Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-1-04)
Jedis get a second name
biwan: Old Ben walking though the desert comes across a camp of PC Imps
biwan: Old Ben backs up and hides near a outcropping and looks around to see if anyone is around.
biwan: Old Ben pull an old robe from his backpack and puts it on
biwan: Old Ben pulls out his lightsaber and becomes
Obi-wan
Obi-wan attacks the camp yta yta yta
later ofter the TEF is gone
Obi-wan puts his lightsaber away and become
biwan: Old Ben
biwan: Old Ben puts his robe in his backpack and heads to the nearest cantina without fear of anyone knowing he is really a jedi.
So my suggestion is that FS characters should get "permanent" two names, that you can switch back and forth from. With this you can report someone orignor without any problems. one when s/hehas no TEF and one when does have a TEF. you would get /tells and emails from both names, and need to be careful as to what name you use when sending. But if you're careful enough and don't switch to TEF name when others are around, then you would be safe from bounties when you're in non-TEF name.Also I think when using non-tef name you should be able to use a fake title.
Obi-Wan - Master Jedi
Old Ben - Novice Ranger
Padre
Thunderheart wrote:
Cafa wrote:TH,
The recent publish set Droid Storage Compartments experiementation ofquality to OQ/Conductivity 50%/50% vice the previous 100% OQ.
This change was due to a Droid Engineer request.(Pleaseput posts like thisIn Live)
StarchMonkey wrote:1) Any sort of formal update on Armorsmith issues? Have we ever had a Top 5 response? Missing stats from segments/layers, GDK scale drops, shifting stats on PSG, Tantel, RIS.
2) Can we expect new mounts or vehicles anytime relatively soon?
3) Will the Aqualish Cave badge be fixed so I (and others) can get out Master Explorer badge?
1. We are diligently working the armorsmith stuff. See the In Live thread response for a breif Top 5 Update
2. We are planning 2 new mounts...No new ground vehicles (probably) until after Space.
3. I'll look into the Aqualish thing - - are you sure it gets a badge? Not all POIs get badges... (Ill try to head out there tonight)
(Pleaseput posts like thisIn Live)
DjHotpocket wrote:
Please fix the locked magseal containers in dungeons. They are always broken and can't be opened, like a failed attempt on a looted locked container. I examine them and it says there's something in there but I cant's get it and I wonder, "God, I wonder if that is a skilltape or something worthwhile?".
Please give us smugglers more of a role. Blast door blocking your way? Security system needs shutdown? Need a passkey from a terminal? Call a smuggler. Would add lots of Star Warsiness. Especially on faction bases. The door is wide open, like a barn. A door there would only make sense, and make it more fun to break in.The MagSeal thing is tricky because it has to do with container permissions, though the team is addressing it with each Loot pass...
Smugglers Roles will be improved with the revamp - - please see the In Concept Smuggler Thread.
Abraxus666 wrote:
I'd say the ONE thing that would improve the SWG feel would be a brand new mechanic profession.Well, I've lobbied very hard on the community's stance to not add any new professions for the time being. Most people prefer that the Live team focus on the existing professions before we add new ones. Although you can expect new professions with Space and we'll be adding new stuff after the SE launches, though thats way too far in the future to talk about really...
CyberFett wrote:Let me (and the Dev's) know what you think.Nice work CF
Has anyone thought of PA uniforms. Some kind of schematic that allows tailors to craftcustomized outfits for guilds. Even offer an option to include a logo that can be imported or something.
Just a thought.
One of the major things i would liek to see implemented would be some special featured for guilds. After you place your hall and found your PA, there really isn't much you can do with it, and even less to organize. My guild needs to use external forums and websites that, while good, do not reach all members. Heck, half my guildmates never read them anyway. I believe it would be a good idea to implement a bulletin board system that can be accessed by all guild members. Sort of like a separate mail box that members can read, post, and delete messages (with proper permissions of course). The board could be accessed through a special terminal in a guild hall, or some other way. This will help keep all members up to date without having to send endless reminder emails for people to check the forums or the guild site.
In addition to the bulletin board, the guild leader needs some more options on the guild terminal. Perhaps a way to organize members into groups for easier management and to denote ranks and divisions. Above all, I think the guild leader should have a command to grant leadership to another member. I realize that the set allegience feature is already in place, but honestly, how many people have actually used it? Keeping in mind that many guild members never come back to the main hall after being recruited. Therefore, an "abdicate" feature would be a good idea, especially when leaders quit the game or wish to step down. Otherwise, you need to disband the guild completely and hope the members are dedicated enough to reform it.
Third, and this is mostly for eye-candy, some more environment interaction would be a nice touch. Perhaps having small ships landing and taking off from the wilderness or areas around cities will make it seem like there is life beyond the surface. This can be especially true for the Crackdown. Having imperial dropships landing and deploying troops and equipment will make a good addition. Having NPC speeders or NPCs on mounts roaming around will help populate some of the cities with activity.
From the "Core System" forum with copy+paste.
Theme "Travelling":
For example,
Input:
Unknown mineral, 1000 units
ER=700 CR=400 DR=400 HR=800 MA=100 OQ=40 SR=500 UT=500
Output:
Refined unknown mineral, 100 units
ER=1000 CR=700 DR=700 HR=1000 MA=400 OQ=340 SR=800 UT=800
The system might be workable through an interface similar to slicing.
Any given resource could only be refined once.
Given any raw input resource, the resulting refined resource would be stackable. For example, if you have 300k units of "Kobe", a Nabooian Fiberplast, then you would have to refine each 100k stack individually. The three resulting 10k stacks would be stackable into a single 30k stack of "Refined Kobe", usable as such to craft a prototype or a manufacturing schematic.
The certification would be awarded to master artisans.
As much as smugglers require molecular clamps, AUKs, WUKs, etc, perhaps single-use tools craftable by droid engineers (energy resources), bio engineers (organic resources), and architects (inorganics, excluding energy resources) could be required to facilitate the refining process. The quality of the tool would not matter, nor would the quality of the resources used to craft it.
This would add another interesting dynamic to the player-driven economy. It would not increase the number of resources in the economy, because the refining process would be very expensive in terms of the 9:1 input
4. As a doc/architect, I would like to see a revamp of the non-combat system. Currently, someone who doesn't fight finds it hard to survive because all the money is in combat missions. Furthermore, harvesting isn't much of an option with all the nasty creatures that can easily pick off someone who doesn't have combat abilities. In other words, currently it is impossible to do the simplest thing in the game... be an average citizen. The only profession that seems to be able to avoid this are the Entertainers. One of the key advertising points of SWG was the non-combat professions, yet being non-combat isn't an option. I don't know if there is a way to fix this, as the obvious thing to do would be to eliminate hostile creatures on civilized worlds (Speaking of, why are they there in the first place?).
-Dolan Ledgar, Chilastra