Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

maunst
Mon Jun 28, 2004 4:35 pm
#27

A long time ago I gave up dancer. I miss the fun of having my wookiee string together some moves. How hard would it be to give everyone the ability to do the basic dance moves ?( for the social aspect) - just don't have the ability to be watched. This does not take away from the entertainersand lets others have a fun social tool.


Locky-1138
Mon Jun 28, 2004 4:39 pm
#28

i dont know if this is already planned....


a lot of us want to see jedi get those Hooded cloaks, and be able to ware hooded and normal cloaks over our robes (see every starwars movie for examples of this)


its purly an art, and RP issue, but one thats important to alot of us. thx for the ear TH.


PS. your beta diary was GREAT, changed my whole outlook on the game, and im alot happier player after having read it, thank you so much!





- I support keeping & balancing the current combat system You can too
its been emotional...
Loksir - night elf warior, earthen ring
Laur - night elf rogue, earthen ring
LockysCorpse - undead warlock, lothar +Riverlands+
sirsri
Mon Jun 28, 2004 4:42 pm
#29

Guildmotd, no really... need this.

XML based UI (user customizable).

Tooltips that list the /command for whatever option it is, and more command line things. For example I'm sure there's a command to invite people into a guild, but it is not /guildinvite, hovering over the guildinvite option on the guildmanagement window should tell you what it is, that sort of thing everywhere (pet training etc... which needs it added command line).

Changing the launcher from internet explorer, this is what I would call a critical issue that needs to be done as soon as possible, and really it shouldn't have launched like this.

Some sort of program (with no framerate cap) that would allow for benchmarking performance in SWG. I'm not sure this is the sort of thing the devs think about since like me we play lots of other games but I found with EQ and with SWG that it is sometimes the ONLY game people play, so when they want to buy new hardware they want it to be the best for said game and they don't care about anything else. This doesn't necessarily have to actually connect to the game but a rolling demo type thing with the same options control would be really really useful (and likely not all that hard to do).

Better 'rewards' for mastery boxes (and even filling a column). I don't mean actual skills but for example if you master (say) pistoleer, your XP cap for pistols should permenantly change so say 200k, same sort of thing all thew ay through. Merchant you already get to keep vendors, but they should say cost a lot more without the skills.

Storage, overal item space, datapad space. Because of the way itemization is done this is always going to be an issue. Clearly there isn't enough now, (hey if google can give out gigabyte e-mail addresses for free and yahoo 100 mb we can probably get more space). Obviously this is an issue that is constantly under review too, for all sorts of issues.

With the end of the hologrind the game is going to radically change. Granted for the better, but there are going to be some significant content problems with too many 'high level' people. I'm not what exactly the intention is about this but anything that drops good loot already has a really short modal life expectancy and I would count on that getting much worse soon.

In game mail service (not e-mail actual item delivery) might be handy, depending, might be way more effort than its worth too of course.

I presume the shuttle and starports are getting a once over in JTL so I'll gripe about that later.

Some sort of control of e-mail (esspecially related to vendors). I wouldn't mind an e-mail every time something is put up for sale on my vendor, but I'd like to be able to only get say one e-mail per batch when things cascade (and then be able to relist by selecting multiple items at a time).

Just a thought (and really only a thought might be a bad one) but allow architects to experiment say the 'stability' of a miner so that they can be built on more or less awkward terrain, (or optional components or something).

Blue creatures please (I'm a be I want more colours in pet options, no one should be shocked by this).



Sri - Valcyn Black Epsilon Imperial Pilot ace.
"Speed is armour" - First Sea Lord, 1st Baron John 'Jackie' Arbuthnot Fisher
Latenighter
Mon Jun 28, 2004 4:43 pm
#30

Another thought for consideration.

Armor. It's not all the same. The most difficult "reality" problem I feel with the game is that armor is armor is armor. But there are truly two types of armor. Body Armor and Structure Armor (for lack of a better term).

Body armor is obvious. It's the wide variety of armor that is worn by the players or encasing creature. It performs fairly logically and doesn't seem crazy to believe that a guy swinging a sword or a hammer or shooting a rifle at me wearing armor will cause me grave harm. So no changes here.

Structure armor is the heavy armor plating on a turret, or an AT-ST, or even on a ship in JTL. This is where "reality" goes haywire. I'm supposed to believe that a guy running up to a tank and hitting it with a hammer will do much more than make a dent ---- eventually? In game, a hammer DEVASTATES a structure armored item. And don't even get me started with a guy swinging a sword at a turret! The only thing a projectile weapon would do to structural armor is make a very cool ricochet sound. And a beam weapon needs to hit the same spot a lot to make a hole.

Consider recognizing this distinction in types of armor. Structure armor should be impervious (or darn near so) to attacks not based on heavy weapons or blast damage, which will maybe give the Commandos a meaningful purpose with their Rocket Launchers, Beam Weapons, Grenades and the often rumored shaped charges and mines that might be in the Combat Balance. And maybe there is a great argument for some damage from electricity, but I really think the SWG universe would have discovered the ground wire.

Coding wouldn't be too difficult. All it would take is setting resists to 99.9%, or putting in a validation that the player is using a heavy weapon. Otherwise, the hardest part would be the audio of the troopers manning the turrets laughing hysterically at the swordsman and snipers! (no offense intended to any professions).

Everything else would stay the same, with the combat classes continuing to wreak havoc with body armored people and creatures. But try to add some sense to the Structure side of logic. If you do, all the jokes and arguments about dropping turrets will be a thing of the past.

RIEN
Master Commando/ Master Pistoleer
Corbantis



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Renairdor
Mon Jun 28, 2004 4:45 pm
#31






BRP1 wrote:


Ok, I'd like to post a whole bunch of ideas for the future Galactic Civil War patch.


I will appologize in advance if this is not the correct place to post this, and also if I post too much but I have a lot to say on this subject.


First, to make the galactic civil war more interesting, cities should be able to declare (as a whole city!) for imperial or rebel... The city government decided to throw in their support for one side or the other. To do this correctly there should be several other things that need to be added to the game.


Cities areNOT required to declare, but it is an option that has both benefits and penalties associated with it.


Forts as they relate to the city.

BENEFITS

1): imperial and rebel forts should be able to be donated to a city. the mayor can then place them, and they will not take anyones individual lots.

2) Since these are owned by the 'city', there are no troops, vehicles etc attached to the fort. All troops for the fort have to be donated to the fort by the citizens of the city. When the cap for units in the fort have been reached (say 40? units) then another fort could be placed by the city. Troops would respawn after a designated (relatively long) period of time.

3) For each fort placed by the city, that city would get a set amount of cash from their affiliated government for city maintanence etc. (for example just say 50k per week per fort).So instead of costing players lots and maintenance, the city would get a reward for having them. This way when a city has 5 forts or soin the city, the city maintenance would be approximately free.

4) Militia members of the city would get a bonus payout in cash from the empire for everyenemy they killed within the city limits.

5) ONLY members of the same faction (rebel or imperial) can use any of the facilities in the city. If a member of the opposing faction dies (whether overt or COVERT!), they are not able to clone inside the city!. Also, they are not allowed to go into the city limits (by the game not person banning them) for a certain time period (this avoids the loner attacking over and over and over, cloning at nearby facility and constant harrassment).

6) Any trooper, at-st etc killed by an enemy within the city limits would give you double the faction you normally receive.


PENALTIES (for city residents)

1) Allmembers of the city (with declared residences) are automatically overt when they enter their city, and remain overt for the 1 hour time period after they leave the city. All city structures including residence houses could be theorectically destroyed so they need to be conscious of defending the city (see below).


CITY MODIFICATIONS

1) Cities should be able to build walls, at least 3 different types. The low level walls are simple barriers, mid level walls allow the troops from the fort and the players to 'man' the wall by walking around on them (and giving a bonus slight bonus to ranged attack and a bonus to ranged defence when on them. Melee attacks made against people on walls wouldnt be able to work becauseof'distance' to hit the target. The high level walls should do same as mid level, with the addition of allowing a small turret to be placed at every segment (say 20 m). There should also be 'towers' that can be placed where you can put large turrets into them. This will afford the city with greater protection which it will need (for below reasons).

2) All buildings including the forts (except city hall) can be targeted and destroyed by enemy troops No more putting in codes etc for the forts. they can be directly targeted much like a mission and destroyed. This includes the forts, the towers, the city walls, the shuttleport, and personal houses inside the city. All of these should NOT be easy or quick to be destroyed, but they can all be destroyed by shooting at them, hitting them etc (not the current slice terminal etc method).

3) The cloning facility, vendors, shuttleport, cantina etc areONLY available for use by members of the same faction (overt or covert). This avoids rebels using shuttleport or cloning to pop up directly in middle of your city.

4) All physical structures (buildings etc) should have a very high 'Health' bar, with pretty high resistances. This means that taking out a building would take a long long time for a single individual to do, or would require organized groups to accomplish. Putting money into maintenance for a personal structure will be used to replenish the health bar, but only 1x every 24 hours.


BENEFITS (for attacking parties)

1) Double faction points for every soldier etc you kill.

2) Lots of faction points for every wall or city building etc that you destroy!

3) The opportunity to truly wreak complete havoc on a city.


BENEFITS (for defenders)

1) Fortifications will slow enemy parties down before they can get into the city.

2) Since fortifications cant be run through, enemy will have choice of running a gauntlet at the city entrances, or blasting they way through a wall etc.

3) Faction points given for all the kills they make from people raiding city.

4) Free city maintenance if they have enough of a faction presence in the city. This could even be carried over to all individual houses etc getting maintenance paid for by city if faction presence is high enough.

5) Cash rewards for militia defenders who kill enemy PC fighters.


BENEFITS (To game balance and game content)

1) Enables cities to go all out for rebels or imperials

2) Encourages PVP on large scale

3) Encourages group combat and group activities (thus helping encourage more players).

4) Gives forts, troops, at-st's, and faction points in general a more practical and beneficial use.

5) Would strongly! make the war personal and affecting everyone (or potentially loosing your home etc).

6) Would Balance the Melee and Ranged fighting Professions. (explained below)

a) Encourage PVP using different skills besides the fencer tkm combo that is common.

b) make commandos, and riflemen much more useful

c) alter combat medic so they are best using stimpacks and poison/disease but not good at all using wound packs, Docs are buffers and very good at wound packs but not good at all at stimpacks.

d) Ranged fighters would have significant advantage when fighting against city walls, and when a wall etc is breached then the melee professions would cause tremendous dmg up close.


Thunderheart, I would love to hear some comments from you on this concept, if itwould bepossible to do in game etc. Also, if anyone else has comments to make on this subject I'd like to see them.

Valoris of Tarquinis server...







Ah, I love it Anything that adds to 'real' Rebel vs Imperial battles, reasons to attack/defend bases, real rewards for participating in the war.


One thing I *really really* want to see is Imperials fighting in cool imperial looking armor. I'd love to see something alone the lines of decent protection, low decay faction armor that would be desirable to use while Overt. Even if it was limited by rank, made hard to achieve via faction quests, or some rare ingredients required and conditions to use- this would help a lot to the immersion of the game.


RIS is 'interesting' but more of a collectors item right now then actually useful. Mandalorian appears 'interesting' but the protections seem to have problems as well. There really is no choice but to wear the 'robot-o' composite armor in any PvP, which results in both Rebels and Imperials fighting each other- and looking exactly like each other. I think the absolute coolest and funnest PvP I've ever been in, had Imp as Stormtroopers, attacking a mixed 'rebel rabble' before composite was around.


Armor is to be revamped, I'd love to see armor change drastically.


One idea is to make layers play more of a factor in armor. Reduce armor bases a LOT, but put more layers in - and each layer only protects on state. For example, composite would start as 15% Kinetic protection only, and you would need to add elec, heat, acid, stun layers each at 25% a layer. Even better- there is a unique layer 'slot' for each type of damage resist, so it's controllable. And armorsmiths could specialize in what layer they are 'great' at. Each layer would be experimented on, and cap at a reasonable level. The 'uber advanced' new composite would be extremely difficult to make with decent protections for all types. Make it so some armors have a higher cap then others in certain resists. For example- composite 50% cap but has a layer for every type. Ubese has layers for Kinetic , Heat, Acid and can go to 75% - but would be vulnerable to stun and cold.


Stormtrooper armor could be decent in all but cold and elec.


Those composite robots running around everywhere just don't do much for me immersion wise.


Ren

Octavuous
Mon Jun 28, 2004 4:45 pm
#32

Space Expansion Collectors Edition (SO now that we know the veteran players will be getting this special starship, what is to be offered for the "jump to lightspeed" Collectors edition? I'd love to know.
GrafBenDa
Mon Jun 28, 2004 4:48 pm
#33

Rainbows on Dantooine, Naboo and Corellia after rainstorms


Cool planetary effects like actual bubbling tar pits on Dathomir...stuff like that


More Star Wars music
HairyNerfherder
Mon Jun 28, 2004 4:49 pm
#34

As a concered palyer I find the lack of item storage for large and PA halls to be completely pointless. I rember when the devs implamented a fix in 2 days to reduce the amount of items any house could have at one time to 75 per lot 250 item max.

Because of this reasoning, people do NOT LIKE to use Large houses and PA halls. They will use them but WE want more storage space. Keep the 75 per lot rule, dropt he 250 max item storage limit. Why?

Because it is pointless, how?

A player who needs storage is going to get it, they will not use a Medium, Large or PA hall since it provides the LOWEST item=per lot ratio.

1 Small houses = 2 lots = 150 item storage = 75 items per lot
1 medium house= 2 ltos = 150 item storage + more maintece = 75 items per lot
1 large house= 6 lots= 250 item storage = 41 items per lot
1 Tatooine PA hall= 7 lots = 250 item storage = 35 items per lot
1 PA hall = 9 LOTS! = 250 item storage = 27 item per lot!

Also if you wanted to go by credit per lot you find that Using a PA hall will cost you 300%+ more per item to store it there!

In fact most people like using factories for storage, 1 lot =100 item storage = 100 items per lot!

SOOOO players who want storage DO NOT use PA halls.

IF The devs could nerf this situation in less then a week they can UN-nerf it in less then a week.


I just can not seet he point of having a 250 iteme storage max per pa hall/large house when it can be overcommed by placing bunches of smalls and factories.
Tavian_McMaster
Mon Jun 28, 2004 4:52 pm
#35






GrafBenDa wrote:

Rainbows on Dantooine, Naboo and Corellia after rainstorms


Cool planetary effects like actual bubbling tar pits on Dathomir...stuff like that


More Star Wars music






I just noticed today that on Endor (the moon) when you look up in the night sky at the planet Endor the starfield is not broken by the planet. So apparently stars a little bubbles of light between the moon and the planet. LOL! Someone failed astronomy a couple of times I am guessing.



Ceej - Eclipse

Creature Handler - Rifleman
Getter of Hides - Shop Location -330 -5500, just south of Coronet

The No-Main-Jedi Petition is currently up to 64 pages without a dev response.
ArkonPhoenix
Mon Jun 28, 2004 4:59 pm
#36

1. Make AT-ST Multi-Passenger Vehicle that can attack.


2. Add the AT-AT to be a Multi-Passenger Vehicle too. You have the code since you made Multi-Pasenger ships for JTL. Just tweak it to work on ground vehicles.


2. Pets should attack too while mounted.


3. Be able to shoot (default attack) while riding a vehicle.


4. All pets should be mountable so as long as you can tame it. Why not? There are people in the SW Expanded Universe who ride rancors.


5.Make NPCs who ride pets and vehicles.


6. You said that when you unlock the 2nd slot under the new system, your 2nd char will not be FS and would have to do the FS quests all over again. This is redundent and a waste of time. Both characters should be FS or Give us 250 more Skill Points /wink.


7. Image Designers need more Hairstyles and Tattos as originally promised. Holoemotes are lame.







And lastly heres a concept I though of regarding TEFs and Factions:



Ok, hear me out. I know this might seem crazy to ya'll, but this idea seemed neeto to me :-)


I would say that 80+% of the players are always Covert. You ever run into a situation where an Overt is running their mouth, or you want to join a PvPbattle you see going on in front of you? Well then do I have a solution for us all.


Make it where a Covert player can attack any Overt player of the opposite Faction. Now hear me out. The Covert playerwill get the first shot as its a suprise/cheap shot, but the Overt player instantly gets 2 shots back at the player as a type of Addreniline rush bonus. This way you have the choice to reveal your true colors when needed. Of course you would have to talk withyour Factions Recruiter to back to Covert status. But this will add the element of suprise and even strategy (I think mosthave forgotten what strategy is) to the game.


I know there are ways to get TEFed so you can fight, but its so ridiculous of a work-around. This would seem more natural and realistic.



Just imagine it~~~

You land at your favorite Starport, your about to go to the Cantina for a drink. Just then two Overts of opposing factions start arguing in front of the Starport. A croud forms in a circle to watch. The croud starts chanting "Fight Fight Fight!". The Overt Imperial yells at the other saying "Your gonna regret this" and he pulls out a pistol from a hidden holster strapped under his coat and shoots the Overt Rebelplayer to the ground. The croud boo's. TheOvert Imperialplayer says "Is there anyone here who thinks they can defeat me or the Empire?". A cheap shot comes from the croud hitting the the cocky Imperial (most likely drunk) soldier in the arm, stunning him for a second. But now knowing where the shot came from, he retaliates with a couple qucik blasts that knock the now TEFed/Overt Rebelin the croud to the ground. Right then 5 Covert Rebs decide to reveal themselvesand open fire on the Overt Imperial and then 10 Covert Imperials open fire on the now TEFed/Overt rebels shooting from within the croud. This causing a chain reaction to where the whole city errupts in a Faction (do I dare say GCW) war.



I hope that sounded cool and inspiring. Now of course there are a ton of little details, but that all relative to the main point. Making the desicion to join a fight is a big one, you will become Overt or TEFed for some time. Most people cannot live very long if they make a rash descision like this, so I dont see a big problem here. Plus it will add lots of excitment to the game.


Let me know your thoughts and veiws of my Crazzzzzy Concept!




I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
Bloodfin_Architect
Mon Jun 28, 2004 5:00 pm
#37

If at all possible, can a search feature be implemented for finding goods outside the bazzar system. A great deal of playing time is simply wasted trying to find products and resources. This search feature could be limited to only those vendors listed on the global map, which in turn might give people a reason to keep merchant skills. Also its time players lost their vendors when dropping merchant skills instead of being able to keep them.


Last but not least, allow the formation of "tent cities" around the permanent cities. Allow master merchants to place the tent (no houses) and if the merchant drops master, than the tent is removed from the "tent city" in 5 days with the loss of all goods contained within in them.



Crafters and Entertainers Anonymous
One Publish Closer to a Cure

Squidwalker
Mon Jun 28, 2004 5:01 pm
#38


Mironus, I hope a lot of your stuff is a joke. I stopped at number 5 with the armor. You are going to make a lot of enemies in profession with those ideas. No armor for your support classes, and take away the defences of those support classes? Get real.


And why in the world would you add more stuff, especially positive for them, for the jedi? Do you have any idea how much work the devs have spent on just that one profession, jedi? They are getting 2 bloody publishes all to themselves. On top of that, their revamp has forced the devs to push in part of the CB early, which is going to have the effect of nerfing most if not all combat professions. Please, don't even ask for jedi stuff, especially since TH asked for thing NOT CURRENTLY BEING WORKED ON.

Message Edited by Squidwalker on 06-28-2004 05:05 PM



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Josue15
Mon Jun 28, 2004 5:03 pm
#39


Rebel bases and their design feel wrong! (Isthe Rebellion not a outlaws group at this time)


Guys


A couple of month ago while doing the Rebel theme and look over head my head and noticing the three Imperial Star Destroyer over theRebel Base. I realized how badly design the Rebel Theme park base and outer Rebel bases are in SWG. Wouldn't the Rebel in this time not be camoflage so Imperial Star Destroyer who rule the sky at these time wouldn't find them?


Example from Movies below:


New Hope :


The Rebel Base was hidden inside a Old Abandon Temple in Yavin 4


Empire Strike Back


The Rebel Base is hidden inside a Mountian in Hoth.



Wouldn't the RebelHidden base in Coronetbeen seem from space as a MilitaryBase?Wouldn't theEmpire not send ina Forceto invesigate a Military Structure like that?


If you were agroup ofrebel fighting against the military force of the empire wounldn't youhide your baseso it would not be notice.


Well currently in SWGPlayer and NPC Rebel base look like Miltary Base with Rebellion Banner all over it calling attention to it. (No this is find for Imperial Base since the are the Controling power during this time period) Rebellion Bases should be hidden or camouflage to match their surronding,


The Surface portions should look like a Adandon Houses, Warehouse, Starport or Base. With a hidden underground Multi-Level astructure. This is how the Rebellionwould build bases, instead of what done currently by having a Military Fort with banner everywhere proclaiming the location a REBEL stronghold.


I hope this get look at in the GCW revamp.



Josue' Thomas Jedi Knight

Click here to support this great Vision of a better FRS to save SWG by Glzmo!
Jedi Robes
Long awaited are the Jedi robes! Gone will be the days of Jedi running about in armor. The Jedi robe will provide a hidden toughness value that will protect the Jedi, similar to armor, but providing more of a Jedi feel. -TH Jedi archive II
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