Development Cycle Archive
Thread: Desired Rewards
wearable hooded cloaks
capes!! omg, i would love a cape like lando has =)
cool-looking, somewhat unique items. granted, if its cool enough everyone will have one, but...they'll be able to say 'oh yeah, they did that dungeon. its really hard. props to you, bro' or somthing like that. more than just the badge, a VISUAL demonstration (the badges ARE nice though, imo)
My idea is this...
A loot drop, a crate that contains a schematic for x amount of some upgrade component, an armour segment component whatever you get the idea something that a crafter whether its a driod engineer - weaponsmith can craft.
Now when you get this crate, doubleclicking it would add the schematic into your datapad.
Now examining this datapad schematic would tell you exactly what the schematic does and what resroues it requires.
Now this is where the fun begins. You cannot make this schematic without first tracking down the specific resources required by this schematic.
This could take you the next 4 months for example waiting for the right resrouces to pop for you to harvest for this schematic.
This gives craftman unique/semi unique components to craft their weapons with, or build their armour with or add to their droids or whatever.
End of rant.....
The Rebel or Imp Flag for the house after completing the faction theme park is a great idea. If not a flag, something else faction related for showing of in the same line.
That and the badge for completing a theme park.
Don't know why dev's have not thought of such basic things, to be honest. My concern is, if such things like flags or badges get introduced, the people who have already done the theme parks do have no chance of ever getting them at all then.
In addition, the rewards of such theme parks can change (like flags some months, then googles, and so on). Would spice up the rares market too.
Again. Bud luck for the people who already completed those. Devs! Think about something! And think about the players who already have done the theme parks! :-)
Thanks.
Some reward ideas, that shouldnt collide to much with our artisans or have to strong substitute effects:
-few Skillpoints(for example 2-5 skillpoints but only for big, multi-branched very difficult quests)
-badges (as already included in the game, just more, and unique)
- unique items, which can be crafted by the artisans. Should have their unique look but not as high quality as the crafted substitutes from a master
-special "blueprints" for crafters
- special skill (for instance: jump kick for TKA)
- extra points for secondary stats of the HAM
- little mo´ money ![]()
- unique pet
- unique droid
- some kind trophee (for examplethe mentioned painting for the wall, or some paint to colour your house)
One type of loot item should be a profession-based schematic. The schematic would be for a certain "ubber" item that, clearly, only a crafter would be able to build. The schematic would only be able to build 1 item.
This means it isn't knocking crafters out of the market, simply because these schematics could require certain key components that only certain professions can build. Its also likely that people would tend to send these to crafters if they don't have crafting skills themselves.
The schematics could "shift" like resources do. At certain points in the game, only certain schematics will be open ... a few months later, those schematics won't be available for a while and new ones will be.
The condition of the item the schematic makes could be exceptionaly low, so however powerful the item is, it doesn't last very long.
A list of special schematic items for each crafting profession could be:
Architect
- A large square building (similar to the Naboo PA hall) that can be used like a shopping mall
- A faction-specific house. I.E. a small generic house with a faction flag outside (no building required for this, clearly)
- Faction flag to plce inside buildings
Armoursmith
- AT-ST Driver helmet
- Tie Fighter Pilot helmet
- Rebel Fighter Pilot helmet type 1 (i.e. Luke's X-Wing helmet in ANH)
- Rebel Fighter Pilot helmet type 2 (i.e. helmet used by Y-Wing pilots in ANH)
- Neutral Pilot helmet
Droid Engineer
- Droideka (not as powerful as the ones on Lok)
- Pit Droid
- Battledroid
Tailor
- Tie Fighter Pilot jumpsuit (with Imperial insignia) / gloves / boots
- X-Wing Pilot jumpsuit (with insignia) / gloves / boots
- Neutral Militarybackpack style 2(the big bulky black one the Sand Troopers are carrying in ANH)
- Rebel Snow Trooper backpack (the big bulky white one soldiers are carrying in EST)
- Neutral Snow gear (like the Rebel soldiers in EST)
- Neutral Camo gear (like the Rebel soldiers in ROTJ)
Weaponsmith
- E-11a (advanced) Rifle (as powerfulas the T21)
- Battledroid Carbine
- Smugler Pistol
Most of the items listed above already exist in-game, so no extra modelling would be required.
Most of them are faction related, and would obviously only be wearable/useable by delcared members of the appropriate faction. The reason for this is because crafters are calling out to make faction-specific things .. and players are calling out for faction-related items that they haven't got to waste time getting Faction Points for!!
A new faction item could be gained from recruiters - "Faction Logo" which will be similar to a fiberplast panel. The "Faction Logo" is a required component of ALL faction-specific "special-loot" schematics.
Each "special loot" schematic will require several components that only elite crafters can make.
l00t drops of items that can go into the 'slots' of clothes/armor (maybe we need more slots?) that do the following:
Raise HAM bars (ie: +100 health or something)
Raise skill points (ie: +10 to 'creatures you can control' or +15 to shooting while running)
Hold things (ie: 'pocket' that allows the 'clothes/armor' to be a container that holds 20 items, or +1 to stored animals or +1 to stored missions or something)
You'd want to limit how many can be 'worn'/'effect' you. Maybe limit it to only the 'best' 'socketed thingy' effects the particular 'skill'/'ham bar' type thing. You could have one that increases the creatures you can control, one that increases the creatures you can have out at once, one that increases the creatures you can tame (those are three different 'skills' right?), one that increases the number of creatures you can have overall andone that increases the number of creatures you can have out at once, if you can find them all and find a crafter to build them into the stuff you're wearing.
I don't really know how the current 'socketing' system works, I havn't seen anything work 'socketing' (+2 doesn't cut it), and I havn't seen a whole lot of sockets. You certainly want to make sure that 'putting the item in the socket' is a permenant thing, you can't get it back out when you've done it, unless maybe you make it a smuggler ability to 'slice' the item out of the socket, destroying the 'clothintg/armor', but retrieving the 'socket' item in the process.
The very nature of a crafter-driven economy creates a challenging environment for worthwhile loot. One of the things that keeps a game entertaining for me is the continuation of possibilities of growth for my character. In a uber-loot based game, the scale of difference between the bottom of the barrel and top of the food chain can be huge. As things exist in SWG right now, with the knowledge of the game I have now, I feel I could start on any server, and within a matter of two weeks be close to as strong as that character will ever get. We really need ways for continued advancement of our characters beyond what is capable now.
Long post summed up, I would like to see new schematics, or variations of schematics to add new customization options to an existing schematic. A nerf to experimentation across the board would be very cool as well, jack it down line Architecture where 5 points of experimentation is what is expected at the Master level. With high-ends rarely reached on experimentation the door is open to have loot to improve experimentation as a goal to strive for at the top end of a crafting profession. Various forms of character advancement beyond the norm is what I would really like to see, a new special move for a combat type, a little dance to taunt another player they just put in the dirt, things along these lines. While I would love to have loot that added unique abilities to the game, like larger backpacks, I can't think of a single unique ability that wouldn't interfere with crafters on some aspect. Rare components that allow for improved abilities of existing equipment always seems to be the better idea. Oh, hey. Draft Schematics for Uber-Crafts that require multiple players to create.
Faction related rewards would also be awesome. Say a player has been assigned to undertake a covert mission in which he must infiltrate an Imperial held city and sabotage communications and some other tasks. After a number of conditions are met spawn a Rebel attack force to harass the city for a while.
Useless but rare stuff like Paintings, books, statues etc.
Stuff that would require the aid of a crafter to use, like weapon upgrades, armor upgrades etc, then you would have to either sell it to a crafter or ask a crafter to apply it to your armor/weapon for a fee of course, should make thins more interesting while keeping the crafters in the loop. (think kryat tissue is a good start)
Also could make rare weapons and armor drop, that are broken and would take other rare products that would all need to be combined by a crafter to make armor/weapons that are supperior but need the crafter to make them, sort of like harvesting materials to sell to the crtafter but in this case you harves broken rare loot and the crafter has to fix it with all rare items to make a new usefull rare item. think this will keep the balance of the crafters in the economy and at the same time provide good loot to be found.
Some loot should be rarer than other of course. for exemple tusken armor for the crap it is, that is only good to put on display in th house is way too rare a drop. should have a relation usefullness/rariness that is plausible ![]()
More items that crafers can use - like clothing or armour enhancements - better stats the harder the quest the better the skill enhancer - like bleeed stop or carbine + 5 etc.....
Make both the wearer and the crafter happy
Unique decorative items
Uncraftable armour like Sith or Mandalorian
Also, if you want to make better loot and make most people happy but want crafters still to produce the best items, look at more items to craft with more differences. Compare tailor to armoursmith. How many items of clothing can you make compared to the very limited selection of armour?
I use that as an example, but what about rare colour items? (like in UO) or being able to change the colour of your droid?
Being able to scar or tattoo or otherwise mark your character as 'leet' for those who want to show off triumphs on their avatar?
Bajet (merchant, crafter) Eclipse
Unique furniture. But let me clarify - not things like the awesome furniture we see in city buildings (such as paintings, rugs, different types of plants, and dozens of different types of tables, chairs, desks, and data terminals). Those should be added to the items furniture makers can currently craft., not used as rewards. The type of furniture I want as rewards is faction related objects, or objects related to the mission.Things like a Rebel flag, or a CorSec plaque... that will specifically symbolize having completed that mission.
And big quests like Jabba's Palace or the Rebel/Imperial theme parks should give out badges upon completion.
Frankly, I could care less about better weapons or armor. All it does is make crafters complain. Just keep it to decorations and no one can complain. And maybe huge loot drops wouldn't hurt either.