Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-1-04)
What will this do for group combat? Manny things! First having the /assist command put your targets target in your target window, without opening fire, will allow you to target a group mate that is in trouble, /assist, and then use some type of knockdown, or poster change to buy your group mate a little time. Having /assist {Name} will allow you to have a true tank in a group. Letting the tank take the MOB, then the group can /assist {Name} and all open fire on the right target. Last, having /assist MOB change your target window to the MOBs target window will allow you to easily determine who the MOB is attacking and heal that person.
Thanks
Personally I think that you should be able to run around and find other means of planetary transport. Why cant we just go find an NPC startship pilot and pay him 10000 credits to ferry me and a friend from tatooine to naboo. I would be a good money sink and people wiht the cash would certainly pay for such a service. It would also prevent searches by imperials if you went that way. I would love to see people getting searched at the starport in theed
There is alot of room here for use of the empires might here. personally I think all imperial controled cities should have customs where the imps search you for contraband unless you are a high ranking imperial or such. This would give the smugglers a way to smuggle.
Say that instead of going to the ship after buying a ticket, the player can see a PC smuggler about providing them protection from the imperial searches. The smuggler can then charge a fee and buy a ticket themselves. The smuggler then groups with theperson that hired them and when they arrive at the location the customer has a better chance of resisting the search based on the UW skill of the Smuggler.
should also be accessible to them.
WRONG.
1.) Droids are a mess. I've explained in depth what I think should be done with them (http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=24700#M24700)
2.) The combat system is way, way off kilter and the galactic conflict is basically a "Do not participate unless you are a Bounty Hunter, Commando, Rifleman or Teras Kasi Artist" type of thing. I've explained in depth what should be done about that as well (http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=1008610#M1008610). The inclusion of uniforms would be very nice as a faction perk. The removal of the rebel commando helmet from the rebel theme park has made this a rare item. How is a helmet, worn by every rebel commando supposed to be rare? Rebel Commando uniform (which is able to be made by tailors except the helmet), Rebel Trooper uniform and armor, Rebel Pilot (also tailor made except for the helmets), “X-Wing” pilot helmet and “B-Wing” pilot helmet, Imperial Navy and Army Trooper uniforms an armor, Biker Scout armor, TIE pilot flight uniforms (with helmets) all these things could be added. My idea is that the Imperial armors should be good armor for defense resistances and the Rebel armor should be less protective, but provide skill bonuses (like the B-Wing flight suit from the rebel theme park). These items should be available from faction recruiters, not some rare item given to you in a quest. Another way to draw in crafters would be to allow them to purchase faction-only schematics that can only be used to make these items while they are a member of that faction. Rebel Marine Armor, Rebel Trooper armor (the dome hat and blast vest), Stormtrooper armor, Biker scout armor for armorsmiths, the E-11/S, EWEB Tripod Repeating Blaster for weaponsmiths, Rebel and Imperial uniforms for tailors, Viper Probe droids for droid engineers, etc, etc, etc.
3.) Smugglers and Squad Leaders are in desperate need of attention. We were promised a revamp three months ago and it hasn't even hit concept yet. I've stated my opinions....on numerous occasions....repeatedly...pestering...over...and over on smugglers and a little on squad leaders (http://forums.station.sony.com/swg/board/message?board.id=in_concept&message.id=3938#M3938 and http://forums.station.sony.com/swg/board/message?board.id=in_concept&message.id=4151#M4151)
4.) A few miscellaneous general items I've stated need attention, or at least would be nice to have addressed (http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=1006372#M1006372). Also think that the ability to dye furniture and vertical item placement in houses is a requirement.
5.) While I do enjoy and appreciate the new schematics added in with the theme parks, I don’t think it’s what the crafting profession communities had in mind. Armorsmiths got multiple permanent schematics added in with the RIS armor. Why do tailors and weaponsmiths only get 3-use schematics? Maybe tossing in the missing clothing from tailors would be a good start (the vest scouts start out with, i.e. the “Han Solo” vest would be nice, as would the bottom half of the metal bikini pictured here http://starwarsgalaxies.station.sony.com/images/screenshots/featured/20011101002.jpg , capes that are actually capes would be wonderful). There’s SO much ability for customization in this game but I see the same dozen outfits on like 90% of the players I come across and I don’t see why any new tailor or weaponsmith items introduced into the game should be rare, overly difficult to make or limited in use. Sure limited use schematics that provide innate skill bonuses are all well and good…I’ll take it, but it’s not the kind of content we’re all ultimately longing for.
6.) The addition of a Prospector (miner) profession would be most helpful so that every crafting profession doesn’t have to be a pseudo-miner. Create a little interdependency. Prospectors could have 4 trees, advanced survey, metallurgy, refinery, and facility management. Advanced survey is self-explanatory, but in addition to improved surveying and better sampling results they could have new types of resources unlocked that could be used to craft some new items. Say for example…a prospector could mine bacta, which a doctor could in turn use to create bacta tanks that could be placed in medical facilities (and provide them with a hefty wound healing effectiveness and speed bonus). They could also mine things like precious gems for tailors and weaponsmiths, tibanna gas for weaponsmiths, heck…even lightsaber crystals. Facility management would allow them to repair harvesters and generators from the effects I stated in the link in number 4. Metallurgy would allow them to take 2 or more resources and combine them to make a new material with properties from both of the original resources. For example combining steel and fiberplast together to make plasteel, which is the material from which stormtrooper armor is made. Refinery would allow them to take a resource, and prepare it so that its properties are improved. They could select one or more stats (as determined by their skill), and improve those stats by a certain amount (also determined by their skill level). They could then take this “schematic” and place it into a refinery (a new type of factory) and produce refined materials. The efficiency would also be determined by their skill. Say…at refinery 1 they spend 10 of the original resource to create 1 of the refined. At refinery 2 they could spent 6 to 1, at refinery 3 they could spend 4 to one, and refinery 4 they could spend 2 to 1. I really don’t see how this would be a useless profession and can’t understand why it was taken out of the game before it went live. It creates both forced AND willing interdependency between crafting professions, as well as opens up a whole new wing of new crafted items. Prospectors would essentially be the “resource crafters”. Sometimes people would have to work with a prospector, but mostly they would WANT to work with one.
7.) Re-inserting the Combat Engineer profession into the game would have major benefits to the game and the GCW. This would be an interdependent “hybrid” crafting and combat profession. The 4 trees could be Combat Support, Combat Construction, Emergency Repairs, and Demolitions. Demolitions would allow them to do such things as create types of explosives, plant focused charges, lay minefields, set timed explosives, etc. Combat Construction would enable them to create wartime and military structures such as trenches, minefields, turrets, bridges, shield generators, bunkers and command centers that could only be used for combat. Emergency repairs would allow them to repair any item in the game, albeit not as well as the professions that made the items. Finally Combat Support would give them the ability to use their weapons and vehicles to do things such as lay down cover fire for the group, draw incoming fire, use combat vehicles (which I described a little in number 2) to perform special maneuvers like ramming, sideswipes, etc. A combat engineer would be a squad leader’s best friend. Squad leaders being a group’s best friend should go without saying…but unfortunately that’s not the case, which that should be addressed as well.
8.) Politicians need something to do aside from sit there and take up skill points as a requirement for cities. Politicians should be able to include “campaign mail” into the voting process where they can state their plans for the city to make people want to vote for them. Another thing they could do is give politicians the ability to create/edit/destroy treaties between other cities. The cities could sign treaties for commerce and resources such as sharing their city bonus (city with manufacturing center could delegate a certain percentage of their bonus to another city in exchange for a percentage of the other city’s bonus), a portion of their treasury in exchange for goods or services, etc. There could even be ways that they could create treaties with NPC’s (i.e. stay away from our city and we’ll give you 5% of our treasury every week. Or help protect our city and we’ll give you X which would make the citywarn (when its added back in) to also transfer over to the NPC’s).
9.) Create “elite-elite” professions off of squad leader and smuggler of Military Commander and Crimelord. They would work in a similar fashion, only used for different applications. They could both create their own faction that players could gain/lose faction with (Crime Ring skill tree and Military Organization). They could hire minion or soldier (Minions and Logistics) NPCs that would defend military points, and criminal operations, etc. They could gain the ability to create missions for other players (Smuggling Run and Military Operations) for performing smuggling missions, or search and destroy, infiltration, sabotage, etc. Finally The Crime Lord could have a Criminal Persuasion tree that allowed them to barter away credits from their city mayor in exchange for certain things (“protection”). Advanced Tactics for the military commander would provide them with similar (only improved) abilities of the squad leader.
Smuggler needs attention. I've all but given up hope that you are going to make this the class it should be. I've already decided to cancel one of my 2 accounts because of the lack of communication and care about smugglers. if the combat revamp doesn't fix PvP, I'll be leaving the game entirely.
please fix smuggler and pistoleer!
Please get rid of TEF.
CyberFett, you put a fair amount of thought into your proposal. However, there are a few problems I would expect to arise:
1) If you can attack any time as a covert, but cannot be attacked, who is going to be the first overt? That would require someone willing to die in order to start a fight.
2) During pre-launch, there was a lot of outrage at the thought of someone attacking a Stormtrooper NPC in front of an overt Imperial, and that Imperial having to stand by and just watch. TEF was designed to prevent that; do you suggest that attacking any factioned opponent, PC or NPC, should cause a covert to become overt?
Finally, there is the tricky issue on whether the GCW is available as a PvE experience, or if it is purely a PvP experience. As things stand, it is significantly PvP, but it is possible to avoid the PvP with a little care and play it as a PvE game. If you remove the TEF, and do not make coverts overt when they attack factioned NPCs, there will be a clear PvE game, but the old argument about standing by will come up again. If you do make coverts overt when they attack factioned NPCs, there will be no PvE GCW game at all.
(Personally, I think it was overly ambitious to the point of stupidity to try and have both a strong PvP and a strong PvE game in one; the game would have worked well as a strongly PvP game, where you HAD to pick a side and nearly every action counted to your faction in some way. Equally, it would have worked well as a purely PvE game, where you could only be Neutral or Rebel, and actions you took were against the NPC Imperials. Way too late to change that critical a design decision now, though, and whichever decision was made, a portion of the player base would just leave.)
Here's 2 ideas that can better the game experience immensely for players:
1. Allow 2-3 characters per server per account.
You can even limit the total number to the current total and not have to worry about too much excess baggage. This will allow players to fulfill their play time with more than one type of play. Because, I certainly like to be the sword wielding action hero at times and the brainiac, bio-engineer at others. It would also make for a more developed economy because the new characters would have to be equipped and trained too. Also, people wouldn't have to nerf their main character to try something different or leave their friends to try to do it on another server.
2. Allow the "buy back" of deleted skills instead of making people grind the skill all over again if they are making adjustments of their template. You could make it fairly expensive and limit the number of boxes that could be "bought back" per day or period of hours.
This would allow players who have already done the 'work' of developing a skill to get past that grind again and get to having fun. That is, afterall, what the game is for, having fun.
Boba Fett Quest:
- Main Idea- To track down whereabouts of Captain Han Solo
- Reward- Mandalorian Helmet (loot not wearable)
The rest is just an idea:
:Boba Fett is currently occupied in a bounty for Jabba, and has yet had time to gather information on a high price bounty, of Cpt. Solo.
:Boba Fett asks you to start investigative work for him, and to report back to him after each mission is completed so he can tell you your next move.
1.Tatooine(2)- Track down Mos Eisley Cantina Owner -Back to Boba-Kill opposing bounty hunter - Back to Boba
2. Corellia- Talk to local worker and persuade him for info- Back to Boba
3. Dantooine- Head to Rebel Base and intercept bounty hunter
4. Rori- Given mislead info by bounty hunter, kill gang
5. Lok- kill Bounty Hunter/Gang HQ for information on Han Solo
Suggest to move Boba Fett npc outside Jabba's Palace
1. To show movement of characters in a timely state
2. Doesn't effect anything, except being able to see him unless you work of Jabba's merit badge.
3.