer schematic available? max protect 30%?

      6. reduce HAM costs for layers.

      7. reduce resource requirements for layers?

      8. Experimentation could be changed to: Condition, HAM, and Protection %.

      9. Leave Deflectors 1-4 and Tech 1-4 as is.




--------------------------------------------------------
Jaq Savage Master of Armor Design & Owner of:
Jaq's Armor Shack & Supply
Armor, Powerups, Installations
East of Mos Entha, Tatooine
/waypoint 2388, 3395
SirRolf
Sun Jul 04, 2004 12:02 am
#242


Jedi Death Penalty: A new concept

Someone posted this idea on the jedi forums and it has been pretty well recieved.


Upon death a jedi has two choices:

1) They choose to loose the xp for their level.

2) They choose to become a "Blue Glowie" for a period of time (a day was suggested).


As a Blue Glowie the person can only been seen by force sensitive characters. The length of time spent as a Blue Glowie is much longer than the time it takes to make back the xp loss so players may not to decide to go with Blue Glowies often; however a system of choosing "time out" would be very benificial for people being griefed (clone/BH tef camped), people that already have large dept that they do not wish to add more onto, and new padawans. For new padawans 200k seems like a mountain of xp to earn back and many would choose to float around saying "ooOOooo, Use the force" to other jedi for a day. This isBlue Glowie time accomplishes the same goal as the xp loss,making it so a jedi is held back for a while after death;however this is a penaltythat can actually be fun for the player and loved by the RolePlayers.

Upon comletion of the Blue Glowie time the character can go to a Force Shrine and be brought back to life by the force.




Thank you for your time,

SirRolf

TheHomicidalVerpine
Sun Jul 04, 2004 4:29 am
#243



This a copy of the post I put in the GCW and Core Systems forum but I think it's a great idea for the game as a whole.


This is a simple, short, and sweet;

Master Professions need more things to compell them further into the game. Veteran rewards is a first stepping stone (this assumes that if you are a veteran you probably have a Mastery of some sort). However, we simply need somewhere to go from our Masteries!

One idea, for combatants, is to add subclass masteries. Specializations we can further spend skill points on to further a profession even more. Perhaps 3-4 more skill trees made available (with special skills for each box) per Combat Profession. Thus, A Master Fencer could specialize in a specific point of One Handed at continue on, say, Lightweight blades Mastery. The Master Fencer would then have to continue to earn xp to work toward the mastery and gain a bonus for using weapons like the Curved One Handed sword; but would not apply for use with say the Ryyk Blade. Perhaps at Mastery level we could also see some special weapons that we can attain as a result of mastering.

On a content scale; A title system meshed with more quests in game would be a nice add-on for Masters. We'd be more likely to keep our professions if we had an incentive system where we gained titles like Finesse Master (just an off the wall title idea, I'd hope for better actual titles in game... just trying to get my point across).

To get an idea what I'm talking about on the first part of this; let's assume a really talented individual wanted to go all out Fencer with a system like this; here is what I think it'd look like:


Elite Fencer

sub mastery tier sub mastery tiersub mastery tier sub mastery tier

( each of these tiers would represent a specific 4 skill box tier of the Mastery Profession)

Master Fencer

1 hand 4 and Novice Brawler


That is a bit messy, I appologize, but the idea would be that if someone did go 'beyond' the example of Master Fencer they could attain all four sub mastery tiers *with any titles and weapons that go with them* along the way. Now, as far as if someone were to master all four; I don't think there should be a 'Master Master Fencer' Title for that. But if it were insisted upon; The end result could bring a new class of character into the game: Elite Fencer in this case. The skill points for an elite class though should make this profession the soul profession for the character. This reflects the ammount of time you'd be spending to get the Elite title and a more 'realistic' way of stating that this is what this character has spent their life to achieve.


The Homicidal Verpine




The One and Only Lunatic Fringer!
TheHomicidalVerpine
Sun Jul 04, 2004 4:34 am
#244



This is another post I did for the Core Systems forum and GCW forum, my main point is that we need more species and racial abilities with even more character creation (and image design) options.


Heya,

I was thinking, shouldn't we have Specie Corrospondants to represent us too? I know, our racial ability bonuses don't change so the point does seem a little mute. But, what about pitching some ideas for new Racial Special Abilities and making sure we're seeing new additions being added for Image Designing and creating new Characters.

The cultures of the different races alone allow for a lot of content that could be added and corrospondents for these races could help develop some new ideas in game. Maybe we could even discuss putting Ryloth, Rodia, and Mon Calamari in the game one day. Give us bonuses for our home systems.

Probably a little too ambitious of an idea; but one that just struck me as odd that no one ever mentioned. For that matter; why not do a little something more with languages? Only allow us to speak a certain number of them without the use of a Protocal Droid. It would deffinately add spice to the game.

A corrospondant for species could also speak with the community and, in turn, with the Developer team through these very forums to get a better idea of what we would like to see added in the future as far as playable species go and what 'special abilities' could be given to the different races.


The Homicidal Verpine


"Stand up citizens of Roche. Reclaim your builders rights and the hives you represent."


~the original post was in the GCW forum... I've added a little here as well.



The One and Only Lunatic Fringer!
Streen81
Sun Jul 04, 2004 5:28 am
#245

Vehicle Speed Modifications

Recently I was thinking about how vehicles might be modified so that they could have a boost option, like using Burst Run on foot. Obviously your vehicle can't get tired from a short burst of speed, but it can be damaged if pushed too hard. So here's my idea. Give the option of a burst run-like system for vehicles that allows for a short burst of extra speed that slowly eats away at the condition of the vehicle. The burst can be set to a specific amount of time, just like burst run, but can be done over and over, each time taking away more from the vehicle's condition (so as to balance out the ability to go faster). Obviously, you wouldn't be able to do this an unlimited amount of times because your vehicle would destroy itself. In which case, I think the burst option should stop short of completely destroying your vehicle, giving you enough time to store it.

This would make racing a LOT more interesting, because racers would have to determine how often to use the boost system before their vehicles are on the verge of being destroyed. Swoops of course would have a better boost, but would be destroyed faster, etc.




Streen


Vendor::: Artifacts and Collectibles, now located at the LIGHTHOUSE (750, -5700) right outside Coronet


Aaroc200
Sun Jul 04, 2004 6:00 am
#246

Something that I'd like to see is a way to heal mind damage quicker, the way that medics heal health and action damage. I don't know how many times I've been out hunting and got a mind incapacitation. Granted, I know the combat medics can heal mind damage, but at a cost of mind wounds to themselves, which, over a time of continuous hunting would lower their overall efectiveness. Maybe an answer to this would be to add some sort of non-filling drink to the chef profession that would heal mind damage. Or perhaps something could be done to augment the entertainer professions to allow them to do a quick mind heal of some sort. Keep the mind wound and battle fatigue healing as it is, but add something better to heal mind damage.
wingcommander
Sun Jul 04, 2004 8:03 am
#247






ArchEnemy828 wrote:

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.




Okay, I can't see myself being all that motivated to fight on hoth. I mean, have a huge scale war? for what? For control of a dead rock floating in space? No thanx. As for the weather ideas, i think they kick ass.

Page 19 of 29