Development Cycle Archive
Thread: Desired Rewards
If whatever schematics were dropped were limited to a single production and required components from a crafting profession I don't see it as a horrible option, but I'm not thrilled with it either. Items that are quirky and rare would be good too. Unique items are just too much trouble. Going to the effort of designing an item which will occupy a serial number slot and be available to only a single person and yet be varied enough to be noticed as being unique is a problem.
Get rid of all of the broken garbage items except perhaps two, and change the junk dealers to accept any non-weapon item which does not contain an "object creator" for some ridiclously low price between 5 and 25 credits. If it falls into the junk category and is on sale on the bazaar, have it auto-sell to the junk dealer for 20 credits if it doesn't sell by the expiration of the auction/sale timer. This should eat some spare useless items at no penalty to the players or give a decidedly small incentive to go directly to the junk dealer to get rid of some of them. If an object has an object creator, allow sale for 0.3 credits per resource used in crafting it up to 0.5 credits per resource if the person selling it is a merchant. This should cause at least some degree of item clearing whichI would hope aids in database clutter removal to make up for any rare or unique items you did put in.
Similar to the above suggestion, make neutral gunrunner or weapons dealer NPCs (instead of just the aggressive non-conversant ones)to which players can sell all those piles of cdefs and stone knives for 2 to 8 credits if they have no object creator or 0.3 credits per resource for weapons with an object creator up to 0.5 credits per resource for smugglers selling these weapons (depending on underworld skill level...it isn't much, but at least it's something.) Or even allow the ones without an object creator to be dropped on faction recruiters for 1 FP each. This is also just a slightly thematic way to destroy clutter.
The best reward of course is to have the game become somewhat more interactive with the player's condition. They could affect faction levels for non-GCW elements or for GCW elements, and then have follow-through. What I mean by follow-through is that if you have 5k tusken faction, have them stop shooting at you and show up on the map as yellow, and then have a few you can converse with. The FP standing can influence what quests are available, depending on who is your friend and who wants you dead.
NewJedi wrote:
(cut)...But maybe we could loot a hyperdrive motivator, or a reactor core...(cut)
This is a prime example of what I mean. You loot a hyperdrive motivator. Suddenly, all the jawas think you're WONDERFUL! You can converse with a few now. You sell them one...and whamo! +5k jawa faction and friendship for life. Meanwhile, you just broke one of the few laws agreed upon by just about everyone in the galaxy: Don't give hyperdrive technology to jawas. -1k to all other factions except rebel, which is -500 (they're tolerant but that was still a bad move), and imperial, with whom you get -5k and a kill on sight order. Suddenly, those two stormtroopers in the Mos Eisley cantina who have been harassing that same blue couple for all eternity turn on you when you enter and open fire...of course, things don't currently work that way, and it would require adding legal/illegal/bounty/wanted type status for quest completions. But this sort of scenario, where the quest actions impact the entire gameplay of that character as consequences of his or her actions would be a most beautiful reward.
Also, if you do indeed decide to add more skill points after new professions are awarded, making them available only via large quests is a perfect method. But not until you get player corpses and insurance up and running. Various quests for this sot of thing can have different requirements as well. Some combat heavy, some exploration heavy, some might even be crafting heavy. Really big quests that required all three would intrinsically be teamwork heavy. This is only if you decide to add points and then only as the mechanism though. I'd really rather see actions with consequences on gameplay.
Hedron Baht - Master Artisan/Master Weaponsmith/Master Shuttle Passenger
"A loading...time ago, on a galaxy far, far from stable..."
Idea number one:
Make some of the loot drops be rare or very rare schemtics for specific crafters to make specific items. For example, a schematic drops that is Armorsmith only AND is "No Drop", ala Everquest. The schematic is used to make a very nice piece of rare armour. So if people want this armor they will have to go to an armorsmith that has this schematic. He can sell the armor for whatever price he deems appropriate.
This addresses a couple things. One, no more "cookie-cutter" crafters. With loot drops like this different crafters will have the ability to make different things and no longer will all crafters be basically the same. And two, this will "force" more grouping as only a certain type of crafter would be able to loot it, because it is No Drop.
Idea number two:
Make some loot drops be rare or very rare ultra special enhancements to various things. For example a special enhancement crystal that a combat class could add to a piece of his/her current armor that would sgnificantly reduce the encumberances. Or even an enhancement crystal that would improve a weapon, or make a schematic better, or make for a better chef recipe, or increase the HAM on a single CH pet, or whatever...use your imagination. Maybe even a "universal" crystal that will enhance lots od different things but only a one time use, so anyone can loot it and improve something they already own. The sky's...er...um...the universe is the limit!
FW
No more Krayt tissue till you guys take away the chances of critical failures as a master. I felt so horrible when someone came to me with a Krayt tissue and I had a failure on the final combine. Since there is no way to prove you failed and are not just ripping them off, I felt even worse wondering if this person is going to run my name through the mud because of it.
i like the crafting augmentation idea, but would like to see it expanded to crafters other than just armor/weaponsmiths... i like the rancor biles that were in the game (haven't seen one for ages).
apart from this i would like "neat" stuff. armor/clothing that has a unique look, unique furniture, paintings, carpets, unique/different skins for pets, etc
Uber spec resources :- for example
We need that Crystal on Radiant to make T21's but do not have it yet, imagine if somebody got some
and could then move them on to crafters...
much the same as already mentioned, but hey a good idea is a good idea.
I would like to see more schematics for new weapons, armor, furniture, building, etc. Along with these new schematics, I would also like to see corresponding certifications. Another suggestion would be to add more "item enhancement" loot. Similiar to Krayt tissue, these items could add damage, speed, or even a special attack (poison, dizzy, etc). Finally, more badges!!
Hi,
my Suggestion for Loot is simple. If you dont want to weaken crafters by uber loot embedd them. There is already code for single use blueprints in the game, that would be a good way, as well as components for weapons, armours or just a special style.
Okok, a lesser confusing description you want...ill try.
Just imaginea drop that gives you a blueprint which enables your favorite crafter to make you a Composite Armor which looks like a ST-Armor or Boba Fet Armor. Stats from Composite, the look of something else.....
The above and additional components which enhance items by implement them when crafting or, if you are looking for a solution without a crafter, simply add to an existing item. If a +20 Weapon Speed Item drops, its still sorta uber drop. If you need a crafter to add/implement it to a weapon, or if you simply can use it on your favorite weapon, thats up to the devs.
I also would love to see more of the Furniture in the game that is used in public places, like the potted Tree Style 4 :-). Crafter-Specific Quests or drops could enable a Crafter to permanently add such a BP to his portfolio.
Read ya.
It would have to be something worth while. Credits I can get from regular missions, so running to a duengon for credits is not enough motivation. A unique item would help. Since you are asking for something that doesn't hurt the crafter then how about something they cannot make. How about a resource that cannot be harvested? Similar to the fact that CH and BE have a split and soon things both sideswill have things the otherdoesn't makingeach unique. Make the combat class helpful in the fact it could obtain somthing that a crafter might need. This ties the combat class to the crafting classes in a way other than shopper and merchant. For those that are not interrested in just hunting for items to sell how aboutatoken or symbol of completion. I like the badges idea.
Offer the ability for master crafters to "buy" extreamly rare schemtics from "labs"...These schematics are expensive, and one time usage.....These schematics would offer unique weapons, or even more powerful versions then existing weapons/lower encumb armor...
These schematics should be a big money investment, like close to if no exceeding 500k.....They should also require the highest quality resources available, with that in mind, I would redo dungeons/quests to be like this....
1.) Would drop extreamly high quality resources, like 999 OQ steel in groups of 500+....
2.) Dungeons would have large money chests in them, this would be the sole compensation for the special chematic money sinks....
Missions ect would not be increased, with the huge money sink of these schematics, eventually dungeons would be required to help any non crafter class pay for these weapons....
This alliviates two problems...
1.) Crafters have no place to spend thier money....They do now.
2.) Non crafters have no reason to go to dungeons/do quests....They do now...
All of these things are interrelated. I suggest that, before you start handing out rewards, you coordinate with the other areas of development to ensure that they can be used as intended.
For faction members of the Rebel Alliance or Empire, perhaps the reward would be a promotion to a new rank and a factional reward like a Turret, AT-ST, something like that for going beyond the call of duty. For non-factional rewards, perhaps rare schematics, tons of credits, or tons of rare minerals, energy, etc. Perhaps even a vehicle, player mount, etc.
Epani