Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

Southwick
Mon Jun 28, 2004 5:04 pm
#40

I would like to see ingame cities(ie. cities placed in game at release, coronet, mos eisly) to be habitable.
THis would mean street floor vendors and apartments.
Vendors would be able to place signs on street floor businesses. This would allow for in city shops, and more interesting existing shops. One example would also be a boost to the cantina as an actual cheff could operate from it. There would be elections as already included in the game. Politicians in these pre-existing cities could set zoning laws, and in such set prices on districts and vendor locations-- by the starport = more expensive rent.

Homes could be instanced apartments. Different apartment buildings would afford diff size, location, view.. allowing a variable price market. For more expensive properties bidding could occur with the prime location going to winning bidder.

The reason why this would be benificial is simply to remove the dead city issue. Too many of the cities in this game are dead. Most planets have 1 maybe 2 cities that have any sort of real traffic. Bela Vista never has vistors. This would most likely change if people could set up residence and shops in these cities.

Some might say that this ruins player cities. It would simply move them into a better location and allow for almost everything to function in the same right. The ability to build would in a sense be removed as you would be using existing buildings, but zoning would be important along with interior custimization.

Think it over. I really see this as a unique and interesting way to revitalize so many of the now dead cities in the game.!



Where life had no value,
Death, sometimes had its price.
That is why the Bounty Killers appeared.

- - - - - - - - - - - - - - - - - - - - - - - -- - - -- - - -- -- - - -- -- - -- -
MAKE DROIDS WORK OR THIS IS ALL POINTLESS.
FIX THE WEAPON SWITCH
MOVE JEDI HUNTING TO STALKER RANK
GIVE MBH A SIGNIFICANT BOOST TO PLAYER TRACKING(SO THEY CAN BE MBH)
Ablon
Mon Jun 28, 2004 5:05 pm
#41


I would love to see AT ST's become vehicles and balance it out with a device\vehicle for a rebel that can destroy it.


I would like to see community newletters from the player side posted on the web site; you could select them by who has the most logged hours.


Edited- Player cities need to be moved to NPC cities- see above post-agreed.

Message Edited by Ablon on 06-28-2004 05:07 PM



~~~Bring forth the capital ships!~~~
- SWG - Capitol Ships!
ArkonPhoenix
Mon Jun 28, 2004 5:07 pm
#42

I was scouring through some of the posts in this thread and noticed several asking for a way to have wall around the perimiter of a Player City.


Well, the DEVs answered this at Fan Fest by saying "No, it would be to difficult".


I say keep it up and tell the DEV's what we want, not them.


I'm not trying to be rude to the DEVs or TH, I just know that if we keep asking for it, we will get it.




I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
Bloodfin_Architect
Mon Jun 28, 2004 5:23 pm
#43

Add a new encumberance to armor that causes a reduction in overall health and actionthe longera player wears their armor. The heavier the armor, the greater the penalty. Make this new encumberance immune to slicing, forcing armorsmiths and playes to balanceresistence againstlong termwear. Increase the penalty during combat, as all armor should have a greater affect on the wearer during physicalactivity.



Crafters and Entertainers Anonymous
One Publish Closer to a Cure

Limbonik
Mon Jun 28, 2004 5:24 pm
#44





I like colours too.


1. Make use of the Skywalker Sound archives.



  • Music for cities; I hear music everytime I land at Nym's. Where's the rest of the love?

  • More than one choice to "battle" music.

  • Music keyed to factionally-aligned base destructions.

  • Ambience

  • Background "chatter". (e.g. Cantinas, Hospitals, Starports, Bazaars, etc.) There is also a starport loop that has been in ame since release and has yet to be keyed to play.

  • Beeps, bells and whistles

  • Fix "wrong sounds" on weapons.

  • Only one Corellian Corvette between every planet? No? Alter the pitch/tone for variance. Also, address the scale issue.

  • Stormtroopers should be saying "Move along," "Nothing to see here," and "Hey, you there!" for starters. They did once, they can be made to do so again.

  • Is there an enviornment in Star Wars Galaxies? Other than Lok, I haven't heard it.

  • Where is my Imperial March music?

2. Factionally-aligned crafters:



  • Armoursmiths: Republic/Imperial armour.

  • Weaponsmiths: Republic blasters are in the game, where is the Imperial Blaster?

  • Tailors: Republic/Imperial Uniforms.

  • Droid Engineers: Faction specific droids. RX-7 (Republic) and RA-7 (Imperial Death Star Droid) as examples.

3a. Droids> Pokèmon



  • 10 available droid-types, but how many creature-types are available as pets?

  • Droid CL should be higher than CL. Creatures have a will; Droids are a pre-programmed set of routines with no "will to live"

  • Allow either more than one droid out at one time, or remove the formation commands from the radial menu. It looks horrible to see that on a menu when it is useless.

  • Return the Pre-nerf, "Legacy" Probots armour. If you can't do this, than do this to everything. I have houses I built when I was an architect that can't be placed on planets other than what they were created for. If you can go in and remove armour from a droid that old, then you can modify everything else old to reflect new. You nerfed the pre-nerfs, then raised the level of the combat probots. Now my pre-nerf is't even the same level of power as a combat model, it's less.

3b. Make droids do what they should do.



  • Protocol Droids should translate languages. Remove the ability to learn languages, or make them cost skill points.

  • LE Repair Droids should repair droids. This droid should be callable no matter the other droid you have out, so you can actually repair your own droids, and not waste money on a droid that repairs everyone elses droids but your own.

  • Power Droids should recharge droids (this is currently implemented and fine.) This droid should be callable no matter the other droid you have out, so you can actually recharge your own droids, and not waste money on a droid that recharges everyone elses droids but your own.

  • Surgical Droids should heal players. Make this a Doctor/Combat Medic droid only.

  • Binary Load Lifters should allow you to carry a larger amount of items inside of it automatically. Make this droid work as a harvestor and/or resource "container".

  • R2 astromechs should give a bonus to slicing and to later inclusion of X-Wings.

  • R5 astromechs should give a bonus to the later inclusion of Y-Wings.

  • Probe Droids should be Imperial only. Their primary function isn't combat, it's recon. Give the Probot the ability to travel to xx / xx waypoint, and provide the ability to "view" from the Probots current location, in a 360 degree view. Rebels should have the same type of droid available to them, but it should not be of Imperial design.

3c. AT-ST



  • Give us a way to repair our AT-ST already. (That does not require us to befriend your precious J3d-3y3.)

  • Give us the option to trade in our AT-ST. Some of us purchased ours at the start of the game, and would not have bought one had we known how bad you were going to screw them up.

4. Addition of Hutt faction (the game is programmed for it already.)



  • Rebel and Imperial forces may attack known (or overt) Hutt aligned faction players.

  • Hutt aligned forces may attack Rebels and Imperials that are known (or overt.)

  • Placement of a new negative faction system.

  • Introduction of "Player Bounties/War Crimes"; Once a player hits -5000 faction(if a new negative systemwere implemented,) a mission would be given out randomly to 3 players to kill them. In order to prevent a bounty (Hutt) or a war crime (imp/reb) from occuring, players could seek out an NPC and pay them X amount of credits in order to "raise" their standing with said faction. Negative faction should also "decay over time," giving a player the choice between spending credits to keep on slaughtering, or "taking a break" from their crimes.

5. Addition of new "faction capture points."



  • These points contain Cloning, Insurance, Healing, Missions and a "Declare" terminal.

  • These points cover a radius of 1-300m. Faction who controls capture point receives a bonus to defense while in the area of the capture points.

  • Doors on any entrance for the control point.

  • Doors must be destroyed whichX of time.A Master Smuggler can slice thru it 50% faster.

  • Each point captured counts toward the /GCW

  • Capture points to execute "NPC events." (think Bestine Political Quest.)

  • Allow "Detention Center" feature w/i control points. Similiar to the warning of Battlefields, a player could be given the choice to take part in a "prison break" feature, or could also pass on the feature, if they did not want to feel "punished" by the game for error.

6. Addition of "animated" Load screens (or small .AVIs).


  • Instead of a Picture of a Jawa with information on Selonians maybe we could find a tad more "immersion" to chuck in.

  • "animated" load screen depicting planet lift-off/landings

  • "animated" load screens depicting town-to-town shuttle flights. (small video plays of flying over the vast, vacant deserts on Tatooine as Mos Eisley appears on the horizon, etc.)

7. Variety is key.



  • If you must use a solitary corvette model as our only planet-to-planet ship, can we at least have different coloured stripes/markings based on planet? At least try to make us think there's more than 1 corvette out there.

  • Shuttles should vary in striped/markings colour as well.

  • Spaceports shouldn't look the same on every planet. Are all spaceports pre-fabs from the same manufacturer?

8. Scripted Events.



  • Tatooine: Sandcrawler should be moving across the desert from the Jawa Fortress to another point, then return. Imperial Patrols should be found patrolling outside of cities/deserts with Dewbacks. Slave-1 should be seen arriving to/leaving Jabba's Palace. Sand Skiffs dumping hapless victim into Sarlacc, etc.

  • Endor: Imperial Speederbike patrols should be seen all over theplanet. Ewok hunting parties raiding enemy camps, etc.

  • Dantooine: Imperial presence should be more visible. AT-ST patrols, AT-PT/AT-AT patrols.

  • Dathomir: Larger, sweeping Imperial presence near the Prison. Nightsisters dropping slaves into the Lesser Sarlacc, etc.

  • Corellia: Larger, sweeping CorSec presence. Shuttles arriving/leaving Hidden Rebel Base, etc.

9. Armour



  • We have lots of armours, and only Composite is used. Are the players the only ones who notice this?

  • Armour should slow (speed/dodge/etc) players down. Wow...an encumberance that doesn't encumber speed?

  • Armour should only cover a few types of DMG max. This prevents a world of BLAND. This will also help foster a bit of variance between players. (e.g., Armour protects against (2) DMG types. One for 60% and the other for 40%.)

  • Imperial armour needs to stay human-specific. You've screwed way to much continuity wise to just screw everything else up.

  • There needs to be species-specific Imperial factional armour (Veers wears the non-ST variant in the movies) to replace the Stormtrooper armour for aliens.

  • There should be a species-specific armour for each alien race.

10. Player Cities.



  • Return /citywarn to us already.

  • If you will NOT return /citywarn, give us the option of NPCs that will enforce our city for us.

  • Give us pavement.

  • Give us bridges.

  • Give us walls.

  • Give us the ability to remove players from our city.

  • Remove the ability recently added to allow a player to undeclare residency in a city.

  • If a player removes themselves as a "citizen" of the city, they should be forced to move from the city so we can recover our lot space w/o losing our City Rank due to poor planning on the development end.

  • Cities are democratic-only, and yet we live in a Dictator-controlled Galaxy?

11. Add Imperial/Rebellion Banners as faction-purchased items from the Recruiter.


12. Immediate Concerns/Priorities needed in order to at least make this game playable.



  • Bugfixes > New Dungeons.

  • Bugfixes > Content. (When issues like the Imperial Hat and Necklaces not displaying graphics have been in game since launch and it's been almost a year into the game...they should take some kind of priority.)

  • More Monsters. No more slapping a new skin on something and please no more NPCs. EverQuest is full of rich and varied monsters, and here in SWG we are sparse.

  • Current Game (SWG: aED) > JtL (This game is still bug ridden,and yougive an expansion priority?)

  • Year old classes > J3d-3y3 (Some professions have been broke since release, and you reward those playing said classes with focusing on J3d-3y3...a clase barely half the game lifes span?)

  • Hotfix covert/dead/feign death base shutdowns.

  • Hotfix "poison/disease" decay incap for Combat Medics.

  • Hotfix "Greater than 64m" poison/disease throwsfor Combat Medics.

  • Repeat after me: An Empire Divided. Not "Ima pwn j00 wit my saybur" (Currently, you should rename this "A Game Divided."

13. Implement Vehicular combat.


I'll be posting this again and again (and again) until something happens with it.

RAMBOW
Mon Jun 28, 2004 5:25 pm
#45

I had this thought well discussing Jedi and BHs with my jedi friend...


Give MBHs a FRS of their own.... The more Jedi, BH missions you do, the higher you get in the BHRS (Bounty Hunter Rank System) As you go higher, more options open up to you, such as Working for Jabba, or Nym, which would ass alot of RP, and Content.


Also, a BH could get defenses, and bonuses to specials as they get higher, which would help the profession ALOT.


Also, All jedi should have instant XP lose on a BH mission Death. This would prevent exploits.

I think you can figure out the rest... now on to my Content to the FRS...


Let Light Jedi take Missions to Kill Dark Jedi, and Dark Jedi missions to Kill Light Jedi as alternate ways to advance in the FRS. This will give the non powergamers, who dont have all day to sit in the Enclave a chance to advance still, not to mention add ALOT of jedi conent that is so lacking ATM.

Image RPing a Light Jedi and you get a mission to track down, and kill a Dark jedi You could give them a /forcefindtarget, or /forceguide command to help track down their targets...


Anyways, i really hope you read this, Cause i really think these changes would be ALOT of fun for everyone involved, it would help out the BHs alot, and would justify the skillpoints they need to spend.


Now on to Force Powers Tree, or the lack there of....



The Force Powers tree needs alot of Work....


To start off with, we have powers that the most basic saber specials do better then the powers...


Why use mindblast when you can use Flurry? Why use Force KD, when you can use Saber Throw 2 and ACTUALLY DAMAGE as well as KD and at a fraction of the force cost?


The powers tree needs a total revamp.


Every Power needs a boost in Damage, and we need speed mods so masters are faster at wielding powers then dabblers, and mods that decrease the FC of powers.


Add a Force Drain health heal power as huin described in this thread....

http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=425259


This would allow Force Power users a chance to survive a fight against the FOTM MSaber/Menhance/4004 Heal.


Right now, most jedi are atleast going 0404 enhance, if not master, which gives a jedi Force Feedback, Absorb, Shield. All of which, make a Master Power User VERY ineffective.


I also have a Suggestion for Force Throw... Make Force throw 1 have a 5 second delay to the target (like Warcry) and Force Throw 2 have a 10 second delay. This would make this skill more usful.


The Devs really need to look at this, and not just increase some of the damage output, we need ways to bypass the enhance tree, we need speed mods, and we need new and modified powers to survive in PvP and PvE.



||||||||||||||||
00153831321133700
-Rave Lupine-
Mahonri Disciple #2: The Dusk
RontoMike
Mon Jun 28, 2004 5:27 pm
#46

TH, it's been mentioned before.. but architects need the option to change the color of furniture... especially with JtL coming out and all of those YT-1300s and SoroSuub 3000s needing interior creature comforts... and perhaps not only colors, but odd print patterns.


(A frienmd wants to put leopard-print couches in her 3000.... )


This would also help in decorating houses in the ground game, obviously.
Jaggid
Mon Jun 28, 2004 5:34 pm
#47



BRP1 wrote:
Ok, I'd like to post a whole bunch of ideas for the future Galactic Civil War patch.
I will appologize in advance if this is not the correct place to post this, and also if I post too much but I have a lot to say on this subject.
First, to make the galactic civil war more interesting, cities should be able to declare (as a whole city!) for imperial or rebel... The city government decided to throw in their support for one side or the other. To do this correctly there should be several other things that need to be added to the game.
Cities are NOT required to declare, but it is an option that has both benefits and penalties associated with it.
Forts as they relate to the city.
BENEFITS
1): imperial and rebel forts should be able to be donated to a city. the mayor can then place them, and they will not take anyones individual lots.
2) Since these are owned by the 'city', there are no troops, vehicles etc attached to the fort. All troops for the fort have to be donated to the fort by the citizens of the city. When the cap for units in the fort have been reached (say 40? units) then another fort could be placed by the city. Troops would respawn after a designated (relatively long) period of time.
3) For each fort placed by the city, that city would get a set amount of cash from their affiliated government for city maintanence etc. (for example just say 50k per week per fort). So instead of costing players lots and maintenance, the city would get a reward for having them. This way when a city has 5 forts or so in the city, the city maintenance would be approximately free.
4) Militia members of the city would get a bonus payout in cash from the empire for every enemy they killed within the city limits.
5) ONLY members of the same faction (rebel or imperial) can use any of the facilities in the city. If a member of the opposing faction dies (whether overt or COVERT!), they are not able to clone inside the city!. Also, they are not allowed to go into the city limits (by the game not person banning them) for a certain time period (this avoids the loner attacking over and over and over, cloning at nearby facility and constant harrassment).
6) Any trooper, at-st etc killed by an enemy within the city limits would give you double the faction you normally receive.
PENALTIES (for city residents)
1) All members of the city (with declared residences) are automatically overt when they enter their city, and remain overt for the 1 hour time period after they leave the city. All city structures including residence houses could be theorectically destroyed so they need to be conscious of defending the city (see below).
CITY MODIFICATIONS
1) Cities should be able to build walls, at least 3 different types. The low level walls are simple barriers, mid level walls allow the troops from the fort and the players to 'man' the wall by walking around on them (and giving a bonus slight bonus to ranged attack and a bonus to ranged defence when on them. Melee attacks made against people on walls wouldnt be able to work because of 'distance' to hit the target. The high level walls should do same as mid level, with the addition of allowing a small turret to be placed at every segment (say 20 m). There should also be 'towers' that can be placed where you can put large turrets into them. This will afford the city with greater protection which it will need (for below reasons).
2) All buildings including the forts (except city hall) can be targeted and destroyed by enemy troops No more putting in codes etc for the forts. they can be directly targeted much like a mission and destroyed. This includes the forts, the towers, the city walls, the shuttleport, and personal houses inside the city. All of these should NOT be easy or quick to be destroyed, but they can all be destroyed by shooting at them, hitting them etc (not the current slice terminal etc method).
3) The cloning facility, vendors, shuttleport, cantina etc are ONLY available for use by members of the same faction (overt or covert). This avoids rebels using shuttleport or cloning to pop up directly in middle of your city.
4) All physical structures (buildings etc) should have a very high 'Health' bar, with pretty high resistances. This means that taking out a building would take a long long time for a single individual to do, or would require organized groups to accomplish. Putting money into maintenance for a personal structure will be used to replenish the health bar, but only 1x every 24 hours.
BENEFITS (for attacking parties)
1) Double faction points for every soldier etc you kill.
2) Lots of faction points for every wall or city building etc that you destroy!
3) The opportunity to truly wreak complete havoc on a city.
BENEFITS (for defenders)
1) Fortifications will slow enemy parties down before they can get into the city.
2) Since fortifications cant be run through, enemy will have choice of running a gauntlet at the city entrances, or blasting they way through a wall etc.
3) Faction points given for all the kills they make from people raiding city.
4) Free city maintenance if they have enough of a faction presence in the city. This could even be carried over to all individual houses etc getting maintenance paid for by city if faction presence is high enough.
5) Cash rewards for militia defenders who kill enemy PC fighters.
BENEFITS (To game balance and game content)
1) Enables cities to go all out for rebels or imperials
2) Encourages PVP on large scale
3) Encourages group combat and group activities (thus helping encourage more players).
4) Gives forts, troops, at-st's, and faction points in general a more practical and beneficial use.
5) Would strongly! make the war personal and affecting everyone (or potentially loosing your home etc).
6) Would Balance the Melee and Ranged fighting Professions. (explained below)
a) Encourage PVP using different skills besides the fencer tkm combo that is common.
b) make commandos, and riflemen much more useful
c) alter combat medic so they are best using stimpacks and poison/disease but not good at all using wound packs, Docs are buffers and very good at wound packs but not good at all at stimpacks.
d) Ranged fighters would have significant advantage when fighting against city walls, and when a wall etc is breached then the melee professions would cause tremendous dmg up close.
Thunderheart, I would love to hear some comments from you on this concept, if it would be possible to do in game etc. Also, if anyone else has comments to make on this subject I'd like to see them.
Valoris of Tarquinis server...






This would be fine ONLY if we could set Invuln times and i will tell u why,

1. Not everyone plays at the same time around the world, most of my guild logs by 6:00 Eastern. No one to defend = log on and everything is dead? Same thing for US people, Eruopean people are on much earlier when your not, so youd log on and find your house and city in shambles.

2. Set-up 1 mandatory Vulnerability Times per week. This gives people a chance to put together some kind of defending force.

OK now about PLayer structures and houses, this would be fine only under one condition if i could log on and go to my structures terminal (structure now gone only terminal remains maybe some rubble) and Use a REBUILD feature, and when its done all my items are back in my house. Say 2-3 hour rebuild time.

Reasons?

1. How would you like to log on and find out all your krayt pearls and armor segmants just got blown up. Or other items that we find invaluble.

2. What about vendors? would you like to log on and find out your vendors are toast along with millions of credits worth of stuff, i dont think so.

2-3 hours to rebuild each building would be cool, you dont lose anything but time for losing your battle. and time can be frustrating as it is. You still have immersion and the satisfaction of destroying your enemy, but doesnt kill someones 15$ time.

Factional items such as forts and walls should be on the same lines but id say 24 hour rebuild time. Losing all benefits as you stated untill rebuild is completed. And Forst spawn 1 at a time untill each fort fills with its NPC minimum. (forts wont start spawning till evertyhings rebuilt.)

So in essence you could be 48 hours before your entire city has been rebuilt and is ready for another attack.


Rebuilds should cost a minimul amount of credits say 20k max even for factional items.

Now you can set a MINIMUM of 1 Invuln Time per city per week.
You can set a Maximum of 4 Invuln times per city per week.

So as you can see if your city falls in shambles 24 hours might overlap to another attack. This would be for more hardcore citys and players that like the challenge of attacking all the time, but leaves the option for non hardcore characters.

Thanks for yuour post i like the ideas just need to concider those few things. Anyone whos rebel or imperial should have to fight, if you dont want to fight u can be neutral and live in a neutral city.
nolan007
Mon Jun 28, 2004 5:37 pm
#48







"...I sense something. A presence I've not felt since..."




A Jedi special that would have been great that didn't make it into the revamp for Master Force Wielders....


/JediSense (in the Master's box)



I suggest this specialwould have worked like the Ranger tracking skill... however, it would only show players of the opposite faction that are declared in the area (jedi as well as non-jedi).


Itmight have facilitated appropriate duels (ie. 1 on 1 duels) and if you saw that you were out-numbered, you would run away.





Anyhow, I suggest Master Force Wielder still needs attention even after tomorrow's publish.


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=402306






Message Edited by nolan007 on 06-28-2004 07:45 PM



~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Jaggid
Mon Jun 28, 2004 5:41 pm
#49

Ok now im posting a few ideas i have.


Imperials have At-St's, and someday they hope to have AT'At's i feel that rebels should have something to offset these.

1. A player gets a 3-use Datapad stored ship. When called you can see it fly down and attack an at-st, 3 uses would kill an at-st.

2. 3 uses would be able to high dmg an At-At i think 6 uses should be required on them.

Limitations__

1. only 1 can be owned at a time, per person. They should cost as much as an at-st costs faction point wise.

2. they can be used to attack players but would be a great waist of power. 1 attack round should dmg an area around the targeted player, killing the targeted player and only dmging the surrounding players slightly more for effect then anything.

These would be able to attack Walls/Turrets 1 Pass takes out 1 section of wall maybe to half. and 1 pass would take a turret almost if not completly out.


Hope ya like my ideas
KaiRaene
Mon Jun 28, 2004 5:46 pm
#50

Most certainly a Ranger revamp.


There are long time Rangers daily dropping like flies for the waste of skill points in the profession. These people drop their profession with much regret but they do it because they cant play the way they want to with 3 of 4 lines of Ranger being pretty much useless. And even the Tracking line has its flaws. :/


Make camps usesful againby initiating a minirevamp with the Modular camp camp theme in mind would definately give camps back their usefulness.


Give Rangers the ability to harvest 2-3 resources given their creature. And a bonus to those levels so as we can snicker at people who pull out a harvesting droid.


Give us new better and more traps.


Give us the ability to forage items to help Rangers create a food modifier to prevent disease/poison or to cure poison or disease. Hell, even TK can meditate all their problems away. Why cant a Ranger use his infinite knowledge of the land to cure a local creatures disease attack? I want to forage that Birthday cake btw.


Getting the ability to crawl faster as a Master Ranger is a joke. Useful to rifleman and thats about it. If I a Master of the wilds like I should be I should be able to run faster on flat ground rather than just uphill.


Give Rangers the ability to drag incapped players. Yes, this is a well known Medic feature but why cant a burly Master Ranger drag some poor sod from the heat of battle after a Ranger /rescues him? It would be nice to be able to drag a mind incapped player away from battle and setup a camp so they can heal properly.


A creature to hit bonus would be nice since we would be the best of the best in theory for PvE. Since we devote so many skill points to a Master Profession we should get something for it. Most people with 4-0-4-0 of Scout can out perform us just for the extra combat skills they can pick up. Our superior knowledge of creatures shouldhelpus in battleto instinctively hit the weak spots of creatures.


Please check out TheOutdoorsmanProposal





New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




Shjane
Mon Jun 28, 2004 5:58 pm
#51

I have a concept, how about fixing the bugs in the game, including but not limited too mounts disappearing, warping off mounts, the ever present sit warping, storing a fully repaired vehicle and pulling it out to be on fire, items dissappearing out of inventories, entire backpacks disappearing, and the real kick in the balls MISSIONS NOT PAYING OUT.Im surei missed a few.I can handle inbalances in the game, i can handle nerfs, i can handle a revamp on in what my opion is a completely worthless profession image designer, i can even handle waiting 10 minutes for starports,I can hanlde all these thingsas long as you atleast say your working on thembut these bugs are severly limiting my drive to continue playing this game. the only reason im still playing is for JTLS. And my god I hope you didnt hype it up for nothing.


p.s.




"The dead know only one thing, it is better to be alive."
Shjane
Mon Jun 28, 2004 6:01 pm
#52

piece of crap lithium.


p.s. when i use the word "you" i dont specifically mean you thunderheart, i mean the people that make the decisions for what gets worked on



"The dead know only one thing, it is better to be alive."
Page 4 of 29