Development Cycle Archive

Thread: In-Concept Open Discussion (6-21-04)

PsionicHawk
Tue Jun 15, 2004 10:42 am
#27

from KOTOR


Pazaak (spelling?) the gambling card game. Make it so you have to purchase a deck/sidedeck from an NPC then they can gamble against each other.


However I suggest one change in the rules.The turns should be simulateous. It annoyed me to no end in KOTOR that the computer always played second, and as such had the advantage.


It will be a small credit sink in game with thepurchase of the cards (heck it wouldn't even be mandatory). You could even make it cost 1 credit per game or something like that if you wanted.


I don't think you need a "fancy" interface. The one from KOTOR worked fine.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Ekhvram
Tue Jun 15, 2004 10:47 am
#28

1. Faction NPCs are pure fodder atm--among the HQs, NPC strongholds (bring em back!), wilderness spawns, city garrisons, group-lvl. missions;

-bump Darktroopers up to medium armor, armament to acid rifle + jetpack

-bump up ranged defense & special attack frequency on Executioners, Storm Cmdos, SpecForces, *new* Katarn Cmdos--HAMs: 15-20K

-25-50% HAM increase on all other FNPCs

-escort highest ranking FNPCs w/ buffed NPC BH's


2. Convoy missions (i.e. if Imp PC's can escort mounted stormtroopers, etc. from Mos Entha to Mos Espa, they get a cut of the PSG's/powerups, if they don't fall into Rebel hands.)


3. allow Faction PA's to build things like the Rori Rebel Outpost, Dathomir Prison, Talus Imp. Outpost, Dant. Imp Outpost, Lok Imp Outpost, Yavin Hideout, /gcw forts like the Rori [Imperial] Encampment, Corellian Starbase and make sniper towers work like they do on Fort Tusken for LOS

-add external blast doors

-turret hardpoints spawn E-Web teams when empty


4. Faction pets lose vitality when DB'ed, add Bothan medic and let him & Stormtrooper medic heal


5. Make Player Theaters work like Player Cantinas for healing/buffing (so they have a purpose other than ersatz battlements)


6. Add cobblestone street spawn to buildings within player cities, NPC and FNPC spawns


7. Stuff to do while sitting around together, like a portable sabacc/poker, blackjack mini-games + working dejarik/chess tables (allow people to bet credits vs. each othertoo)




_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
saber1
Tue Jun 15, 2004 1:32 pm
#29

mining class that can process ore such as blending or purifying being able to locate rare ores



smuggler class spice should be adictive not vomit after eash spice use additional doses of spice should be less duration and cause the vomit event to be longer when it occures either because the player stoped taking spice or has ran out of spice


smuggler class other combat classes should qualify for smuggler besides unarmed and pistol like sword and pistol(pirate)


for medic and doctor classes there should be build in mind bonuses to offset the armor mind penalty it doesnt make sence that the ones that need the armor the most have their class crippled while wearing it


doctors should be able to buff players with disease and poison defence


doctors should be able to craft special medical gear like bacta tanks


doctors should be able to heal anyone in a hospital reguardless of class or faction they should also be imune to attack in a hospital even better is if combat couldnt be initated in a hospital.


doctors I would like to see some research quests like finding a cure for a illness
saber1
Tue Jun 15, 2004 1:33 pm
#30


mining class that can process ore such as blending or purifying being able to locate rare ores



smuggler class spice should be adictive not vomit after eash spice use additional doses of spice should be less duration and cause the vomit event to be longer when it occures either because the player stoped taking spice or has ran out of spice


smuggler class other combat classes should qualify for smuggler besides unarmed and pistol like sword and pistol(pirate)


for medic and doctor classes there should be build in mind bonuses to offset the armor mind penalty it doesnt make sence that the ones that need the armor the most have their class crippled while wearing it


doctors should be able to buff players with disease and poison defence


doctors should be able to craft special medical gear like bacta tanks


doctors should be able to heal anyone in a hospital reguardless of class or faction they should also be imune to attack in a hospital even better is if combat couldnt be initated in a hospital.


doctors I would like to see some research quests like finding a cure for a illness
Kaloman
Tue Jun 15, 2004 1:46 pm
#31



I've spent alot of time thinking about it since someone asked about having season changes, and others asking for Hoth. I've asked around in game and many people like the idea, so here it is.


Climate effects on players, for the most part there are two very important factors to a persons ability to function (or at least even be comfortable) in various environments. Humidity and Temperature. When ever a person tries to function under extreme climate circumstances, they often find it to be very difficult. To put this into the game would add a whole new dynamic to the experience.


Here is how I suggest it would work:

First there would be two values, one for humidity and one for temperature. The ranges are from 1 to 100, representing the entire spectrum. Humidity is easy, cause that is registered on a percentage basis anyway.


Temperature, however, wasn't so easy. I asked acutal medical professionals what they thought were the most extreme temperatures the average human, could continue to function under, and the agreed apon range was -20 degrees F to 140 degrees F. Beyond that nothing could be done to survive, the body would just give up. What I did, was find the total degree range and devide it by 100... came out to being that for each point of range on a 1 to 100 scale, each point represented 1.6 degrees.


In this way you now have a scale set for humidity and temperature. Humidity 1 = 1% humidity. Temperature 1 = -18 degrees F. While humidity 100 = 100% humidity, and temperature 100 = 140 degrees F.


Each species would thenbe assigned what I call their "Normal Tolerable Ranges" (NTRs). Here are my suggestions for each species:


Human Humidity 40 - 60 Temperature 53 - 62 (65 degrees - 80 degrees)

Wookie Humidity 30 - 50 Temperature 50 - 59 (60 degrees - 75 degrees)

Bothan Humidity 35 - 55 Temperature 50 - 59 (60 degrees - 75 degrees)

Mon Cal. Humidity 60 - 80 Temperature40 - 50 (45 degrees - 60 degrees)

Zabrak Humidity 45 - 65 Temperature 56 - 65 (70 degrees - 85 degrees)

Trando. Humidity 15 - 35 Temperature 62 - 71 (80 degrees - 95 degrees)

Rodian Humidity 45 - 65 Temperature 53 - 62 (65 degrees - 80 degrees)

Twi'lek Humidity 55 - 75 Temperature 46 - 56 (55 degrees - 70 degrees)


I know most of them are almost identical, but you will find that they are all different in some way.


Then each planet would be given their own humidity and temperature ranges. The planets ranges simply show where the acutal value can be, but the actual value would vary from day to day or week to week. My examples for the planets are:


Corellia Humidity 40 - 60 Temperature 43 - 68 (50 degrees - 90 degrees)

Talus Humidity 45 - 65 Temperature 46 - 71 (55 degrees - 95 degrees)

Naboo Humidity 45 - 65 Temperature 40 - 65 (45 degrees - 85 degrees)

Rori Humidity 50 - 70 Temperature 46 - 71 (55 degrees - 95 degrees)

Tatooine Humidity 5 - 25 Temperature 62 - 87 (80 degrees - 120 degrees)

Dantooine Humidity 40 - 60 Temperature 46 - 71 (55 degrees - 95 degrees)

Yavin 4 Humidity 50 - 70 Temperature 43 - 68 (50 degrees - 90 degrees)

Dathomir Humidity 55 - 75 Temperature 37 - 62 (40 degrees - 80 degrees)

Endor Humidity 30 - 50 Temperature 46 - 71 (55 degrees - 95 degrees)

Lok Humidity 10 - 30 Temperature 56 - 81 (70 degrees - 110 degrees)


Now, when ever a character is on a planet, and that planet's current humidity and temperature are both with in the character's NTR then the character is un-affected. However, if the character is on a planet where the either the humidity, temperature, or both are outside the character's NTR then the character would suffer 4 points of encumberance per point past their NTR... yes humidity and temperature would stack.


Example:

Bob is a human (NTR hum: 40 - 60, temp 53 - 62) is on Corellia (hum: 40 - 60, temp: 43 - 68). Today Corellia is having a nice warm spring day and humidity is up (currently hum: 52, temp: 60). Bob feels a little sticky and suffers from a little perspiration, but nothing serious. He then hops onto a transport to Tatooine (hum: 5 - 25, temp: 62 - 87) to meet some friends for a little hunting. When he gets there, Tatooine is particularly dry, but is a little cooler than usual (currently hum: 6, temp: 73). Bob slowly starts to feel sick and starts having a hard time concentrating.


What's happened? Well the humidity is so dry that Bob quickly starts to lose body liquids, the humidity difference is 34 points, and to add icing to the cake the temperature is warmoer than he is used to buy 11 points. Total difference outside is NTR is 45 points, so he takes 4 points of encumberance across all of his secondary attributes, times 45... That's 180 encumberance.


So what can be done.... well perhaps drinks could be used to help combat that, possibly lessen the effect... buffs certainly could be used to counter it...


What else could be done? Perhaps the the NTR for each character isn't rigid? Perhaps it could migrate automatically, so that if someone spent alot of time in one climate they would eventually become used to it, effectively having adjusted their NTRs to those numbers.


How does Hoth enter into it?


Hoth Humidity 5 - 25 Temperature12 - 32 (0 degrees - 32 degrees)


Imagine now a person who is used to Rori (hum: 50 - 70, temp: 46 - 71) just dropping in on Hoth. Suddenly very cold and dry compaired to Rori being fairly warm and damp.


They would need to wear warm clothing to help them. I would suggest warm clothing would be an artificial way to bring the character's NTR down to lessen the encumberance... then when they went to Tatooine they would want to take the warm clothing off and put on lighter clothing to lessen the encumberance there.


Further some armors have environmental suits in them... like stormtrooper, scout trooper, and snowtrooper armor.


How else can this be used? "Are the snow speeders working yet?" "No sir, we are having a hard time adapting them to the cold" -Han Solo and Flight deck officer


Vehicles could have a NTR of sorts also, then mechanics would have to make special modules or packs that would adjust the vehicle's NTR to suit the environment.


The applications for this I'm sure could keep going but this is just a start.


Please, people tell me what you think. The truth is I don't really care if this were to get instituted, but some people have been looking for something like this and when I suggested it they ordered me to post the idea here.


Thank you for your patience.


Raynor Talos
WylotheUber
Tue Jun 15, 2004 1:53 pm
#32


I doubt this will be acknowledged by anyone other thanthe occasional reader, but I figure I'd post it here anyway, so here it goes:


I believe that vehicles play an important part in SWG. For starters, it's a way to get around shuttle times and get a scenic route while you're at it. Second, vehicles are a grief-proof way to have a racing-based event. Unfortunately, with the addition of the Corvette, AV-21s have ruled the race course. I was recently in an event with two races, each with one million credits for the grand prize, and the guy in the AV-21 won two million that day because he had better speed over mountains (and I was in the lead, too.). You may claim that the rarity of the AV-21 should balance this. Partially true, but the fact is that either: A. the owner went to the Corvette and got a schem and power plant himself or B. the owner of the AV-21 is, like everyone these days, a millionaire that raced for some pocket change.


This post is not a "NERF THE UBER VEHICLE!" post. In fact, I don't want any nerfing done regarding vehicles at all. I propose a vehicle revamp. Add some new vehicles to the mix. Not necessarily entirely new, but perhaps just new models, durabilities, or handling/speed. The addition of the vehicle customization tool in Publish 7 helped, but were still the same old vehicles. Here's what I had in mind for an adjustment to vehicles:


A. Add new models/types of vehicles, or some little additions to existing ones (make the X34 multi-person, or add small transport compartments to vehicles, etc.). Suggestions include: the A-1 deluxe floater, the XP-38, the TX-3, the S-Swoop, and other models (however, I believe that the jetpack was a stupid idea.)


B. Make vehicles more customizable then they are now. Perhaps by letting crafters experiment with speed and maneuverability as well as durability, which no one seems to care about (hence the low prices on X34s.), or by swapping parts for vehicles out, ala JtL, or having smugglers slice vehicles for speed and durability, or a turbo charge that damages the vehicle when used, or having something that destroys run-on sentences like these.


C. Add risk to vehicles. Cause damage/knock riders off their vehicles when they crash into something (or when another vehicle crashes into them), or add a light laser to some vehicles that can reduce effectiveness on other vehicles (a.k.a. REAL dirty fighting).


D. Add NPC-controlled race tracks to some of the static cities. These could just be a building the size of a starport with a ring in the center for vehicles to race on, and some facilities inside the building where there could be various NPCs, one of which could handle registration for races, betting, ETC. The beauty of an NPC-controlled track would be that races could be far more frequent, with prize money not being a real issue. Also, it would allow betting to become a reality, as the best gambling we've seen so far is lugjack machines in hotels, which don't count much for high-rollers at their 8-credit payouts. This would also balance the aforementioned problems with AV-21s if the course was on flat land. The race course could also be added as a PC-controlled building in player cities, for player-hosted events.


Anyway, just my .02 credits. Any dev/player feedback would be appreciated.

Kaloman
Tue Jun 15, 2004 1:59 pm
#33

I had two thoughts I wanted to get out. One about skill points...


SOE has made it clear that they want players to get into space when JTL comes out... so they plan on just giving away one piloting profession. Since your just giveing away one whole profession, why not just increase the maximum number of skill points by 77? Ultimately that is what you're doing, but you are forcing everyone to chose a pilot. Not everyone is going to want to become a pilot... so that free profession will be a waste. Further more, what about the new players after JTL comes out? Will they be given the same deal? If so how will they know that it is available to them for free? For the players' sake just up the max skill points to 310 or 325... It will allow everyone to have more freedom to do what they want with their characters.


Imperial discrimination against wookies.... I don't know if anyone knows this... but the empire uses wookies as slaves. All wookies should know this. The empire is the ultimate form of the KKK.... only on a legal galactic scale.... in stead of white supremacy, it's HUMAN supremacy. The empire doesn't allow non-humans to be in the military, (but they will pay non-humans to do contract work.) So for anyone who feels that their species is oppressed by the empire, then you are right. The empire is supressing you... that's what they do.


Raynor Talos
Kaloman
Tue Jun 15, 2004 2:11 pm
#34

WylotheUber,


You are awesome... I found your post heartfelt and humorous...(destroying run -on sentences)


I agree with you, there needs to be ways to actually customize the vehicles, and there needs to be more variety. There have been many posts to this idea... I suggested a mechanic profession that would have all of the vehicle schematics... I have seen people suggest modules similar to the modules for droids, but geared towards vehicles such as:


Speed modules (increases the max speed)

Maneuver modules (increases terrain negotiation and handling)

Weapon modules (adds a hard point for some kind of gun)

Turbo modules (gives limited uses of /fastblast while rapidly damaging the vehicle)


If there are other things I'm missing feel free to add to the list.


Raynor Talos
mottola2u
Tue Jun 15, 2004 2:31 pm
#35

few things:


1. apparently vehicle control is part of the newjedi skill tree...in case you have heard.



2. i lovea post office idea or delivery receipt mechanism. that would solve a lot of my problems of trading thru the forums. perhaps send that over to the DEs as an additional droid they can make.



3. i remember in - I think UO - where they would have something like item deeds. essentially a deed that says make X number of products and I'll give you Y credits. if we could create something like that - and perhaps link it to artisan terminals, it would be the foundation to wholesale infrastructure. only merchants can buy off of this and submit orders into it. i think many of us would be willing to sell at wholesale for >6k that we get at the bazaar. it also gives the Merchant that coveted wholesale discount when they buy for their own account.


4. and how about the ability to sell on consignment andleasing vendorsto the non-merchant class
Nerj
Tue Jun 15, 2004 2:59 pm
#36

Tough one here, Removal of the RANGER profession.


Current revamps leave RANGER untouched. Why?, because they are unneeded. Move harvesting bonus to SCOUT, Tracking to Bounty Hunter, Crawl speed to Rifleman, and trapping is useless.


More than enough times it has been said that RANGER is just a Super Scout. Then just Supe up Master Scout.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Zubzai
Tue Jun 15, 2004 3:22 pm
#37

Why no swoop gangs?

how come the bad guys never have transport?

would love to see groups of bad guys riding swoops, and firing at me while riding. I appreciate that players shouldnt be able to do this coz of obvious griefing; but NPCs? why the hell not!



Master Shipwright/ Master Rifleman/ Heroine of Tattooine/ Damn fine fixed wing pilot/ Proprietor of ZI Engineering.
" Nothing more useless than runway behind you and imperial pilots"
well probably...
-Maltomix
Tue Jun 15, 2004 3:30 pm
#38

Here are wishitems for JTL.


1) Like X-wing, Tie-Fighter and Xwing vs Tie Fighter, I would like to see

themedal case with the all the medals that you can earn for different

mission campaigns. Depending on how well you did on your mission, you get different medals.


2) Have Ace titles and what not like in the Xwing series.


From wing commander / privateerseries,


3) When a campaign or huge mission isfinish, have a campaign item that can decorate yourinside ship / locker, i.e., apirate flag from a pirate campaign.



Bajonett
Tue Jun 15, 2004 4:09 pm
#39

Street texture in all player cities, like the one in NPC cities. Naboo Cobblestone, Tat: Sand,

Corellia: Grey plates. The streets in a Naboo Playercity are made of green grass.


Add New shematics to crafters, that are not Loot-Dependent.

/Tailor: Metal Bikini Skirt. /2.seater Landspeeders /More Droids


Craftable Faction Armour. More Faction Armour: ST/Marine=Composite

ST-Scout/Commando=Ubese


Droid Commander


Bio-E: Bio-Snakes and Bird Skins








-----Avallyn Moonrider of the Dragon Pearls - Proud Imperial Roleplayer-----
One can be blinded by light, as blinded by darkness.
"My importance is rated with that of a mere shadow, Sir." - "So...Nothing huh? (laugh)"
(slight smile) "Without it, sun hits unprotected....."

"Entertainers cant self buff, cause we want social interaction and Interdependence"-SOE /poke Buffbot-"Interact with me !!!"
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