Development Cycle Archive

Thread: In-Concept Open Discussion

Halmet
Fri Feb 06, 2004 9:03 pm
#404






PithrenDarkstar wrote:





Halmet wrote:

How about wages for those who join a faction. Your joing an army right, shouldnt you get paid wages?


It would be based on rank. Nothing major like 100k or anything.


I think it should start at 3k per week for the lowest rank and go up to around 15k a week for the highest rank.


This would provide incentive for neutrals to join a faction, it would be a boon for being part of a side, it would provide those who have a hard time with income a steady income, it would help ease the work of those who have to grind constant redundant missions to afford some good armor, etc.


what are your guys' thoughts?









I think there was a Dev post on this a while ago. They said something like there can't be salaries for rank, because you can't get demoted. Therefore, once you grind up to the highest rank, you basically get free money with no more effort.





I hadnt thought of that. That makes sense.



Master Commando
Naritus

Nothing to see here. Move along citizen.
TheMDude
Fri Feb 06, 2004 11:18 pm
#405






Dasyra wrote:
It's not really my idea. It's been on the boards for a long time. Just my way of explaining it.






You're right. It isn't. I said it first!! At least I think I said it first on this thread.

Whatever. The more people who want those NPC buildings to be used for something, the better!

NPC shops and NPC apartments please.
TheMDude
Fri Feb 06, 2004 11:29 pm
#406






Zooey wrote:


I always thought it would be cool if rebels (or hutt factionor something "naughty")did more "terrorist" type stuff. I know that people would have a problem with it, because of all our real life stuff, but maybe a variation could be worked out.


Example:


Seedy Npcs walk into Theed cantina (non attackable but obviously out of place) and walk to the back. They plant a small device that looks like a little box with buttons, and when clicked on for examine has a small timer clicking down. The Npcs leave, but the box remains. Now, this box is a bomb (SWG style) and a master smuggler is needed (overt) to come and disarm it. If he doesn't disarm it in time, or nobody touches it at all, everyone within the cantina gets diseased. Or maybe every Imperial, or person with negative hutt faction/thug faction. Whichever. Covert or Overt, doesn't matter. everyone gets diseased. Now, if a smuggler does manage to disarm it, he gets faction points, or a cool unique reward/schematic for smuggler, or credits, or something. Just random content that adds flavor and feel to the world.


I can't believe this is hard to do and I think it would be grandly fun. I really really hope the implement stuff like this. Of course, the fastest way for this to happen would be to hire me and let me come up with ideas.


-zoo





Smugglers would camp the bomb site.

It'd be near impossibleto introduce things like terrorism to the game because of the subject matter and because of the player attitude. Neutrals don't want to hear about anything that forces them to be harmed or fight, and it is a natural part of terrorism for civilians to be a part of the body count.

ZebStokes
Sat Feb 07, 2004 4:30 am
#407

I was just reading the posts... and the idea of salary interested me. I agree that you should NOT recieve salary if there is no way to LOSE faction points.


However... I beleive there SHOULD be a way to lose faction points. By NOT coming to the AID of an overt rebel if you are covert... or not coming to the aid of a JEDI perhaps. (light or dark) ...another idea is to have random spawn missions where REB/IMP NPC's are under attack by wild animals, rival factions, etc. ...and if the player character does NOT assist NPC's and SAVE them... they LOSE faction points!!! (HOW COOL wouldit be cool to come to the aid of a stormtrooper squad under attack by Tuskens or Ewoks? ...or to save a ragtag Alliance Freedom Fighter group from an underground PIRATE arms deal gone wrong!?) BUT... again... if you ignore their pleas... you LOSE faction points... like an anti-mission.


I would like to see more diversity in the ITEMS that can be crafted... different lighting sources for the home that function, new statues (Player likenesses?? ..at least different races in popular armor), smaller fountains and fire objects, new paintings, and functional items like bookshelves/containers/armories where you can drop a LIMITED number of items IN it and not have it "charged" to the house's inventory number. (like a dropped BH pack). This whould alleviate some of the "please up the max # of items in a house" problem... while allowing people to decorate their houses as well.


As always... I would like to see more complex, multi-tiered missions with elements like riddles, engaging NPC conversation, diverse profession oriented content, and loot that cannot be crafted... but degrades VERY quickly. (to balance) I think these missions should have the option to be BOTCHED in a number of ways (wrong riddle answer/bad conversation/etc) , and occasionally be UNrepeatable by a player.


Please see my earlier posts for my ideas on alcohol, other profession oriented mission examples, a mission submission forum, and much more.


Zeb


...btw. Keep reading Thunderheart... and we'll AL keep writing and reading!! I LOVE this forum.




Zeb Stokes ....Sabbac, Pazzac, and Holo Chess...PLEASE!!!
DrunkenDoc
Sat Feb 07, 2004 5:11 am
#408

I have a concept, fix the daily server reboots and post ETA for the space expansion.



Patch Meup
Mos Tuskia citizen
Durangoo
Sat Feb 07, 2004 5:48 am
#409

Dasyra what I mean is in RL if you want to ren an apartment, buy a house, building or lot you do what ? Look in the paper Real Estate section, go to a Realty Office right. Well why can you add another terminal like the bazaar ones named Reality, place sections on it like apartments, buildings, stores, etc with rent, time share that sort of thing. Player wants a building in Tweed to sell his stuff, goes to the Reality terminal, browses decides to rent a small shop instead of buying, placed a bid, wins the bid, gets a key to the building and all done.



I like the idea of being paid to join but Rebels are guerrilas so cash would be alot tighter, those wages would have to be less than the imperials. There would have to be a max cap say top rank 10k cash per week & 100 FPs, just work that back to a priv. Most military also offer a enlistment incentive why not here too say Rebs get 1k Fps to join, Imps get 3k credits a one time thing, if the character quits then renlists gets nada for a week say, stop the enlistment farming potential here. As fo demotions would be kool if Old Darthy like in the movies for failing missions etc decides your incompetant and just kill's ya.


KashmarZukiss
Sat Feb 07, 2004 6:44 am
#410

Just had a thought, rwading that last post.


When you leave a faction, the number of faction points you have with them should become negative.


Think about it, the more someone trusts you, the more they hate you when you stab them in the back.


So if someone had 2K Rebel points, for example, and then decided to leave, he would have -2K Rebel FPS.


Make sense?

Audaciti
Sat Feb 07, 2004 7:34 am
#411

Harvesters: I wish my harvesters had a option button, that would let me choose if when the resources shifted the harv would mail me, then shift to the highest resourse available, OR the harv would mail me, then go into a "Low power" mode- not harvest, but low maintenance and power usage.


Crafting Tools / Stations: The effeciency rating on tools and stations should have some bearing on crafting: a bonus to both the combines and experimentation rolls. Right now tool ratings seem to be pointless.


Slicing: Slicing tools should effect % of slice. I have Molecular clamps, Precision laser knives, and weapon upgrade kits all at 99.7% eff, and it seems like slicing tools made from poor materials and no experimentation do just as well.


Master Smuggler should get some bonus to slicing.

Master Smugglers (Or maybe at slicing IV) should have a choice for either a guarantee of what is sliced (speed vrs damage, ham cost vrs resists) OR a random effect with a higher base %. Do I want a guaranteed speed slice at 10-30%, or take whatever I get at 20-40%?


Alternative Advancement: I realize that AA is an Everquest concept, but SWG needs something like this. I have a master weaponsmith / armorsmith, that has been adedicated artisanfor 6 months or so, and I seem to be at a dead end. Unless I scrap my crafting skills and take up another profession, I have no further room for advancement. Sure, armor experimentation tapes would help for armorsmith, but I can already max weapon damage with skill left over, and playing with range mods and weapon ham costs is nice, but not critical like armor ham costs. My weapons will never get much better damage wise. I migh find UberCopper with a 1000 con / oq, but I will just as quick run out of my old UberPolymer.


I have maxed out on Weaponsmith XP, and have nothing to do with the points. There needs to be a way for masters to advance- perhaps an Alternative Skill Tree (AST) - for my WS, the AST might have skill boxes to reduce crafting failures, add to success rates, bonuses for crafting specific weapon types (rifles,pistols,swords,grenades, etc) and maybe even a whole master skill tree that would open up the ability to craft my own enhancers. I would even give up regular skill points I have in Armorsmith and Merchant to open advanded WS slots.


Qismett
Sat Feb 07, 2004 8:18 am
#412

To the SoE Development Team,


It's becoming appearent that an external IM system is desperately needed. EQIM was a godsend for it's players and an SWGIM system would be for us. I find a need whenever I am unable to log in due to RL but still want to talk to my friends who are online or when I am offline searching the internet and chatting with say, Yahoo friends who don't play. There are lots of good reasons for an IM system to be created and distributed like EQIM was. I'm saying this now because it would be a long wait if we had to wait 3 years for it as we did with EQIM. Please consider this and thank you in advance for your time.


/deepbow


-Kvjil Ante

Master Image Designer

Master Dancer

Tempest Galaxy
JediTunnelRat
Sat Feb 07, 2004 10:39 am
#413

I'd like to ask a question about Droid Engineers and Creature Handlers. How Come a Creature Handler can have more than 1 creature out at a time when a droid engineer can't as i would have thought that as in the creature handler the droid engineer would be able to handle a few more droids as he understands them and would surely be able to control them better


thank you for reading
humberton
Sat Feb 07, 2004 10:57 am
#414

One of the best things in this game is that you can shape your charter to be self-sufficient in combat. Master a weapon, toss in some medic and a little scout and you have no need to depend on anyone else in combat.

One of the worse things about this game is the way grouping comes into play. Most PvEers are pretty much self-sufficient. They have some scount and medic skills along with a weapon skill. This means that most PvE players have no, or very little idea how to work in a group. Most groups I have been in have been nothing more then mass chaos and confusion.

One reason for this is that the /assist command is so weak. Here is what I would like to see. Typing /assist with a player mate targeted will change your target window to that players target. Typing /assist {Name} will change your target window to {Name}s target. Targeting a MOB and typing /assist will put the target of a MOB in combat in you target window. /assist should not open fire on your targets target. (I hope this makes sense)

What will this do for group combat? Manny things! First having the /assist command put your targets target in your target window, without opening fire, will allow you to target a group mate that is in trouble, /assist, and then use some type of knockdown, or poster change to buy your group mate a little time. Having /assist {Name} will allow you to have a true tank in a group. Letting the tank take the MOB, then the group can /assist {Name} and all open fire on the right target. Last, having /assist MOB change your target window to the MOBs target window will allow you to easily determine who the MOB is attacking and heal that person.



Beeaye
Master Smuggler of AcroCorp
Visit Under the Table in New Acropolis, Naboo
Valcyn Server (-7185 -3860)
Spices, WUK, AUK, Locked Containers (limited stock), Clamps, Knives and grinding weapons by the crate!
Everything a Smuggler needs, even a Smuggler Trainer!
soal-farous
Sat Feb 07, 2004 11:47 am
#415

i got a great idea to make more people join the empire, since that is a big problem.


1) wages. people who join the empire should get like 1k a week or something.


2)those faction insurance things you guys are talking about should be free after you reach staff sargent


3) when you create a character, you should have to option of joining the empire form the creation screen, without the 200FP pre-reqresit(sp). they should get more money to start and maybe an imperial trooper to start off with.


4) better perks. i tihnk it is awsome that imperial banners are being added in publish 6, but maybe an equipable badge that shows you are an imperial, meaning you can go overt anywhere (but you don't go covert as soon as you take it off)


just some thoughts.



-Soal-Farous Maccama, Gorath-
-Master Pistoleer, Master Bounty Hunter, Carbineer 0440-
"Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."
I have a catapult. Give me all the money, or I will fling an enormous rock at your head. - Latin Proverb.
Do You Need Some Soal?

ClollinLightningsun
Sat Feb 07, 2004 12:22 pm
#416



Quote:






I always thought it would be cool if rebels (or hutt factionor something "naughty")did more "terrorist" type stuff. I know that people would have a problem with it, because of all our real life stuff, but maybe a variation could be worked out.


Example:


Seedy Npcs walk into Theed cantina (non attackable but obviously out of place) and walk to the back. They plant a small device that looks like a little box with buttons, and when clicked on for examine has a small timer clicking down. The Npcs leave, but the box remains. Now, this box is a bomb (SWG style) and a master smuggler is needed (overt) to come and disarm it. If he doesn't disarm it in time, or nobody touches it at all, everyone within the cantina gets diseased. Or maybe every Imperial, or person with negative hutt faction/thug faction. Whichever. Covert or Overt, doesn't matter. everyone gets diseased. Now, if a smuggler does manage to disarm it, he gets faction points, or a cool unique reward/schematic for smuggler, or credits, or something. Just random content that adds flavor and feel to the world.


I can't believe this is hard to do and I think it would be grandly fun. I really really hope the implement stuff like this. Of course, the fastest way for this to happen would be to hire me and let me come up with ideas.


-zoo





I like this, but to prevent people from camping the bomb maybe the NPC Terrorists will guard it and will try to set it off if anyone tries to get near it so you have to use various skills (markscent? etc.) to get past them or simply kill them before they can disarm it. Perhaps it should be possible for all players to place bombs, but that would probably cause too much grief and not enough fun (the exact opposite of PLAYER-PLACED PLAYER BOUNTIES, which a lot of people including myself still want. Comon devs! Listen! But back to the topic...) Actually... that just gave me an idea! Placing bombs could be a way for Bounty Hunters to take out targets!


What do you think?




-Clollin Lightningsun, Social Events Manager, New Dawn Corporation, Bloodfin
Page 32 of 37