Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 2-16-04)

TheMDude
Mon Feb 09, 2004 12:33 pm
#40






electricnomad wrote:

Stuff.




This is not the thread or forum for that type of discussion. Take it to the test forum or the smugglers forum but not here. The last thing I want is for this thread to get hijacked by that stuff.

Christ people, this is a thread for making up ideas about stuff to add into the game, not complaining and subscription canceling threats! The developers destroyed the General SWG forum for a reason. Take the hint!

With that said....

I forgot to add to my last post that I think that something needs to be done about lairs and bases spawning under people's houses. It gets highly annoying to ride out of town to a mission only to find out that you can't do it because the lair of vrynocks spawned under Joe's house.
FlintAH
Mon Feb 09, 2004 12:33 pm
#41

Bria = down for the last half hour.... Are yall doing anything to fix this?
picklesSW
Mon Feb 09, 2004 12:33 pm
#42

Here's a concept.

How about opening any level of communication with the dancer community at all? Have you completely forgotten us?




Nocturnalis
Mon Feb 09, 2004 12:34 pm
#43

I for one agree with the process to obtain crystals needs work. Camping NPCs for hours is not the Star Wars way. On top of that the crystals that we do find are useless (twin).


-Surveying for crystal is a good itea. This would be a Jedi only skill, an addition to the initiate box.


-Surveying for crystals uses regular HAM but sampling uses force, so there is still risk involved.


-Sampling should use 100% of your force or some formula that would use a significant amount of it. No surveying for 10 crystals in one shot. Crystals still need to be rare items.


-Sampling for the crystals using force should NOT give Jedi XP (we don't want AFK sampling Jedi)


-Resource for crystal should shift very frequently. This way if a Jedi finds a spot they can't just sit on it or survey and come back later. Or call other Jedi to sample and create a stockpile of crystals. I'd say the area can only be sampled once and them shifts.






MASTER LURKER
I'm always around even when I'm not!
Kiashia
Mon Feb 09, 2004 12:38 pm
#44

With the war heating up so should espionage. (I posted this Idea also in the ID forum.)


Image design should have a way to:


/maskfaction - this would be a crafted item that is atimed based enhancement based on the ID's skill in the profession. It it a covert or nutral enhancment only (does not work on overt players) It should also has a save vs detection much like mask scent would. It can make you appear nutral imperial or rebel. NPC's would see the rank of the person as the rank the player isin their actual faction. IE a rebal LT would seem to be an imperial LT. Recruters however would automaticly break the mask if conversed with.



Risk VS Rewards:


/maskfaction effectivly would make you a spy, when mask is broken by an opposing factionit is an automatic TEF. Nutrals would not get TEF since there is no opposing faction.


Masking somone to nutral would be fairly easy to maintain with less risks of mask breaking.

Masking someone as an opposing faction member would be more difficult and should only be attempted by using high quality kits and or having an ID placethe mask on you.


*ID mask bonus* If the mask is manually applied by a ID the duration and effectivness of the mask would be increased.






Kiashia [90 Elder Jedi, 90 Spy, 90 Medic, 90 Bounty hunter, 90 Commando] The crystal is the heart of the blade. The heart is the crystal of the Jedi. The Jedi is the crystal of the Force. The Force is the blade of the heart.

nnn((((((((((nnnn]9X9ggggggggggggggggggggg)


Imarahi
Mon Feb 09, 2004 12:42 pm
#45

I was wondering if people could have children? I know it'd be almost impossible to put into the game now, but I wanted to share my idea (don't know if someone has already posted something like this). But maybe people, when they create a character could have the choice of being "adopted" by couples or singles from a galaxy-wide database, or being an orphan possibly, or becoming a normal adult like we do now. It might give you a head start on the profession of your parents or they could pay to put you through a trade school. And maybe then food (toys?) would have more importance if it would help you grow, and make character creation more of an ongoing process, aside from skills and material possesions. Then control would be up to nature (too little of that ), and maybe the parents you chose would have an impact on your height, or your end hair tint or something.

The world feels very barren in a way, because everyone running around is adult and usually in the prime of their lives. And it might be a more enjoyable money hole, or maybe a perk for marriage? I don't know. Just had this thought and wanted to share it with you guys ^_^
FlintAH
Mon Feb 09, 2004 12:50 pm
#46

Fix Bria



Offline/Loading.... 75 minutes and counting


MayRee
Mon Feb 09, 2004 12:50 pm
#47

Backbite wrote:

-------------------------------------------------------------------------------------------------------------------------------------


Also, we need wall art for our homes when up/down is introduced (Publish 7, right? Right?). It would be technologically infeasible at this point, but it would berather coolif we could take screencaps and have artisansturn those into custom wall art for us.


----------------------------------------------------------------------------------------------------------------------------------


This would be awesome. It would be great to hang screenies of our friends on our walls.





MayRee Shen-Ku
Master Tailor Master Pistoler
ultraddtd
Mon Feb 09, 2004 12:53 pm
#48



electricnomad wrote:

I've got a question about the process.

Why are Smugglers having their skills given away in exchange for Imperial Faction Points? This is a major new change in the skillpoint system, since it enables Imperials to access all 250 skillpoints and then gain the equivalent of another full line of skills - in this case, Underworld from Smuggler. In fact, an Imperial who invests in some rank gets better smuggling skill than a Master Smuggler. It would be bad enough if an Imperial would have better contraband movement abilities than a Noviec Smuggler, but allowing guaranteed success that exceeds even a Master? That's just poor gameplay.

There are other ways to give perks for rank, such as a few small skill mods, or the ability to call more Faction pets. But swiping a profession's core ability - smuggling, ie moving contraband - is just not a good way to balance the game, and this move will devalue the skillpoints that Smugglers invested in their profession.

For more information, go to the Smuggler forum, where this has been an intensely-discussed issue since it was announced. This isnt' a Rebel versus Imperial issue, it's a Smuggler versus non-Smuggler issue, and any other profession would feel the same if their skills were being taken away in exchange for Faction Points.

You need to come to the Smuggler forum and work with us rather than stonewall during controversy. The Devs said that 2004 was supposed to be the year of better communication. Despite a few threads like this one, which just seem to be openings to vent, I haven't seen it happen.






Smugglers can mask the entire group that they're in from scans, High Ranking Imperial officers can't do that.

--ddtd
eyeodragon
Mon Feb 09, 2004 12:57 pm
#49






Imarahi wrote:
I was wondering if people could have children? I know it'd be almost impossible to put into the game now, but I wanted to share my idea (don't know if someone has already posted something like this). But maybe people, when they create a character could have the choice of being "adopted" by couples or singles from a galaxy-wide database, or being an orphan possibly, or becoming a normal adult like we do now. It might give you a head start on the profession of your parents or they could pay to put you through a trade school. And maybe then food (toys?) would have more importance if it would help you grow, and make character creation more of an ongoing process, aside from skills and material possesions. Then control would be up to nature (too little of that ), and maybe the parents you chose would have an impact on your height, or your end hair tint or something.

The world feels very barren in a way, because everyone running around is adult and usually in the prime of their lives. And it might be a more enjoyable money hole, or maybe a perk for marriage? I don't know. Just had this thought and wanted to share it with you guys ^_^





um... try "The Sims Online" sounds like that game may be more to your liking.




______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
But Laziness Always Pays Off Now.
Torhin
Mon Feb 09, 2004 2:01 pm
#50

Many friends and I are distressed over a situation involving master of professions. We feel that masters should get you acertification. Ranged and melee give certification for (sometimes)best chioce of weapon at novice, but then you use that particular weapon all through master. I suggest possible weapon certifications be given at master, that give full emphasis on everything surrounding the basic idea of the profession. I.e. a pistoleer will get a dual pistol weapon, or swordsman get old energized swords like jedi used to use before crystals. Perhaps TKA will get a 'fighting gi armor' certification or dancer will recieve a special type of necklace with action stat buffs. Maybebounty hunteres will recieve a special tracking droidcertificationthat can tell which planet a target is currently on or an upgrade to droid for such an ability. These are just some suggestions I find interesting. I personally find it unencouraging that master will not get me anything new to show my new profession skills, to show that I am a master this or a master of that. Just simply a badge and title and stat buffs i already have been getting. Master artisan get to create vehicles. Which is a great additive and gives drive to complete the profession, other professions lack this and will discourage some form completing it.
Auron711
Mon Feb 09, 2004 2:04 pm
#51

I think it would be cool to have 1 faction base that is static per planet. Both sides of the GCW would fight over it, and whoever controls it get a 10% faction bonus for everyone on the planet. If you control all planets at the same time, the bonus is jumped to 25%. The battles would be similar to the Armory on Naboo. System messages couldbe made available IF you have selected to receive them("Your allies are requesting your help at %Location the enemy is attacking" or something like that). I have read alot of postssaying that the devs are trying to forcepeople into PVP, this is not myview, but this would at least give everyone a great reason to participate.I havent read EVERYTHING that has been posted, but if this idea has been posted before, I am sorry.



______________________
Smisa Odojja - Tarquinas
Colonel in the Imperial Army
Vadr, Naboo
----------------------------------
electricnomad
Mon Feb 09, 2004 2:04 pm
#52




Brawlmaster wrote:

Sure, if you're a high-raking imperial officer you get through the scans easily. But say you want to
be a rebel, and play as a rebel, and do stuff rebelliously. Then you either want to be a smuggler,
or become very good friends with one.

To me this sounds like a perfect fit for the Star Wars universe.




Okay, Brawl, since you mentioned in your sig taht you were a Master Weaponsmith...


Would it be fair if Imperial Officers could go to a Recruiter andbuy a Stun Rifle that was 1.5 speed and did 800-900 damage?


Would that be good for you as someone who invested a lot of skillpoints in making weapons to have someone be able to obtain weapons that make you and your skillpoints obsolete?


Sometimes it's about gameplay, not strict Star Warsiness. If this were strict Star Wars, we'd all be permadeath, nobody could hold50 large houses in their backpack, nobody could pull a landspeeder out of their backpack, etc. Realism doesn't always get you to the best possible situation. This is one such situation (assuming that it actually IS Star Warsy to allow Imperial Officers to use criminals to obtain better weapons and buy crates of illegal drugs - which I'd dispute in any case).





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

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