Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
- The first is to require the player to cross the galaxy and put them item up for sale on the Bazaar at a remote planet. This way, the "lost" items come back into circulation ... but it seems incongruous.
- The second is to put them items into locked smuggling containers. If the smuggler delivers the item unopened, they get the mission money. If they slice open the container, but finish the mission anyway, they get only half of mission award. If they slice open the container and remove anything ... they get exposure on the Bounty Hunter terminals, but they get to keep the item.
An option would be to deliver the item to an NPC Fence, who sells the item at a nearby Junk shop ... once the smuggler leaves the planet. (Logs out, starport, or JTL travel). Put a timer on the item at the Junk Dealer, and if it isn't bought within a week or so, delete it from the game.
The only problem I can think of is pricing ... you have a number available in your database if the item is deleted from a vendor, but not if the item was deleted when a house burned down. Of course, you could randomly set a price that is 4-10 times the mission payout to the smuggler (hey, the fence needs to make money, too!), and let it be a free-for-all for who can buy the krayt pearl at 4000 CR.
Body Glove: Such systems were supposedly designed to help regulate the temperature/ moisture of the being within the suit to help compensate in extremely desperate conditions. Aside from helping warm a trooper up when it was cold, and monitor body status, the body glove would also help calm the body down in the event of too much stress... Something like this could be represented with a +X resistance to intimidate/ stun/ dizzy. Again, this might be something which would be found all across the armor in smaller dosages.
I posted this a while ago on the armorsmith forums and the lot of them seemed to like the idea. Just something to throw around!
Check out the rest of the thread for some of the other responses!
http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=46468
Instead of giving the player a 15 minute "down-time" where they can't attack after dying, how about making it a stepped system? E.G. The first time someone dies, they can jump back into the battle with no delay. However, the second time they must wait, say (for example only) 2 minutes. From there, have the "no-attack" time increase exponentially with every death. This way players are not prevented from getting back into the battle, but they ARE prevented from endless die > clone > die > clone wars. (*Looks menacingly at all the CM's*)
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"Hey Thunder, is there anyway someone who works on this game can add "Commas" to all numbers and "Right Align" the numbers in the inventory window so that its easyer to see how much you have in the inventory?
A Few Examples.. -------------------------------------------------------------------------------- [Inventory] Cash: 1,000,000 Bank: 1,000 [System Messages] Person has tipped you 100,000 credits. Mission Complete: You recieve 10,000 credits." _________________________________________________________________________________
Totally Agree. Very good and worthwhile change to the game if done.
Message Edited by WookieRebel on 07-06-2004 10:41 PM
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210831#M210831
I would like to also propose that rather than having small fenced off battlefields, that perhaps a smaller planet could be created that is a battle field, with large scale outposts on opposing ends. When you load in to the planet, if you are imperial you go to the imperial outpost, if you are rebel you go to the rebel outpost and are auto declared when you land.