Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-8-04)
You know, stuff that has to do with speed, and stuff that has to do with the numbers 1/2/3, or maybe stuff that has to do with both.
How about you comment on these rumors. I do not understand why your strategy is to leave players in the dark as long as possible about the upcoming changes and why you forbid your/our correspondants to share information with us, but if rumors like this are out there, maybe you could get an answers for us?
We all use swgcraft for our resourse needs.
Why not have this function in game ?
Data base is there. They could involve it in new 'content'. Like a satelite an architect could make. Yould need one per planet you wanted to monitor.
Then your Resource data tab displays the information. They could even be (locationless) waypoints. with the stats in the mouse over.
REGARDING BOUNTY HUNTERS:
forget the defenses! who needs em?
proposed bh special abilites:
1. bh shouldbe ableto craft high explosives and set them up as traps that are invisible until triggered. i.e. the bh rigs a nice explosive trap down a dark alley. then he lures an unsuspecting victim down said alley. the victim triggers the trap when he/she comes within 10meters, but the bh is immune to it. this trap should do more than considerable damage, medium ap,blast. more than 1 type ofexplosive trap could be available, but i think 1 is enough to have ALOT of fun. a 1 hit k.o. would be awesome!
this would make players very unlikely to follow a bh, and that alone is worth something to me. allowing me some time to think up some more strategies, as well as working wth the current system.
2. Give bha restraint weapon. the vuln exists, and we are just the players to use it. a restraint weapon could make a player/npc immobile, and unable to use specials for a specified amount of time. perfect for capturing or killing.
mandragore, master bh, kauri
Plus I have read a lot of comments about what people want from being a bounty hunter. From these I get the feeling they all want to be like Boba and his dad. Nevertheless from the movies we get te feelings no Bounty hunter is the same. One is even a droid ( IG 88 ) though it seems it was a droid programmed to in fact hunt Boba fett explaining the presence of his carcass in the ugnaught forge when they are trying to melt poor C3PO.Others are aliens with all kind of weapons ( rodians trandoshans and and more like Zuckuss) one is a cyborg ( Dengar ) so it seems not two BH are the same. In the game they seem like la enforcer though in the movies they are sometimes hired as assassins
From that I get the feeling they should have access to a more diverse array of weapons and skills than other professions: my suggestion is t hat being costly in term of prerequisites the Bounty hunters could be allowed to have access to the skill trees of other professions without costing skillpoints
for instance they could choose two Skills upon being novice that they can choose to develop just as the rest except they dont cost any extra skill points and two other skills once they reach master BH the profession they could take skills from, could be commando ( the fetts are seen using rockets and flamethrowers and boussh doesnt surprise anyone when using a thermal detonator ) elite melee professions ( a tera kasi could hunt targets as they are typically hired as assassins and several of jabba's henchmen use pikes and such) elite marksman professions, ranger as a lot of ranger skills make more sense for a bounty hunter than for a ranger ( manhunting skills obviously ) it would be easier to give double skill points for all players I guess
for vehicles: what about a special move that increases speed but at the cost of the vehicles 's good state ( eats health) I am sure you could take off the vehicle decay feature as all players would use the extra speed
that special maneuveur could be a skill for a future craft piloting skill tree why would we need vehicle handling skills? they could add special options to make piloting more intense: a few example: a special vehicle bash attack: makes vehicle temporarily solid pushes target and has high chance of knocking down makes vehicle solid for a few second and makes it vulnerable to damage if bumping into a wall or something solid tree, rock rancor ... special u turn maneuveur special dodging maneuveur if guys target your vehicle while you are riding vehicle combat: allows to use one handed weapons while driving..
mounted turrets certification for speeder bike..
these ideas could be used for space vehicles and pilot professions in my humble opinion
there could also be a "make target vulnerable" attack that makes you susceptible to bump into an obstacle and take damage from it while you normally can't.. would make a "death star like" or "endor like "pursuit very exciting
vehicles damaged to zero from bumping into an obstacle or from being shot should blow up and kill pilot
transport troops like AT ATs and the troop transport craft in the yavin base should be brought in
the pilot professions could be: fighter pilot starship pilot / speeder pilot / transport driver / technician )
my two cents..
what about making disabled vehicles repairable? I mean unless you make them blow up they could be repaired at the garage?
that vehicle
Could you guys add collision detection? it makes the game look amateurish when i can walk through objects.Final Fantasy XI gave players a huge speed reduction when they walked in to NPC, Creatures and Playersbut made everything else solid it made the game world seem "real" andstoped greifers from standing in door ways.
Heres a list of ideas that we've come up with:
1.Better (more varied) aggressive NPC AI: such as they don't always attack you if they're alone; they sometimes run away if you attack them; they give up sooner (especially if you're on a vehicle); they hide behind objects, shout for help or beg for mercy.
2. Vary the areas where "thug" NPC's hang around in cities. Have this change every hour or so. This will limit the effectiveness of all the /AFK killers who stand around in cities all day with macro's shooting NPC's - they should work just as hard as the rest of us!
3. Archaeologist profession or skill (perhaps something like "forage"). This can be an offshoot of Scout or Artisan. Since the Star Wars universe is thousands of years old, the Archaeologist should be able to search for artefacts (such as old weapons, pottery (for decorating homes) and jewellry), in the temple sights we see dotted around the landscape. This ability would tie in with the museums that people are opening. The artefacts should vary greatly in quality, and should ONLY appear in temples and ruins that are randomly generated across the planet each day - this will prevent players camping there and using macro's to loot for days on end. This ability is also an alternative to "treasure maps" (or could be a new way to find maps) ... It's also much less predictable.
4. Ability to modify your own image in simple real-life ways, such as shaving, growing a beard, changing hair style slightly, letting hair grow. Image Designers would be required for anything more than that: Tattoos, body shape changing, etc. and would be more specialised, and therefore a more desirable profession.
5. Daily NPC Imperial raids against Anchorhead, Moenia and other Rebel strongholds. The same with Rebel raids on Imperial strongholds. These raids could be against overt players or rival NPC's. In all cities: More evidence of the battle going on around players, and more reaction from standing NPC's (trainers, etc.) when a battle breaks out near to them (ducking, hiding, etc.).
6. Ability to customise armour in simple ways: Add markings to it (a tally of opposite faction members killed, for example), or change colours. Perhaps add more variation to each type of armour (allow the Armoursmith to do this) - Different visual lumps, bumps and scratches. That way, everybody isn't running around in the same armour but with slightly different colours.
7. When joining the Imperials, make Storm Trooper armour mandatory (but less powerful) for Imperial missions when at lower ranks. Once a player reaches a rank such as Captain, give them better Storm Trooper armour or allow then to wear whatever they like on faction missions. This would make the Imperial Crackdown look more realistic. Of course, the Rebels should also get bonuses for joining: Perhaps Dead-Eye or low-resistance armour to wear on missions.
8. Scout Armour for both factions only wearable by Master Scouts.
9. Being awarded more HAM points for reaching Master ina profession, so that you can distribute them to allow you to wear more encumbering armour suits or perform more Action events. Of course, you lose these extra HAM points when you give up the profession.
10. A "season pass" for the ships between planets. Having to spend up to 4000 credits every time you want to go from planet to planet is a quick way to lose money, especially if you travel from one planet to another on a regular basis. For a one-off price of around 10,000 credits, you could have a pass to travel wherever you want for a week (or a few days). This would only be for planet to planet flights, not shuttles from one city to another on the same planet.
11. Add more travel routes between planets, for example between Naboo and Dantooine, or Tatooine and Yavin 4 ... having to travel via another planet (although realistic) is expensive and time consuming, especially given loading times between planets.
12. Move a couple of the travel terminals in starports closer to the landing bay area. If you are "passing through" a starport, you won't have to run as far to buy another ticket. The season pass would also prevent this irritation, too.
Thats all for now, you'll be happy to know. Thanks for the chance to offer our suggestions!