Development Cycle Archive

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

GrafBenDa
Mon Jun 28, 2004 4:08 pm
#14

I want to see more quest like items for crafters


Haden Blackman did the text for "The new essential guide to vehicles and vessels" . On page 87 are some new landspeeders variants and page 147 has some cool looking swoop and speeder bikes.


I would also like to see a few new housing/floorplan schematics that are rare drops or quested schematics.


I think cities can be overhauled some, give the Politician the abilityto pave the city,add bridges and maybe evencreate walls.Cities have an unpolished feel to them, imagine walking around Moenia without the brick tilesets, Currently it looks like all cities are just built over the natural terrain
Mironus
Mon Jun 28, 2004 4:09 pm
#15


GENERAL CHANGES:


1. Jedi can feel force is a part of it and can fell disturbance in it... Jedi character should be able to see other jedis or FS characters as *force sensitive* - this is a part of Jedi mind trick skill where Hidden jedi withMind trick on appears as non overt with unknown random name for other jedi is shown as FS char ( this can be in examine option or some glowing dot in hes name - depends on tech team what can they do with that.


2. Combat - after death with no xp loss jedi gets *wounds ( 50% health, action, mind + 75% secondary wounds) *, and BF ( rezz sickness ) and cant be attacked/cant attack for 15min - prevents jedi clone wars orso... - notice this part should affect all classes/characters.


3. Cloning should affect only one cloning center. Explenation- im cloned on Lok in Player City went to Coronet, got killed by random enemy ( 20 enemies ) after clone im back on lok with all penalty listed in 2. ( look above )


4. All combat states (negative) : dizzy, intimidate, posture change, knockdown, poison, disease, dot, etc... should have timer of 1min - means i cant be dizzed, intimidated etc after curing it for 1min - atm it works only for KD and posture change... this part should affect all classes and be as combat core change orso whatever u call this.


5. Armors should be certificated.

Novice commando, BH, *Squad leader*should get composite armor cert.

Also Commando/BH should get Mandolarian armor cert at Master Box.

Carbineer, Pikeman should get Ubese armor cert at Novice box and Composite armor cert at Master box.

Swordsman, Rifleman should get Padded armor cert at Novice box and Ubese armor cert at Master box.

Pistoleer, Fencer should get Chitin armor cert at Novice and Padded armor cert at Master box.

Smuggler - no armor Cert at novice, Chitin armor cert at master.

Tka - no armor cert but notice Combat acuity skill should be fixed and working.

All other classes should get no armor and no defence skills working ( no melee/ranged defence for CMs etc )

Bone armor should be removed from the game its Star Wars not - Dark Age of Camelot


*R.I.S. armor should be considered as different pattern for all other armor types ( not including wookie and faction armors). It means armorsmith with R.I.S. components should be able to craft RIS version on composite, ubese etc...

3 more wookie armors should be implemented with balanced stats and certs based on above armor cert rules.

Each faction should have 4 craftable armor types ( faction ) with stats and certs based as above.

Imperial/rebel armorsmiths should get faction armor schematics ( unlimited uses ).

*Mixed characters will not be able to use specials from tree where they dont have a cert while using armor. With delay on armor wear 5 sec for each part this will prevent fast swaps in combat. Example- master tk/master rifleman using padded armor will be able to use rifles but will not be able to use tka specials and wearing armor will negate all toughness, defence mods.*



Now the future plans...

6. Squad leader should be removed from elite professions pool and stats spread up/tuned in Faction Ranking Trees ( rebel and imperial balanced - ( ill get back to that later...)


7. There should be implemented system for Factions based on current Jedi FRS rules... i mean xp from kills on opposite faction members based on theirs rank etc... with limited number of ppl at ranks 5-10 ( high generals, generals, colonels etc ) and unlimited pool for all other troopers 1-5 ranks.


8. Based on Faction ranking system - squad leader abilities ppl should gain wide arsenal of skills, like point blank shotting, controling of ATST ( from inside), high level squad leaders should be able to control 5-10 troopers etc. ATST combat system should be Tweak based ( like future JTL combat system ) based on Craftable ATST stats in the future ( prolly year 2009 )






Drop off at Chef Vendor @ TheHunt Pa hall Kaadara, Naboo /waypoint 5137 5498

Miron || **The Bounty Hunter** || THE HUNT
Heaven Won't Take Us and Hell Is Afraid We'll Take Over
Jedi Served #96


Let me guess, I picked out yet another colorful mission with a jedi that I'm expected to shoot and shoot until OOP! big shock, the jedi falls down and dies and my kids laugh and the dog laughs and I die a little inside
oninaito
Mon Jun 28, 2004 4:09 pm
#16

Revamp the entire mission selection process. Mission terminals make hunting difficult. If there could be a way to switch over to a search mode, where if you know either the creature or the price range... you can find missions just of that type. People can get stuck at terminals searching for way too long, this change will speed up the process and make many very happy.
Mironus
Mon Jun 28, 2004 4:10 pm
#17


Some info about jedi... and stuff


1. Lightsaber:


The lightsaber is the weapon of a Jedi, an elegant armament of a more civilized time. In comparison, blasters are crude, inaccurate and loud affairs. To carry a lightsaber is an example of incredible skill and confidence, dexterity and attunement to the Force.


When deactivated, a lightsaber appears as a polished metallic handle, about 30 centimeters long, lined with control studs. At the press of a button the energy contained within is liberated and forms as a shaft of pure energy about a meter long. The saber hums and scintillates with a distinct sound. Its shimmering blade is capable of cutting through almost anything, save for the blade of another lightsaber.

In the hands of a Jedi, a lightsaber is almost unstoppable. It can be used to cut through blast doors or enemies alike. Using the Force, a Jedi can predict and deflect incoming blaster bolts, and reflect them back at the firer.

After the extermination of the Jedi ranks, lightsabers became rare relics. The knowledge of their construction disappeared with their masters. Luke Skywalker, the last of the Jedi, built his own lightsaber as the culmination of his training.

Although use of the lightsaber is strictly reserved to the Jedi -- the only ones capable of handling the difficult weapon -- it is also used by their sworn enemies, the Sith.



2. Jedi:


A noble order of protectors unified by their belief and observance of the Force, the Jedi hearken back to a more civilized, classical time in galactic history. Their order is ancient, spanning over a thousand generations. As the Galactic Republic throve and grew over the centuries, the Jedi came to serve it as guardians of peace and justice. Headquartered on Coruscant, the Jedi trained, studied, and planned from the impressive Jedi Temple, a towering edifice rising high above the surrounding structures on the city-planet. They are governed by a High Council of 12 Jedi -- most of them Jedi Masters -- who contemplate the very nature of the Force.

To become a Jedi requires the deepest commitment and most serious mind. It is not a venture to be undertaken lightly. As such, Jedi instruction is rigidly structured and codified to enforce discipline and hinder transgression. Only 20 Jedi have ever voluntarily renounced their commissions. It is with great regret that the Jedi order recognize the so-called "Lost Twenty." A Jedi who fails in his training can be a very serious threat.

The dark side of the Force beckons to the impatient, and students in the past have been lured to its call with devastating consequences.

Jedi candidates are detected, identified and taken into the order as infants. One method of detection is through blood sampling -- those with great Force potential often have high midi-chlorian counts in their bloodstream.

A prospective Jedi begins training in infancy. All connection to previous family life is lost. In this early stage of training, a single master instructs groups, or clans, of Jedi hopefuls. As the Jedi mature, the apprentice is paired with a master to continue the next phase of the training.

According to the Jedi Code, a Jedi Master may only have one Padawan at a time. Near the end of the Padawan's training, she must undergo trials before ascending to the rank of Knight. The next level of rank in the Jedi order is the Jedi Master, reserved for those who have shown exceptional devotion and skill in the Force. It is from the ranks of the Jedi Masters that the High Council is chosen, which is the main interface between the Jedi and the government of the Republic.

The Jedi dress in simple robes and carry specialized field gear for their missions. Their signature weapon, the lightsaber, is both elegant and deadly when in the hands of a trained master.

The sworn enemies of the Jedi are the Sith -- a cult-like order bent on domination through subservience to the Force's dark side. Founded by former Jedi, the Sith abandoned the precepts of knowledge and defense, and instead seek abandon and strength through the Force's hateful energies.

Centuries ago, the Jedi destroyed the Sith order. A dangerous complacency set it, wherein the Jedi believed the Sith extinct. Little did they know the order would arise anew, to destroy their ranks. At first, the signs were few. The sudden appearance of a Sith attacker during the Battle of Naboo was startling to the Council, but that threat was dispatched. Still, according to Sith lore, the dark villains always traveled in pairs -- a master, and apprentice. For a decade, there was no physical signs of the remaining Dark Lord, but evidence of his power began to appear.

The Jedi ability to use the Force inexplicably began to diminish. This, coupled with increasing violence in the galaxy sparked by a Separatist movement overburdened the valiant protectors. Their ranks were spread thin trying to maintain the peace, and many Jedi fell during the crisis. When it came to war, and the first shots of the Clone Wars were fired on Geonosis, only a scant 200 Jedi were readily available for the conflict. Most of this taskforce was killed in the battle, but reinforcements, in the form of the Republic's new military, secured a victory against the Separatists.


When the Empire came to power, the Jedi order was exterminated by Emperor Palpatine, and his Sith Lord apprentice Darth Vader. During the time of the Galactic Civil War, the Jedi were all but extinct. A few survivors, Obi-Wan Kenobi and the Jedi Master Yoda, were able to train the first new Jedi in a generation. As a sign of the desperate times, Luke Skywalker was taken into the Jedi fold well past the traditional age requirements -- he was already an adult when he first picked up the lightsaber. Nonetheless, his raw talent in the Force -- inherited from his father -- was such that his age didn't matter.

Luke Skywalker scored numerous major victories against the Empire, and was able to lure Darth Vader from the grip of the dark side. Vader, once again Anakin Skywalker, defeated Emperor Palpatine, bringing an end to the Sith reign of terror that had seized the galaxy.





Drop off at Chef Vendor @ TheHunt Pa hall Kaadara, Naboo /waypoint 5137 5498

Miron || **The Bounty Hunter** || THE HUNT
Heaven Won't Take Us and Hell Is Afraid We'll Take Over
Jedi Served #96


Let me guess, I picked out yet another colorful mission with a jedi that I'm expected to shoot and shoot until OOP! big shock, the jedi falls down and dies and my kids laugh and the dog laughs and I die a little inside
Lotussutol
Mon Jun 28, 2004 4:11 pm
#18



TH, I did not write this...copied and pasted it...Would you say this comment is right on...close...way off base?

I for one hope it is right on!


*******************************************************************

Many are awaiting the "infamous" combat revamp that has been looming on the horizon for some time now...and we are getting closer to it.


Many think it will be a total NERF to all classes and the Combat Medic will still go untouched, but alas the CM will be one of the true support classes from this point on. Forever gone will be the disease and poison spam, once these publish hit.


Combat revemp will reduce overall damage done by each class thus making pvp longer, and true as well for pve, thus forcing ppl to actually grp to take out the "mega" mobs like Krayts and Kimo's...


-The Creature handler will once again have a role in the GCW


- Classes will no longer be able to SPAM their specials, thus will have to learn to use a combo of specials and auto fire to win a fight...


-The CM tho not touched directly will receive a HUGE nerf indirectly thru AE Cures and Doctor Innoculations ( kinda lika a buff but against poison and disease for a set time period YAY~!!!)


-The Rifleman and several melee classes who use mind bars to kill their enemies will no longer be able to do so, thus will only be able to target Health...


-The Composite Armor will finally be anovelty item to pvp'er as Factional armor can finally be player crafter


Those are only some of the issues being addressed in the combat revamp....basically we will finally see a diversity in classes as Rifleman/Doc or CM/whatever or (insert FOTM cookie cutter template) . Now each person can actually play a class based on the profession they want be able to contribute to the GCW, and not being gimped like now.



I am looking forward to the revamp as now turrets can finally be placed once again and they can take on a swordsman who is only doing a fraction of the damage to it vs today. PvP battles will last hours and not minutes as each side will have a fair share of Docs and Combat medics who can heal (a word not used in some time).


Creature Handler pets will last longer than 5 sec in combat as the reduction in damage will also carry over to pve. Thus pets can become very annoying in battle especially on Doc's


Again nothing is set in stone as the devs may throw the whole concept out of the window completely, but what i see looming on the horizon is good news, and not a mega nerf ppl have been talking about...Many apsects of the game will change that some classes may have to be completely relearned (i.e. combat medic/rifleman)


Oh and one last thing that really makes me happy is they are going to update the database so there is no such thing as pre-nerf equipment NOW THAT is something to look forward to.



I post this in hopes that ppl understand a change is coming...we have EPIC battles before us and a HUGE learning curve coming our way....in a sense after these 2 publish hit it will be a whole new game..also others have more info on this subject or questions..lets keep it clean and discuss the good and the bad of these changes.

*********************************************


Here is the original post...

http://forums.station.sony.com/swg/board/message?board.id=Corbantis&message.id=181457
Latenighter
Mon Jun 28, 2004 4:13 pm
#19

Perhaps the wrong spot for this comment, and if so, my apologies in advance.

As part of the Combat Balance, treat CM Disease and Poisons as Chemical WEAPONS, not medicine. The code already exists to permit this....Commando Grenades. The schematics and certification of 5-6 different classes of chemical weapon grenades (with escalating levels of potency matching the damage capabilities of current CM attacks) included in one of the CM trees, subject to the same combat limitations as Commando Grenades (limited range, high HAM, slow speed) will relevel the GCW playing field dramatically. And most importantly, just like the Master Commando and the Proton Grenade, the Master CM uber-chemical weapon should have a range that overlaps the CM and causes the CM to take damage (disease and poison) just like the Commando does.

Some of the most glaring defects of this proposal (such as there being two classes that are capable of self inflicting damage and causing suicide rather than allowing that to be the exclusive privilege of the commandos - do we have an emote for dripping sarcasm?) could be corrected if the grenade tree were rectified during the Combat Balance.

Reflecting that the CM attacks are just that --- devastatingly effective attacks with weapons of mass destruction, rather than "healing powers" would transform the game. And best of all, it should be easy since the code exists already.

RIEN
Master Commando / Master Pistoleer
Corbantis



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Tavian_McMaster
Mon Jun 28, 2004 4:16 pm
#20

Novice jedi robes should get some kind of resists. I understand you dont want master defenders running around with all those def bonuses plus robe resists... but to survive the grind, novice jedi need something.


We were promised resists. All we want is what we were promised.



Ceej - Eclipse

Creature Handler - Rifleman
Getter of Hides - Shop Location -330 -5500, just south of Coronet

The No-Main-Jedi Petition is currently up to 64 pages without a dev response.
SproBeGrga
Mon Jun 28, 2004 4:17 pm
#21

I'd like to see some Classes and API for the community so we are able to extend the SWG universe beyond the PC world. I'd like to write a little application which notifies me about my in-game sales, offers, I'd like to see when my friends come online without loading up this multi-hundred-megabyte-RAM-eating-client, I'd simply like to extend my guild chat and chat with my guild mates over instant messaging seemlessly

Whatever should be allowed to do or shouldn't, it is important to think about it

Kind regards



Spro'be Grga - Gorath Galaxy
Since August '03 - I spent a long, long time in this Galaxy far, far away
LeBob
Mon Jun 28, 2004 4:22 pm
#22






Angetenar wrote:
I want a server with no PC Jedi.





qfe



SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

Slick79
Mon Jun 28, 2004 4:23 pm
#23

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



Oxewi Afi
day two Carbineer/Doctor
mochloD
Mon Jun 28, 2004 4:24 pm
#24






SproBeGrga wrote:
I'd like to see some Classes and API for the community so we are able to extend the SWG universe beyond the PC world. I'd like to write a little application which notifies me about my in-game sales, offers, I'd like to see when my friends come online without loading up this multi-hundred-megabyte-RAM-eating-client, I'd simply like to extend my guild chat and chat with my guild mates over instant messaging seemlessly

Whatever should be allowed to do or shouldn't, it is important to think about it

Kind regards



Ill second that idea. To be able to send tells ingame from work using some type of messenger device would rock.




mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

GrafBenDa
Mon Jun 28, 2004 4:29 pm
#25

Special races that can be unlocked and quested for much like Jedi


Chiss would be a cool race that had to be unlocked, and they were rare, if not unique.


Yoda's race could be another
neinnunb
Mon Jun 28, 2004 4:35 pm
#26

I would like the dev team to focus more on quests similar to the hermit quest and not make every new dungeon godly difficult.



                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

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