Development Cycle Archive

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

LadyLeala
Tue Jun 15, 2004 4:22 pm
#40

I know a lot of the systems are changing with upcoming publishes, but I thought this would be a good time to post this idea:


Right now, Jedi's appear on the BH mission terminals after meeting certain "requirements". That's great.


Now... what if Bounty Hunters appeared on the mission terminals when they FAILED to kill a Jedi 3 times? It would make sense, in the story... especially for Imperial BHs...



Wayfarer's Designs

Relocating on CHILASTRA

CLOSED UNTIL FURTHER NOTICE


cgdarkbolt
Tue Jun 15, 2004 4:37 pm
#41

A few things that I would like to see discussed...

1. Email Revamp
Basically all we have at the moment is an Inbox. Are the developers considering expanding on this and enhancing the Email system within the game to incorperate (but not limited to), Sent Items Folder, Several Customizable Storage Folders. (Options such as Create new Folder, then rename folder, transferring mails from one folder to another).

2. Extended Bio Text
The existing section where players can enter and edit their own Biography is very short. I for one have started writing a nice little bio when about half way through I am suddently stopped by this limitiation. Would it not be possible to extend this section to several times it's current size.

3. Automated Email notification for Harvester's Stopping.
Despite a vigilant attempt to keep all harvesters up-to-date with maintaince and power, there can be times when you may have put in less power/maintaince than what you thought, and for days at time you can believe your harvester is running, when in fact it is not. In addition to this harvesters automatically stop once a resource has dried up or shifted, again with no notification that your harvester is sitting there redundant. Could an toggle option be included to receive/not receive email notification of harvester's halting.

4. Option to show Online Status.
I've heard this mentioned a while back but not seen any further discussion on it. An option in the users setting to show their online status to others. Useful if you wish to come online to carry out a certain task but without the interpution of tells. At times if I wanted to only check my emails or do a quick harvester run, I could get bogged down with tells, when I'm not wishing to engage in conversation for any particular reason. I think i've seen it commented that the one stumbling block to this would be bank tip notifications. Prehaps this is one area where a sacrifice is made. Meaning that once you do toggle the option to Online, you will only THEN receive anything that has been bank tipped to you and the tipper would then also receive their notification.



Atlan Dunn / Poke - High Councillors of S.F.R.












Ramses1
Tue Jun 15, 2004 8:50 pm
#42



NPC cities should be faction-controllable.



There should be several terminals (maybe 3-5) throughout every city that can be hacked into and taken over by faction players (Imperial, Rebel, or Criminal). If a single faction gainscontrol 100% of the terminals in a city - the city falls under their control. The city spawnssmall numbers of NPC militia of the controlling faction, members of that faction get anice discount to shuttleport/starport tickets, and maybe crafters, entertainers, and medics from that faction could get a tiny bonus while within city limits. Turrets and resources could be donated to the city to increase defenses against declared opponents. That faction's flags would fly from building-tops and arches. This wouldNOT enable people to place installations in town, which would be impractical, it would be about controlling what's already there. The city would only be a "victory location" of sorts. The city would not change hands until 100% of the city's terminals are controlled by another faction so that the defenders have the advantage as is realistic in urban warfare. Factions couldfight all-out invasions or drawn-out, days-longguerilla conflicts through city streets and buildings with each faction controlling some of the city's terminals. Important city buildings could fall under siege. You certainly would not have lone,overt members of one faction strolling unmolested through a hostile city (as they do now, quite unrealistically) with turrets and NPC guards on hand!


If one faction controlled all the cities on a planet, there could be additional, slighty more substantial bonuses involved.


Making NPC cities faction-controllable would not unbalance any profession or any faction - the bonuses would not bevery powerful (more like "helpful" and "convenient")and would only really apply within the city limits.Undeclared, new players would not be at risk and wouldn't notice anything but a cosmetic change if a city changed hands (and a lot of corpses). It would do nothing but add a visible, compelling strategic aspect to the GCW. It would provide an appropriatesense of oppression to rebels on occupied worlds, and it would infuriate and disgust every Imperial visiting a city controlled by rebels or crime guilds.


Imagine the galaxy-wideImperial outrage and retalliationif Theed fell under a rebel siege! Imagine the stress of knowing the enemy are on their way, but not knowing which terminal they'll hit first, where to deploy your forces for best impact! Tactical and strategic thought would play deciding roles, true leaders would come to the forefront. It would add pitch and intensity to thelarger strategicscale of the GCW, and make people feel like they really have a solid role in universal events. In short -it would be the perfect large-scale project to follow up the space expansion and bring the GCW to a new high.


Give it a fair thought anyway, you may see some part of the idea worth expanding on, or maybe it would work with some revision.
jedityme
Tue Jun 15, 2004 11:48 pm
#43


Here's just a few things that could be interesting.

Flatfingers
Wed Jun 16, 2004 12:51 am
#44

Thunderheart, over the past year I've proposed a number of enhancements to SWG (in addition tomy Space Expansion suggestions).


I'll summarize some of these ideas here. It would be great to get some feedback on the likelihood (or difficulties) of getting any of them implemented in any form.






1. PLAYER CONTRACTS


Goal: Let playersmakecontracts with each other for specific kinds of economicexchanges.


Purpose: Expand economic activity and opportunities for player interaction and roleplaying.


Pros:



  • increased economic activity that doesn't require expanding the money supply

  • more socialization through giving players a rich new mode of interaction

  • better socialization through establishing trustable long-termbusiness deals

  • enhanced roleplaying by letting players use contracts as part of player quests

Cons:



  • complex enough to require something like a "contract resolution engine"

  • contract satisfaction conditions must have a very high correct detection rate

Examples of possible contract types are:



  • Exchange (swap goods for goods or goods for money [Secure Trade Mk. II])
  • Tribute (give another player goods or money for an unspecified reason)
  • Transport (move items [or player characters] to a specified location)
  • Delivery (give items to a specified player character)
  • Destroy (eliminate a specific lair or mob, or destroy a unique item)

  • Recon (go to a particular location)
  • Obtain (take possession of a specified item)
  • Entertain (dance or play music for a specified player character)
  • Heal (heal wounds or cure diseases of a specified living target)
  • Buff(applyhelpful HAM effects toa specified living target)

  • Craft (create a particular kind of object, possibly with certain stats)
  • Slice (attempt to slice an object)
  • Repair(attempt to repair an object)

  • Guard (defend a specified player character)

  • Bounty (kill a specified player character [who must agree to be a target!])
  • Marriage (marry another player character [note that this allows divorce, too])

(Please see messagethreads 15183 and 4421 in theCore Systems forumfor a detailed discussion.)






2. ENVIRONMENTAL EFFECTS


Goal: New tactical abilitiesand more player interaction with environmental phenomena.


Purpose: Dramatically improve the value of goodtacticsto makeground combat more entertaining than just spamming specials to see whose HAM buffs drop first.


More environmentalphenomena should block LOS or make recognition difficult:



  • weather (rain, fog, haze, sand, etc.)
  • darkness
  • distance
  • water (hiding underwater or behind waterfalls)
  • obscuring weapons (smoke grenades)

Additional in-game tactical abilities should include:



  • paradrop (death from above)
  • tunneling (death from below)
  • underwater movement (sneak attack)
  • camouflage shouldbeeffective against all foes, PvE and PvP
  • tree density in forests should slow vehicles down more

  • new environmental effect cancelling devices (flares)

  • new sensing devices (binoculars, polarizing glasses, night vision goggles, spy droids)

(Please seethread 18212in theCore Systems forumfor a detailed discussion.)






3. MODULAR ARCHITECTURE


Goal: Buildings should be constructable from numerous different types of room modules according to specific rules.


Purpose:Allowmore individual expression in home styles, andprovide Architects a moredynamic market for houses.


Rather than picking from only three or four house models per world, let players construct houses from prebuilt modules. Players would only be able toconnect these modules in specific ways according to developer-specified rules.Once abuildingplan has passed throughnecessary internal checks,itmay be saved in the datapad for reuse in the design tool, or as a blueprint for constructing actual houses.


Examples of appropriate rules fora next-generationplayer building design tool are:



  • every module has a defined number of items whose storage is supported
  • every module has a defined cost in resources, components, and lots
  • major modules (big, tall, or special rooms) take up 1 lot
  • minor modules cost 0 lots
  • stairway modules cost 0 lots
  • buildings are limited toN lots (where N is some reasonable number like 10)
  • only one stairway module is permitted per building
  • modulesmust be connectedat connection points (openings or doorways)
  • modules may not be placed inside other modules (except for stairway modules)
  • modules must all be of the same style (Corellia/generic, Naboo, Tatooine)
  • buildings musthave a "building type" selected(to set the correct structure type)
  • buildings must follow all other rules required by the SWG graphics display code

The total cost in resources and components of a plan is the sum of all resource and componentcounts for all themodules used in that plan, multiplied by a complexity factor. The total number ofitems that can be stored in a houseis the sum of itemstorage counts for all the modules in that plan.Finally, the maintenance rate of a building is calculated from its number of storable items.


(Please seethread49394 inthe Architect forumfor a detailed discussion.)






4. PLAYER ORGANIZATIONS


Goal: Let players create their own templates for hierarchical organizations.


Purpose: Players need a game-supported tool for defining a groupinghierarchy.Currently players have to do informally, unless they're able to use the ranking feature for those participating in the GCW. This proposed newdynamic organization-defining systemwouldreplace thecurrent staticfaction rank system used by players active in the GCW,and wouldextend that ability to be a part of a hierarchical organization to all other players.


Players would be able tofill ina chart indicating the titles of rank,subsidiary relationships amongthe ranks, the number of players who can hold those ranks, and the conditions for moving up to any rank.


Examples of formal organizations that could be created with such a tool are military commands, crafting guilds, entertainer unions, merchant corporations, Jedi sub-councils, and orders of nobility.


(Please seethread26640in theCore Systems forumfor a detailed discussion.)






--Flatfingers

Rogue1970
Wed Jun 16, 2004 1:46 am
#45


Concept Ideas I've had...


How about - Multiple Casino Droid modules to put in Droids that wouldoperate an architectcrafted game table made outa Uber loot from Jabba's palace and were sliceable by smugglers who could cheat or get caught and allow the Droid owner to put a bounty on him at the BH terminal in a player town that actually has an informant making the terminals useful.........


Bah, that was a long thought...


Graphical Billboards for player cities. Craftable by Architects, usable by Politicians and Merchants.


IE Browser Interface in-game to connect to the forums at least, the entire net would be nice tho.


Make our in-game email [email protected] so it could send and recieve emailto/from the web and add a web interface to read our in-game email outside the game. If you don't add the IE browser interface as suggested above - it would only read text based email in-game and ignore HTML.


I can dream can't I?





YEZ & GNOINTREPID
Ace Pilot 12pt/17pt/17pt ELDER
Bounty Hunter Master Shipwright

YezStar ShipYards @
Fayth, Corellia Mall
3400 -5825

BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

OrionSeven
Wed Jun 16, 2004 4:11 am
#46

The holo-grinders didn't get to see that much of the effort that the developement team put into the game. We casual players got to see all the POI's, and do all the themeparks, and fight all the critters, and try all the professions (not master, just try).


The Holo-grinders get their jedi because they didn't do anything else but AFK macro grind professions. People like me spent forever seeking out an NPC to talk to in the hopes it would give a clue how to unlock.


Do we casual players get any rewards? The mindless zombies got their jedi... What do WE get?


I think that's a concept that you should really put some thought into.



~~~~Ario Freelight~~~~
Nerj
Wed Jun 16, 2004 4:30 am
#47






OrionSeven wrote:

The holo-grinders didn't get to see that much of the effort that the developement team put into the game. We casual players got to see all the POI's, and do all the themeparks, and fight all the critters, and try all the professions (not master, just try).


The Holo-grinders get their jedi because they didn't do anything else but AFK macro grind professions. People like me spent forever seeking out an NPC to talk to in the hopes it would give a clue how to unlock.


Do we casual players get any rewards? The mindless zombies got their jedi... What do WE get?


I think that's a concept that you should really put some thought into.





Wasn't this game supposed to be for the casual gamer? Yet, the Power Gamers rule again another promise broken by SOE.


Now since holo-Grinding will be ending soon, we will need some NPC entertainers to replace those that left the game due to Holo-Grinding and the lack of Holo-grinders, plus with NEW quests for entertainers, will we ever be able to find one?





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

jedityme
Wed Jun 16, 2004 4:40 am
#48


Forum post



Ok... I don't know why that just happened but I am very very sorry it did... I just hit the spacebar and something else and it submitted it twice. Sorry again.


My favorite planet, Naboo, has a whole bunch of stuff that could be added. I'm a fan of the wildlife, so you guys could add in Shaaks for fillers in places. They are all over Naboo. Could give Naboo some recipies that no one could get anywhere else since the Naboo people use them for food.


Tusk Cats are used by the Naboo as mounts in some cases. Could be made into a mount later in the game. I'm a big fan of the mounts over vehicles hehe. If fact they use them to get Gualamas in some cases. Gualamas are my favorite creatures in the game, I'd like to see them as Mounts too and they are the closest things to horses I've seen. And they are pretty. =)


Where are all the Guarlaras? Or Greysors? Voorpaks? Come on guys, Naboo is probably one of the coolest Planets in the star wars Galaxy. I don't see any Motts either. Pikobis? They look pretty cool. Even the Hrumph would make a cool addition. Muudabok? Pom-Hoppers are alittle too small. Kinda like Voorpaks... well what about Shiros? Or Clodhoppers? Saw tooth Grank? Bursa? Zalaacas are really cool looking. Blarths are really ugly but could be cool lookin pets. I'm still waiting to see Aiwhas... Gungans not only ride Kaadu and such they also ride on Aiwha, birds. Think of the possibilies guys!


And Lastly... You have the Dragons of Tatooine... the Ewoks... the huge... thingers on Endor... What about the Titavian? You could have it show up once a month or something on the coastline. It's really cool looking. 100 meter wingspan. Just think about that!


I know, I'm asking a lot. Naboo, especialy with the underwater cities and huge array of life, probably like many other planets, could be so much more filled in and expanded... from Ota Gunga to the wildlife to the clothes... everything could be expanded and made better. I'd help you if I could, but somehow I don't think anyone wants any help on that.


The clothes all the Naboo wear are increadable and if you could make them makable by image designers and stuff it would look totaly awesome. Though some of the royalty looks odd, the other clothes are great looking.


AND also think, this is only Naboo. I'm ONLY telling what I know about my favorite planet. Sadly my favorite race, the Gungan, isn't playable. Think of all the stuff you could put in for every planet. Don't just make new quests and things for powergamers... make things for adventurers and people who like to see the wildlife and countryside. Make the game as wonderful as the Star wars galaxy really is. This game has more potential than any other game on the market, and I would like to see it excell where all others have failed.


Sorry for such a long one.


~Dethous


somewhereintime
Wed Jun 16, 2004 5:38 am
#49

Simple question with a possible easy fix?


WHAT ABOUT THE VERY YOUNG AND THE VERY OLD IN SWG?


Why aren't there children and elderly running around in the cities and settlements? I can see that nobody would want to kill a child or elder, but make them non-available to attack. I just think it would make the Star Wars "feel" a bit more realistic to the sagas. Like a young twilek, or wookie, or rodian.


Just something that I've been thinking about.


jedhel
Wed Jun 16, 2004 5:49 am
#50

/agree with the above post



Jayareoh Boon:Gunslinger
Rebel Colonel
jed XIX



jedhelshop
Jolieann
Wed Jun 16, 2004 6:56 am
#51

---Harvesters---


1 - Create "shortcut Command" to place power IE: /setmaint 64000 [which is for credits]

2 - Create "shortcut Command" to remove everything from the Hopper.

3 - Create "shortcut Command" to turn on and off Harvester.


doing all this through the menus takes hrs.

ive checked all through the holocron and couldn't find any commands for them. if someone knows they exist give me a mail at [email protected]. THANK YOU!


Jolie Ann {bloodfin}

mayor of Sekotan Creek on RORI

CEO of the Sekotan Creek Conglomerate


Bakarn
Wed Jun 16, 2004 7:58 am
#52

For Bounty Hunter


1) A player can addamission (description, reward, ...)in a BH terminal to kill another player who can receive a mail to know that he is being hunt.


2) One mission can be choosed by many BH.


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