Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-1-04)

humberton
Tue Feb 17, 2004 3:41 pm
#53

Why is it that the /assist command is so weak? Here is what I would like to see. Typing /assist with a player mate targeted will change your target window to that players target. Typing /assist {Name} will change your target window to {Name}s target. Targeting a MOB and typing /assist will put the target of a MOB in combat in you target window. /assist should not open fire on your targets target. (I hope this makes sense)

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



Beeaye
Master Smuggler of AcroCorp
Visit Under the Table in New Acropolis, Naboo
Valcyn Server (-7185 -3860)
Spices, WUK, AUK, Locked Containers (limited stock), Clamps, Knives and grinding weapons by the crate!
Everything a Smuggler needs, even a Smuggler Trainer!
Ebb
Tue Feb 17, 2004 3:42 pm
#54

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.

KaiaSowaPit
Tue Feb 17, 2004 3:49 pm
#55

Request & Suggestions to Improve the Force Sensitive (Jedi) Profession


Virtually every player I meet in SWG (myself included) wants to at least try the Jedi profession. It is after all one of the defining and most unique aspects of Star Wars. That said, I recognize the problem with allowing anyone and everyone to play Jedi… there would be nothing but Jedi populating the servers, thus continuity and the economy would suffer greatly.


Holocrons and mastering professions to unlock the Force Sensitive Character Slot was one solution,however it generally rewarded powergamers and tanked the player economy. Overall it took fun away from the playing experience due to the sheer amount of players trying to achieve this goal at any cost.


The proposed future quest-based system may prove to be a better alternative, yet little is known about it and many fears immediately come to mind. First, chances are it will still primarily award powergamers – it’s likely any static quest sites will be camped like mad. It’s also of concern how accessible these quests will be for non-combat oriented players.


I have an alternate solution, one that hopefully would be deemed by most fair, accessible to all and still keep the Jedi population within reason.


It’s quite simple really, limit the amount of Jedi ‘playtime’ by how much time is spent playing a ‘mortal.’ For example: for every four hours played as regular character, one hour of Jedi playtime is allocated. For the sake of fairness, time spent ‘AFK’ would not be included. A ‘quest’ could still be required to open the FSCS, but one that is reasonable, immersive & accessible to all.


This would open a number of possibilities. Instead of ‘permadeath’ or having one’s skills removed, subtract playtime for Jedi players’ deaths.


Furthermore, to enhance gameplay even more and keep Jedi ‘visibility’ within reason, it would be most effective to create Jedi-exclusive content. I appreciate this is a tall order, but ideally Jedi should have their own planet(s) with Jedi-specific missions and content. To keep things fair and also to enhance the Bounty Hunter profession, these locations
should also be accessible to them.


This would alleviate Jedi players from being reduced to repetitive, senseless hunting of generic critters for the sake of gaining experience points. It would also allow stricter punishments (TEF’s, imperial NPC spawning, etc.) for Jedi who reveal themselves with little to no discretion in general player areas.


Lastly, a related issue… something must be done about the current state of lightsaber crafting. As a non-Jedi player, and fan of the genre/game, it was much to my shock and disappointment to watch a Jedi player (with lightsaber equipped and Jedi Initiate title activated) using a macro to beg for crystals on the steps of the Theed starport today. That’s simply
WRONG.


Improved sabers and the crystals or pearls necessary to craft them should be the reward of a Jedi player’s experience (perhaps profession exclusive quests), not shameful begging in public areas. That had to be the worst anti-immersive experience I’ve ever had playing this game. PLEASE ADDRESS THIS ISSUE!





insert forum-safe,
STAR WA
RSy
& iconic signature here

TK42I
Tue Feb 17, 2004 4:46 pm
#56

With the battlefields and combat revamp in the works I wanted to "blue sky" an idea I had the other day:


I was playing an Ancient Rome RTS game the other day. Its basically a combat game where you have to make sure your formations are in proper order depending on terrain and enemy formations. Your pikeman in front, your legions right behind to press the attack and defend arrows, the archers and catapults behind them. The calvary (equities) would be behind and could outflank the enemy if a position becomes available. I was thinking how many of the large scale ground battles in the Star Wars universe seemed to have an antique quality to them. Modern weapons with old tactics. I was thinking how we could incorporate this into SWG.


As the resources move from planet to planet each week, perhaps we can have a very-large PvP battlefield which moves every week and dictates the status of the surrounding cities. (Imperial presence, Hutt presence, Rebel presence, faction advantages on certain planets.)


Here is the "blue sky" part of it:


The battlefield will have a rebel and imperial command center. The command center is basically a room that gives orders to their troops. You cannot enter the battlefield directly from the command center or visa-versa. A player in the command center would look at a display and it would show an overhead view of the entire battlefield (sorta like when you place a house or harvestor). However, the commanders in the center would only see information on the map if their side had sensors, communication stations, and drone droids in an area. The troops would be grouped into squads and ordersand waypoints could be given via system message by the commanders. The commanderswould have a better picture of the battlefield from the command center. They could reinforce troops at specific locations if necessary.If one side controls most of the battlefield then the troops of the otherside would have to go in blind until they secured part of the field and put down sensors.


As you enter the battlefield it checks to see what faction rank you have. A certain number of high ranking players can enter the command center and others will be asked what squad they want to join. To make professions more relevant in this, squads could be focused - demolition (commando) - engineer (artisan) - Infantry - (carbineer), etc. This way the commanders can put the right squads in the right place.


Perhaps if you hold a specific spot long enough a ranger can put down a temporary fort. Some time after that a combat artisan/architect can put a more perminent base down.


At the end of the week, the side controlling the largest part of the field the longest gets the most points. Added bonus of points if you hold the field at the end of the week.


If this is too much, maybe we could have these battle zonesonce a month and in the between time the two sides go back to their cities and prepare for the next one.


Watcha think of that?



Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

Reztarn
Tue Feb 17, 2004 4:56 pm
#57

For Masters of elite professions an ability to "Tutor" others in a area of your expertise giving them a temporary buff to the skill you tutor.


It would work much like entertainer buffs. People have to "Watch" and "Listen" to you for 5 min for 1 hour buff, 10 min for a 2 hour buff.

It would be nice if Each profession had 2 or 3 things they could tutor in.

A master could tutor more then 1 skill to people but it could be self defeating as if you tutor 3 skills it would take up 30 minutes.


Examples would be things like

Master Rifleman (rifle accuracy, concealment)

Master Ranger (Hunting, mask scent/camoflauge)

Master Weaponsmith (Weapon assembly, Weapon Experimentation)

Master Smuggler (Slicing [note this would only increase the max effect not let them do the next level], Smuggling tech [allows better chance to go undetected in a search])

Master Doctor/CM (First Aid, Diagnose)


Not talking anything ubber but something worth concidering.


Tutoring could even give a small appr xp (1 point for every person tutored per skill) so if you could get a group of 20 to sit, watch and listen to you for 40 min you would get 76 appr xp but you wouldn't be able to tutor them agian for1 hour 20 min.


It would provide a real reason to get master rather then dabbling. Not over powered if implimented right since you have a trade of of the 1/12th downtime getting tutored.




__________________________________________________________________________________
In Lady Regana's Service
Col Chowok : Master Creature Handler, Master TKA, Medic (Bria)
Anstrona
Tue Feb 17, 2004 5:22 pm
#58


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.




Griff "Tron" Anstrona
One Part Smuggler, One Part Weaponsmith, All Jerk
"It amazes me how much SWG smugglers resemble true Star Wars smugglers...with the nuts cut off"
Telakyte
Tue Feb 17, 2004 5:24 pm
#59

TH,


Simple question/suggestion in concept. If the first part is answered it'll save you from answering the rest


First off, is it at all possible to "downgrade" targeting in PVP. I've heard reports indicating that the current platform is not changeable, but haven't heard a Dev response on it (I'd feel just a little more at ease lol). When I say downgrade, I mean remove the simple feature of "Red Blip on Radar, target, autofire/spam." Can this be changed in the slightest to make players untargetable via the radar.


Reason being (and thus comes the suggestion part), is that as it stands all players do in PVP is run to within about 120m and target ALL reds on their radar. It doesn't matter if that individual is in a building, around a building, or what have you. This really takes any and all deep thinking in tactics away from the players. Without the simple Radar target system, you'd be able to actually set up creative ambushes and have EVERY profession use their combat talents effectively.


TKAs could use their close range to ambush in allies, buildings without being spotted.

Pistoleers could do likewise.

Rifles could actually act as snipers (as one column suggests) by going prone on a hill.


and the list is endless in possibilities.


And consider this: Tailors would be given an actual reason to make MORE clothing. An individual could have several uniforms based on different planet landscapes and effectively hide, ambush, etc. It wouldn't simply be "Tailors for Fasion/ BE enhancements." it's now "Tailors for Actual Camoflauge."


Just some thoughts. Appreciate any feedback, thanks TH.






"When life throws a curve ball, don't duck...you just might miss something"
CyberData4
Tue Feb 17, 2004 5:59 pm
#60

TH, Any update on the status of the commando's heavy acid rifle? Currently the speed and accuracy mods do not stack properly. A player gets no faster or more accurate as they climb the "heavy acid rifle" tree.
AarinStar
Tue Feb 17, 2004 6:25 pm
#61

Master armorsmiths should get two options when opening up the armor crafting tool. One should be pre-made armors (all armor currently in game and armor that has already been made by the builder) and the other should be custom armor. When you open the custom menu you get to choose the peice you want to customize. Next you get a 3-D model of the generic peice you selected. From here you can use tools to add layers, bumps, ridges, spikes, visors, antannae, blades, and whatever else you can think of. Then when you finish there, you go to the color page. Same armor peice you just customized, only now you get to choose what colors it will be. You can make emblems and add cool effects like tie-die (on second thought, forget the tie-die. I just got an image of Boba Fett as a hippy). Other players can bye cheap, 10 credit tools that give them the abbility to make a design. Then, they can send them to a an armorsmith who can then craft the armor. The armor's ratings will be determined by the quallity of materials used to make it and also the quantity of the material. This should be cool if we could get it to happen. I mean, you've got to admit, it get's tiring seeing people walking around in the same armor everywhere you go. I thought the clone wars where over? It's not that I'm board with the game, in fact I love it, or that I'm new. I just think we need a bit more variety in the galaxy.



Aarin Star
Elder Pistoleer-CIA-Bounty Hunter

HabeasCorpus
Tue Feb 17, 2004 6:48 pm
#62

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!









Alytheia Talisvera (TSA), Master Smugger & Master Gunfighter, Tempest
Ekhben
Tue Feb 17, 2004 6:49 pm
#63

CyberFett wrote:
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.)





Boycotting the GCW. I don't force you to PvE, don't force me to PvP!
SmakU-Awound
Tue Feb 17, 2004 6:50 pm
#64

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.


FragRock-Creatures
Tue Feb 17, 2004 7:54 pm
#65

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.




--------------------FLURRY------------------------
Master Creature Handler

Master Swordsman
IGN: -fr-Rax Nibune
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