Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-10-04)

Plageron
Fri May 21, 2004 6:48 pm
#261

oh yeah I have one more Idea.

if someone is wearing full armor, they should not be able to be poisoned or diseased.

You know thats why full suits where made...if they where to protect someone from damage they would not be a full suit.

They would use force field, and exo-skelton technology.
Sheesh why the heck do you think storm troopers where their full suits...its not for the protection from damage but from prtection from gases and posions and disease and other insideous effects.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
Plageron
Fri May 21, 2004 6:52 pm
#262

oh yeah opne more idea stolen from other games out there....sometime in the future make the poison and disease cure device usable by a novice medic.

Becasue right now most Doctors and Combat medics could care less about a cure becasue they can heal huge amounts of health...so it kind of defeats the purpose at that skill level.

But making the cures should be their forte...butusage should be allowed by anyone with basic medic skills.

Additinally droids should be able to apply such devices with enough medical skill.
After all what the heck do you think that medical droid was doing in Empire Strikes back?
Just pretending to heal people?



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
Plageron
Fri May 21, 2004 7:04 pm
#263

I have another concept Idea...Instead of making Camouflage paints from a ranger made by specific levels...make it so a novice ranger can make all the paint...with the levels just determining their skill at camoflage.

I was disheartened to see that you have to be a master Ranger to make a paint that will allow you to use cover in Dathomire....complete nonsense.

If you know how to hide...you know how to hide.

heck if thats not a good Idea then make it so you have to go on a quest for a specific ranger NPC on each planet before you can create the needed camou paint.

The second thing I just thought of sounds like it would be more fun anywise.

A sit would make a Ranger use their Tracking skills to find the NPC.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
WMU
Fri May 21, 2004 11:04 pm
#264


Why if we pay 15$ a month for a game cant we have more than one char per server? Everquest which is billed by sony as well alloys 2 char per server, I was wondering if anyone else thought this to be an issue that they were upset about, and if there was any talk to change it?
Kaloman
Sat May 22, 2004 12:58 am
#265

Hey Seph,


I will post on your idea tonight, I just have to take some time to think and organize my thoughts. Don't get too discouraged if no one seems to acknowledge your posts, often no one will comment on mine. The only people you need to worry about reading your posts are the devs and they never seem to leave notice that they are reading them, but take heart cause they do.


Raynor Talos, Gorath: Thune, Dantooine


Kaloman
Sat May 22, 2004 2:32 am
#266

Ok, I'm back to post my thoughts... and due to the number of things I want to comment about this will likely be long... again...


First, Seph. I'm going to start off by giving the full definition of a mercenary out of the Webster's New Riverside University Dictionary. Mercenary adj. 1. Motivated solely by a desire for monetary or material gain. 2. Hired for service in a foreign army. noun. 1. One who serves ferely for monetary gain : hireling. 2. A prfessional soldier hired by a foreign country. So by definition we are all mercenarys, to some degree. But I'm going to define, for this post, a mercenary as a combatant paid to perform particular tasks. This way we are able to exclude all non-combatants. In this respect there already is a mercenary terminal. It's any mission terminal that gives destroy or hunting missions, this includes that BH terminal. What I think you REALLY are looking for is a mission termial that gives out missions where a group small group of people (2-10) goes and does actually spectacular work. So here is what I propose on that thought. A mission terminal called Mercenary Mission Terminal. This terminal would give missions that are unranked (no difficulty rating) and have much larger payouts (10,000 -50,000 credits or more.) On that terminal there would be three tabs (installation, convoy/patrol, assassination.) The installation tab would give missions to destroy real structures such as supply depots, comm stations, etc. The convoy/patrol tab would give missions to stop... well... convoys and patrols, (they would often be accompanied by whole platoons of guards or more.) The assassination tab would give missions to assassinate high ranking and/or highly skilled targets, that would likewise be heavily guarded or secured. I hope this is a better idea of what you are looking for Seph. As for a license or some other thing like that. The devs could require the owning of an Imperial Peace Keeping Certificate (IPKC) before taking missions off of this terminal, but that could be too restrictive. I don't really care either way, but if you're a rebel you don't want to have an IPKC, due to the fact that the empire can track you by it.


Let me know what you think of that Seph. I really would appreciate your thoughts.


Burst run. I don't know what kind of PC you're using, but when I use burst run, I usually out run what ever it is that's chasing me. So that seems sufficient enough to me. I've never owned a creature mount so I don't know what their gallop is like. I can simpathize with the idea of having burst run use up your action pool. Currently there is a cool down time for burst run, it's roughly 5 mins, (I don't remember exactly anymore since i have a speeder.) But I would like to see the /fast command made useful on the speeders now.


As for SLs being able to grant damage immunity for any amount of time I whole heartedly dissagree. In RL that can't be done, so it shouldn't in SWG.


Cloning to anywhere.... I don't think so. If I had my way I would make it so that if you die on a planet when you haven't cloned, you have to wait it out till a doctor can come and rez you. But I'm a jerk about that. I say don't change it. BEs owning a cloning facility... Ok there are some things that just shouldn't be left up to the corporate sector, and civil service is one of them. The cloning centers are a civil service provided by the city. What I DO recommend for the cloning centers is, all of the money paid into a player city's cloning center should go into the city's coffers. I've read mail after mail from my city's mayor about how taxes need to be raised cause there isn't enough money coming in to pay for all of the city's services. The city should get money back for those services when they are used. I think this should be applied to all services, including but not limited to trainers, cloning, and garages.


Now a GOOD idea is the "show room"with the stalls for display. Have you ever been to an auto dealership without any displayed vehicles? This has multiple uses for various professions, DEs could use them to display their droids, CHs their animals....


The only reason I'm agains't whole PvP zones is, very few people will go there. The people that think they would just spend the whole time dead wouldn't go, and the really skilled people wouldn't go cause there wouldn't be anyone there. Take a look at all of the battlefields in the game. I've never seen anyone use a battlefield, and i visit them all the time. I think the current PvP system will work ok, IF the devs add incentive to do PvP, (see previous post on benificial structures used to entice PvP play)


The passport idea is silly. To put the galaxy into perspective. It is controled by one government, thus all planets and areas are part of the same nation. So, to make a fair analogy, The entire SW galaxy is like the USA. You don't need a passport to travel from Washington to Utah, or from New York to California, or Hawaii, or even Alaska if you fly (if you drive you must go through Canada and even they don't require a passport.) However, if you would like to have identification, I would be fine with that, but a passport is just a little extreme.


Full armor protecting against poison and disease. I agree, depending on how the poison or disease is delivered. If it's in a gasious state you are correct, but if it is injected or otherwise administered through forced application via knife or sword, then.... not so much with the protecting.


For the desire to have more character slots. Have you noticed how little database space they have? If not then you might want to go back and check all the posts asking for more storage space in the houses and other structures. If they had that much space to give away I would rather have the storage space than the extra characters. No extra character slots are not in the works, you are the first person I have seen ask for them. Part of the reason the devs chose to have only one character slot per server was to help prevent "twinking". And since you note that you play EQ I know you know what twinking is. I, and many people I know prefer it this way. If you want other characters, make them on other servers. OH, I correct myself there is one other person that wanted more slots. He wanted a slot that could be used to promote RP, that slot would auto delete the character after one week and the character wouldn't be able to use any functional gear. But I would be willing to bet that you intend on more than just a garbage character. If I'm wrong, and you are desiring a RP promoting garbage character slot, then please let me know.


My last paragraph here is an idea for architects. I admit this idea would probably be really difficult to administer but here goes. Why not have the architects use room plans to make custom houses. There would be three sizes of rooms, (small, medium, large.) The lot cost would be based off of the "foot print" of the house. All floors must be contained within the foot print of the building. The foot print is determined by the rooms on the main (first or entry) floor. Small rooms would take up 0.25 lot units, medium 0.5 lot units, and large rooms take up 1 lot. Hallways and stairs would take up 1.25 lots. So as such the architect would then organize the rooms, incorporating halls, stairs, balconies, doors and archways. This would give a much more hands on approach, and possibly cause the architect profession to be much more interesting. At the very least could the architect have more floor plans. I think 5 plans per size per style would be good. Then at least there would be 20 different house floor plans.


That's all I got for now, please comment on what you think, expand an idea if you think it needs work. I like to read other people's ideas.


Raynor Talos, Gorath: Thune, Dantooine


Toggi
Sat May 22, 2004 6:03 am
#267




Sorry if this is the wrong forum...


I'm sorry if someone wrote this before, but I had no chance reading through all this stuff, so forgive me if i repeat someone.


Wouldn't it be nice if the landspeeders could have a passenger? I mean, there is a pasenger seat, and there is also sitting-in-vehicle animations. I cant think of anything that would make this impossible or anything, and i think it would conpensate a little for the slow speed of the X34. It would just add a nice little touch to the whole vehicle-thing.


That is really all I ask for, but it would also be cool if the passenger could shoot from the vehicle, and this would also open up some new tactics for taking out difficult enemys etc.


AntoineSpotter
Sat May 22, 2004 8:06 am
#268


Hey folks,


The other day I sent in a little message on an Idea about a class I had. Well I was asked if I had any ideas on how to fix the faction pet problem. Well here is my idea on the subject.


Ok the problem with faction pets is once they die thats it, no more help in that area and all that factoin gone. It could be in one battle could be in one ambush. The point is you probably dont know or dont care. So you just purchased a one shot pet that can only be used while you are declared (PKers love this). Well you dont know that guy your running with, its just there to add some color to your little blaster fight...nothing more. Those of you who have used the faction pet before know what I am talking about. Well instead of just saying what the problem is I like to come up with ways to fix it to help out a little. So here are my ideas. If I miss anything please let me know.


A good thing to get Faction pets involved is to get them a little more personal with the player who had control of them. If you ever noticed (which most of you should) that when you go into battle depending on how much you pet damages your target is how much exp you loose in that combat.Well where does that exp go.


How about if you start off with low lvl Faction pets (without perma death) that you can build up. Not like your Player char but something to the effect of having certain lvls they can earn through combat next to the player chars. I was thinking of someting along the lines of maybe 4 lvls or so. Each lvl earns certain armor and weapon Certs for your troopers. After earning the required exp for the trooper the player has to go to a recruiter and purchase the lvl in faction points. At that time the faction pet is now at a new lvl (with upgraded HAM and certs). The player can go to other players and purchase certain armor and weapons to out fit his buddy. With just that little amount of info the trooper becomes someone and not just a meat shield for PvP. You can even take it further buy adding classes. See below.


The first class I thought of was your basic "Soldier". I will give an example of the "Soldier" lvls but then just give you a basic lay out for the other classes.


Soldier

lvl 1

At this lvl the chars HAM is low and he is equiped with basic clothing. The soldier knows to support you and will fire at a target if one fires at you or what ever you tell him to guard. You can give him commands to guard others in the group or just the whole group itself (this will prevent the other faction pets from being so exposed). The char is not dumb and knows that when rounds start flying down range to take cover (prone kneel) and return fire.

lvl 2

The player is able to purchase better armor and weapons for the char now. Also the char starts paying attention to what HAM pool the player last attacked and starts concentrating on that pool until another is hit by the player.The char is more aware of its surroundings (not running off after a target with out permission) staying close to the player adding its support and scanning for new threats.

lvl 3

At this lvl thechar becomes more aware of combat tactics. Usingmaybe shots like Over head shot or threatin shot, to make threating targets less of a threat until the player candirect their attention to that threat. The char is able toget better equipment (armor and weapon certs), andtake a better beating..more HAM.

lvl 4

With this lvl the char gets the best certs for armor and weapons it can get. Maybe even picking up a cert for gernade or some other weapon to use on the bad guys. The chars AI goes up and its able to understandwhich targetsare more ofa threat. Also thecharcan applyhealing to themselves (small amounts). These soldiers are verterans in any conflict. They have stood by their leaders side for sometime now able to follow them in anywhere, trusting the orders and commands of the player.


That is just an idea on lvls for the faction pets (chars being the faction pet and players being you).

Here is some ideas and overviews on other classes.


Medic

This class I think would be very useful in any conflict. Able to apply healing to anyone in the group who needs it (player being first on the list). This char should get some of the same armor certs as the soldier class but with weapons should stick more along the lines of pistols. The char knows to stick close to the player able to assist with its heals when needed and supportive fire at close range. The medic also whatches for the needs of other group members (including factoin pets) and is able to apply what healing is needed there. As the medic advances threw the lvls they can heal more and defend themselves better with armor and upgrades for pistols.


Comm Operator

This char is vital in combat as once the player gets into a conflict they cannot hanle the player can give a command to this char and thechar will take a knee and send out a signal to any surrounding faction aligned players. If the player recieving the signal accepts they will be givinga way point to the conflict and some sort of battle update (who the player is requesting support). As the Comm Operator advaces threw the lvls it is able to pick up better armor and a further range for its signal.


There are many more classes that could be thought up.Also adding Camo to the chars would not be bad. Imagine you and your group of faction pets come out of a wood line on Naboo to great some guild members. Your buddies come out scanning the area. Your Comm Operator takes a knee and informs you that theres no incoming calls and your medic checks the group members for vitals and gives you the thumbs up. Your Soldier takes a knee next to you informing you all is clear while watching for new threats.


What you could do with so little can go so far. I think maybe the Devs have their hands full so its up to us with our imaginations to bring ideas to them. Let them know the best way we thing they can fix problems with the game. I am always coming up with ideas I hope you guys like them. Thanks =)



Foolish are those that fear nothing, yet claim to know everything.
AntoineSpotter
Sat May 22, 2004 8:12 am
#269


Ok I came up with this new profession.I thought itwould help with those of us that love droids and wish there was more we could do with them. With this class you are with a group of three Battle Droids (episode I). I thought you would need to get use tohaving to control three droids at a time threw thewhole class.It is based around hit and run tactics and small group battles. Though it can be used in anysize battle, group raid, or just soloing. I have tried to even it out to have weaknesses and strong points. Some of the ideas are based off of theCreature Handlerclass, though the skill trees are not at all the same. The name of the class is Battle Droid Cordinator. It has a couple of new commands that help the player and his droidbattle buddiesmove in and out of combat as needed. Unlike the CH class it is unwise tosend your pets into combat and then blaze away hoping to overwhelm the target(s). Through out the battle you will have to issue your droids commands to keep them out of hand to hand and to engage the most threatening target(s) at a time.I tried to catch all the up and downs for this class but if you see anything I didn't please let me know. Well here it is.





Profession requirements;

Master Marksman, Artisan 4/0/0/0.


I thought a great understanding of what weapons and commands your droids are to use was important. Withyou leading a group of BattleDroids into battle, it's important to know what their capabilities are. With having droids as partners in battle you need to have a somewhat understanding of their operation, so the Artisan class came in for this part. Your droids areyour weapons so you willneed to be able to repair them when needed.


With the branches in this tree you are able to customize the droids as you get higher in the Profession. Giving the droids your own personal touch. Such as fire power, speed, and armor.



Battle Droid Cordinator

Novice

Battle Droid +3 (Skill Mods)

Tactical Droid Personality Chip (schematic)

Battle Droid (schematic)

Basic Battle Droid weapon (schematic)

Droid Brain (schematic)

Battle Droid Chassis (schematic)


With the novice I felt giving the player the ability to create his pets and stick with them threw the whole class was important. Unlike the Creature handler class this player has the same pets, learning their weaknesses and and strengths threw the process of making master. I have mastered Creature handler amongst other classes including Artisan, but have no exp in Droid engineer. So if I missed anything with giving the novice cordinator the ability to create their droids then, if the Dervs are interstead in this class they will make the right corrections. With the droid weapons I thought that player weapons are to powerful to give them (Battle Droids walking around with flamers)so having only certain weapons they can carry would keep their fire power under control at lower levels. But as the player advances in the tree he can make better weapons for the droids. I though it would be better for your droids to only use the weapons you make or have Certs as you advance in the tree.


Droid Skills


  • I Marksman : Head shot, Body shot, Leg shot
  • II Tumble shot (ability)
  • III Droid range defense +3
  • IIII Marksman: Head shot 2, Body shot 2, Leg shot 2
  • Master Marksman: Mind shot, Health shot, Action shot

I wanted the droids to be able to help the player alot with being able to attack certain pools. Though with just this branch the droids are not doing alot, they are helping the player alot with attacking the same area instead of just doing random damage. This will help the player use the droids more as a team. They will be doing little damage on there own at first but as they progress they will be noticed by your targets. Finally at master the droids will be able to leave something the targets will remember throughout the battle.


Droids Weapons and Armor



  • I Droid damage +1/ApplyDroid Armor Module 1
  • II Advance Battle Droid weapons (schematic)/Apply Droid Armor Module 2
  • III Droid range Defense +3/Apply Droid Armor Module 3
  • IIII Basic Heavy weapon Battle Droid weapons (schematic)/Apply Droid Armor Module 4
  • Master Laser weapon Battle Droid weapons (schematic)/Apply Droid Armor Module 5

This is where the droids pick up there firepower and armor. I was thinking with the Heavy weapons the droids could help out alot with hitting big targets. Maybe giving them a little punch. Nothing to take down an AT-ST but enough to let whoever is getting hit know that they are not playing. Also this is where they pick up their defense. Now don't get me wrong they should not be able to take a pounding and keeping going. They should be able to take enough to adjust whatever tactics are neededto keep themfrom getting a pounding, but with enough armor to not fall overwith the first bolt that comes their way. Also adding the certs in this branch might bea good idea.


DroidDesigns and enhancements



  • I Paint jobs/Battle Droid weapon enhancements (schematic)
  • II Basic Designs/Battle Droid speed enhancements (schematic)
  • III Eye colors, Voice Commands/Battle Droid Armor enhancements (schematic)
  • IIII Armor Modifications/Add Droid Engineer Modules
  • Master Stat Change (ability)/Apply Droid Armor Module 6

With these options the player can create their droids to their needs and standards. With Paint jobs they can color coat them. I wanted to add basic designs (Tiger stripes and so forth) so each droid no matter whos it is had its players touch. I thought Eye color would give it its own intimidating touch (Terminator).I also wanted the player tobe able to change what the droid says when given commands by the players. With armor modifications, adding spiked shoulder padsor knee pads would be a good thought, though with no stat affect. With stat change I wanted the player to be able to deside if they wanted togive up speed for armor or the other way around. Thats why I added this last armor module.The enhancements are just like that of artisans giving the droids a certain amount of time or shots before the player has to replace them.And then giving your droids the Droid Engineer modules, I figured the Dervs would determine which ones are good forthis (scout trap throwing).


Droid AI



  • I Droid speed +3/Target One (ability)
  • II Droid speed +3/Ambush (ability)
  • III Droid speed +3/Cover Fire (ability)
  • IIII Droid speed +3/Retreat (ability)
  • Master Clear (ability)

Ok with this I wanted to add that these droids need to stay out of Hand to Hand. With the droid speed bonus they are always on the move. Running in all directions keeping their targets away but laying down a lot of fire. Also with this I wanted the droids to take less and less faction away from kills as the player advances threw the class. So instead of loosing 10 faction points from a kill they will loose only 7 (reducing the lost by 30%). This player has to rely alot on what the droids can do in combat. I will explain the commands below.


Target One


All droids move to support the player bydirecting their attacks towardsthe playerstarget. Taking out that target first then moving on to other targets unless that command is given again.


Ambush


With this command the driods will notenter battle with the player until it is given again. Their first shot should be with something like Overcharge shot giving them a punch as theyenter the battle. Though a delay should be added to this command like, only able to use ittwice every 30 minutes or so. So that players don't enter battle over using this command in the same conflict.


Cover Fire


While the Battle droids can spit out alot of fire power they are weak in hand to hand. With this command their targets should go to a walking speed. Moving at a slower speed alowing the droids and player more room to work with, but stillalowingthe target to return fire, maybe alowing a stun affect or something to reduce the targets chances of hitting.


Retreat


When stuff starts getting tough this is the command to be issued. In combat when this command is given all players or creatures targeting the playerand BattleDroids lose thier targets, and the player and droids lose theirs to. Leaving everyone having to reclick on what target they want. Giving the Battle droids and player that much more time to make thier escape (Hit and Run tactics). Something to add to this would be able to tell the droids to run to a certain Way Point with this command.


Clear


When a player enters an areathis command alows the droids to move ahead and inform the player what threats are ahead. Being declared players or argo creatures. At that time the player can give the command to engage or return. This can be used outside and inside to a certain distance (100m or so out).





Over View


I have put alot of thought into this class. I know players can get this class and run right over to TKA and just dominate but I didn't feel that giving up so many skill points for this class was necessary. I wanted the droids to be weak at hand to hand and strongat giving supportive fire for their leader. Also I wanted the player to have alot of room to use tactics intheir fights. Picking and choosing what fights they wanted. Most creatures run right at you andget you into hand to hand, so the commands should help with slowing this down if not preventing it. I also wanted them to have some protection against player vs player action. Giving the controling player all kinds of options (Bleed shots, Pool shots). The droids one on one with creature handler pets should not last, but 3 on 3 with the players controling them then the droids should hold their own, if not taking the creatures down. Also with the player starting from the begining with all three droids under his control that should get them use to tactics to use and what to stay out of. Like I said with Creature handler you can't just rush these guys into combat and shoot away hoping to overwhelm the targets. You have to use finese when engaging your targets. I also wanted the player to give thier droids their own looks. Costumizing them as they see fit. I didn't want to take alot away from the droid engineer, so Imade theBattle Droids usable only by this class. Beside the droid engineers are a trade class. I thought I would leave enoughroom in the skillpoints area for the player to go upin the droid engineertree, to help design better droids.Well I hope someone likes this idea as much as I do.




Foolish are those that fear nothing, yet claim to know everything.
SerialJedi
Sat May 22, 2004 11:47 am
#270


I remember having read somewhere in the past about jedi and how cool jedi npc's such as mara jade will come and fight them.... well what ever happened to that idea.... here's an idea that might work


currently there is a visiblity counter for jedi that says if your visiablity is X you get thrown on the bounty hunters terminal. Why not also make it for the Imperial's as well. It would be one that isn't seen by anyone but if your visablity hits X on the imperial terminal then a Imperial NPC is sent to hunt you. For continuity sake lets say its mara jade and she approaches you and knows your a jedi. If you beat her, instead of her dying, when her health gets down to 1, god mode kicks in and she automatically uses force speed, which will be faster than anyone elses so she can actually get away, and drop maybe a container behind as reward, or maybe your reward will be nothing other than the fact that your alive. Maybe instead of mara jade, the empire hired boba fett or some death watch merc after you.... The possiblities are nearly endless....


Just my thought.


Ethan Corso

Bloodfin server

Master Artisian

Mastered Creature Handler 0-4-0-0 -FIrst Holo-

Pistoleer 0-2-0-0

Medic 0-0-0-4

Bio-Engineer 0-0-1-0 -Second Holo-

Novice Weapon Smith
AviseLaFin
Sat May 22, 2004 12:17 pm
#271

my simple ideas


>-1st off a faction idea...
>
> -players in guilds that kill other players in guilds get faction the same way npcs get killed...
>
> -guild faction can be gain or lost through dueling and gcw battles.
>
> -bounty hunters while on a bounty hunter mission do not get faction for killing their mark or any player in the marks group.
>
> -once negative faction has been established it can be gained by killing enemies of you enemies(the guild u want to gain faction for).
>
> -on to the player bounties
>
> -any player can set a bounty on another player using a bounty hunter terminal..Except bounty hunter (they view the terminal as normal except for a npc/player buttons and options for filter and search)
>
> -players cant place a bounty on the same person twice in a row and bounty hunters cant accept a mission on the same person in a row - to prevent abuse...
>
> -a mission will not be available if the mark is not online but will activate and annouce to the bounty hunter when the mark is online or not.
>
> -questions, comments, points i missed, plz reply





Katy Aviselafin - TKM - Tracker
Dekota Aviselafin - Master Doctor(sorta) Buff bot
nWo - New World Order - Bloodfin
blulew23
Sat May 22, 2004 10:48 pm
#272

Homeworlds Expansion.


Includes-

Homeplanets for all playable races.

New Factions based on homeworlds.

New Equipment from each culture.

New Vehicles, Mounts and ships.

New quests an instanced events.


Just something I think would be cool.


Thanks

CM_Ronin
Sun May 23, 2004 1:33 am
#273

good idea....YOU'RE Mah BOY BLUE!!!!



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