Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-22-04)
www.geocities.com/swconcept001
Please read and give any feedback.
Devs please read
Hello Developers,
I am pleased with the game and excited about the dynamics of it. This is a game that grows and grows. With that being said, here are two main things I would like to see done to the game :
1) Player City Terrain - I and more than likely everyone else believe that there should be some kind of special terrain for player cities. It makes no sense that a group of people would build a city only to use grass as its streets. We need to have some way of altering land. Consider it terraforming. We need a way to flatten out land and to make it a certain paved terrain that we desire. Design a system that allows cities to do that at some cost or another. I am sure with this feature, every city on every server will begin customizing their cities to give them their own personal touchs. The fountains, statues and parks are nice but they're all the same and every player city looks alike. We would like more ways to personalize our cities and one main point is theterrain.
2) Furniture Customization - Architects need more craftable furniture and the ability to customize the furniture that they craft. Player houses are beginning to all look the same with the same pieces of furniture in every home. Because we typically only have twofloorplans of houses to choose from for a particular style, we need at least some way of adding our own personal customizations to our homes. Architects should be able to craft more kinds of furniture and be able to color the furniture they produce.
Thank you if you took the time to read this and no thanks if you didn't.
Good Day,
ATTRACTING ARTISANS*******
k this is my compiled set of ideas that would appeal to the declining amount of artisans in our community.
Enter the workshop:
The workshop is parallel to the doctors hospital and Entertainers need for the Cantina. The workshop is the center point for none artisan professions to go to look for things that they need to be built instead of hopelessly looking around for an artisan. Workshops will also be a place for extra boosts to the overall outcome to the creation being made.
THE CRAFTING PROCESS:
Im going to use Droid engineer as an example for a crafting process.
1. The Droid engineer builds all the parts necessary for said droid. The time to build these parts are the same as they are now.
2. The Droid Engineer starts the crafting session with the bigger stationary crafting station located in the workshop
3. The DE then places all the parts where necessary and clicks create.
4. The DE's creation is then set in a quo** that includes other players crafting projects. Once the DE's crafting project reaches the end of the quo and begins crafting, the object takes A LOT more time to create, I mean a lot, BUT yields the same ratio of xp. For example, if it takes 10 times the time to craft, the DE gets 10 times the xp.
5. While the quo is being done, the DE can create a second set of parts that can be added to the crafting stations quo. This way, the DE can just set up all the crafting the DE's resources allow and just walk away while the crafting is being done.
This allows for less grunt work and grinding, and it makes a little more sense. Lets face it, it takes to many MSE droids to reach tier 1.
This way it allows for the DE to pursue other things while his/her creations are being set in a quo for creation.
Now, the crafting stations would be numerous to avoid cluttering and so that there arent to many quos in one machine. After the creation is finished, the DE can just go back and retrieve the finished item. Only when the DE has finished the said droid can he get the xp.
I believe this workshop idea to be a great solution to the decline in Artisan professions, as it would make it reasonably easier to get the xp needed and it would cool to hang out in the workshop. Not to mention, other players can go their to inquire about creation requests and a place for artisans to bark their advertisements.
Something interesting i found in the doctor forums.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=40115
They bring up the idea of "automated" Bacta tanks, you know, the kind a player get's immersed in, and gets healed. They're craftable and ONLY placable by master docs in a player hospital.
I see this as a GREAT idea to make player-hospitals useful.
The Damage Gap
I find one of the least Star Wars like elements of SWG to be the vast gap between PC and NPC HAM and the damage that either can inflict.
The base "grunt" faction pets are usually at least five times the HAM ofan unbuffed PC and many of the humanoid targets one can encounter can have many times the HAM of even a totally buffed-out player. Too often fighting (both PvE abd PvP) becomes a matter of who can land the first hit or combo and combat passes far too quickly. More balance between PC and NPC HAM levels as well as a reduction of damage vs. HAM would present a more compelling system that would resemble the movies a bit more.