Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
Jediblues
Mon Jun 28, 2004 6:01 pm
#53
TH, mon ami, il mon amico, mein freund, I have but two simple questions:
1) Is there ever a chance of making the AT-ST an actual vehicle? WAY more immersive that way!
2) I think any rational fellow Creature Handler wil ladmit we were overpowered. But is there any chance wit hthe combat balance and GCW revamp we will have a decent role again in PVP? Not to dominate, but just a part.
Thanks for your time!
rockanddroll
Mon Jun 28, 2004 6:06 pm
#54
Here are my two ideas.
1) Roads
Player cities have grass or sand everywhere even between main drags in town. Player cities should be able to place concrete squares down to give dowtown areas a 'paved' feel.
2) Apartments
In order to bring people back into NPC cities, there should be a reason for people to be there. You should open up the large buildings that are empty but have doors into apartments. They could even be instanced like the Corvette or the player spaceships to help server load. You are aware of the ring of stores around Coronet right? What if you could bring all those vendors INSIDE the town! Right near the starport! There would be a reason to be in the NPC towns again!
1) Roads
Player cities have grass or sand everywhere even between main drags in town. Player cities should be able to place concrete squares down to give dowtown areas a 'paved' feel.
2) Apartments
In order to bring people back into NPC cities, there should be a reason for people to be there. You should open up the large buildings that are empty but have doors into apartments. They could even be instanced like the Corvette or the player spaceships to help server load. You are aware of the ring of stores around Coronet right? What if you could bring all those vendors INSIDE the town! Right near the starport! There would be a reason to be in the NPC towns again!
AgonThalia
Mon Jun 28, 2004 6:08 pm
#55
A Ranger Revamp that will invigorate both the hunters and the crafters.
All too often, Rangers are successful hunting not because of Ranger, often despite Ranger due to the fact that so many skill points are now wasted with camps and traps for Rangers to truly be elite hunters that we want to be.
The Outdoorsman
The Ranger community truly wants to have an interdependant relationship with the other professions, while being elite hunters and a valued member of any hunting group.
So... with that said, how can Rangers actually become the hunters that we all really want to be?
1: Critical Strike
2: +Accuracy to melee and ranged vs. creatures
3: +Speed to melee and ranged vs. creatures
4: +DMG to melee and ranged vs. creatures
5: +to Melee & Ranged defense throughout the skill trees.
6: Creature Dodge
7: Survival Instinct (a pre-emptive ability that enables the Ranger to have heightened resists to poison/ disease/ state effects)
8: State effect dealing traps, dmg dealing traps (poison/ disease/ bleed)
9: Stationary Traps: lay the trap, engage the beast, as he crosses the laid trap, a claw snaps and immobilizes them (already proposed, but still very nice).
10: Creature Damge Toughness (similar to a melee profession's toughness).
11: /rescue should either cause damage, or create a status change in the target. It makes no sense that a rancor determined to have my friend for lunch, stop and think, wow, that ranger is much tastier.... Something must happen to draw it away from the target.
12: This one is tough.. Creature Knowledge is most useful at novice scout, where you know what the resists and protections and vulnerabilies are. However, the ranger knows the vulnerabilities and can search for the weak spots. All protections are reduced 5% per level, and 10% at master ranger. The vulnerabilities become even more vulnerable to the Ranger.
13: Misdirection: This would make one creature engage in combat with another creature in the area... a failure means it attacks you.
I have been a Master Ranger for a very long time, and it is very disappointing to me that I am a much better hunter without being a ranger than I ever was when I was a ranger. I am a much better Ranger/ Hunter (combat stacked + novice scout + harvest droid + veghash) Than I ever was when I was a ranger.
All too often, Rangers are successful hunting not because of Ranger, often despite Ranger due to the fact that so many skill points are now wasted with camps and traps for Rangers to truly be elite hunters that we want to be.
The Outdoorsman
The Ranger community truly wants to have an interdependant relationship with the other professions, while being elite hunters and a valued member of any hunting group.
So... with that said, how can Rangers actually become the hunters that we all really want to be?
1: Critical Strike
2: +Accuracy to melee and ranged vs. creatures
3: +Speed to melee and ranged vs. creatures
4: +DMG to melee and ranged vs. creatures
5: +to Melee & Ranged defense throughout the skill trees.
6: Creature Dodge
7: Survival Instinct (a pre-emptive ability that enables the Ranger to have heightened resists to poison/ disease/ state effects)
8: State effect dealing traps, dmg dealing traps (poison/ disease/ bleed)
9: Stationary Traps: lay the trap, engage the beast, as he crosses the laid trap, a claw snaps and immobilizes them (already proposed, but still very nice).
10: Creature Damge Toughness (similar to a melee profession's toughness).
11: /rescue should either cause damage, or create a status change in the target. It makes no sense that a rancor determined to have my friend for lunch, stop and think, wow, that ranger is much tastier.... Something must happen to draw it away from the target.
12: This one is tough.. Creature Knowledge is most useful at novice scout, where you know what the resists and protections and vulnerabilies are. However, the ranger knows the vulnerabilities and can search for the weak spots. All protections are reduced 5% per level, and 10% at master ranger. The vulnerabilities become even more vulnerable to the Ranger.
13: Misdirection: This would make one creature engage in combat with another creature in the area... a failure means it attacks you.
I have been a Master Ranger for a very long time, and it is very disappointing to me that I am a much better hunter without being a ranger than I ever was when I was a ranger. I am a much better Ranger/ Hunter (combat stacked + novice scout + harvest droid + veghash) Than I ever was when I was a ranger.
Mattrekie
Mon Jun 28, 2004 6:51 pm
#58
How about a server with loot better then most crafted items(Items including weapons,armor,weapon components, etc.)
BFDVepier
Mon Jun 28, 2004 7:01 pm
#59
I'd like to see less lying to the BH community and our correspondent.
3D4D
Mon Jun 28, 2004 7:05 pm
#60
I have a major concern when I think to the future of the game and the space expansion. My concern started way back when the game had just released. Back then I was a newb player like most other players at the time. I decided to join the rebellion even though I knew that Imperials had the better technology. I inevitably encountered the Imperial technology in the form of the AT-ST. I was easily overpowered by the AT-ST. My first thought as I lay there dead was "you Imps may rule the ground, but in space you will see the Rebel advantage". For a long time I would go on thinking that space would balance out the current imbalance in faction perks on the ground.
Now I see Developer comments on TIEs having Shields and hyperdrives in the name of "fun over continuity". For a full year the Imperials have had a vast faction perk advantage over the rebels. During this period of time I have not complained because I felt that X-Wings and other Rebel craft would have an advantage over Imperial craft to make up for the faction perk imbalance on the ground.
My questions to Thunderheart, or any dev that might read this is:
What do you plan to do to balance faction perks both on the ground and in space? Will Rebels one day have a faction perk equal to the AT-ST? Also if the Developers believe that fun should come before continuity then shouldn't the rebel perks be balance with Imperial perks for the sake of fun?
I would hope that the developers would take my thoughts into consideration when they start work on the Galactic Civil War Revamp.
Herbsman
Mon Jun 28, 2004 7:08 pm
#61
Heyhey, I allready posted this idea in the Droid Engineer thread and it got some good responses so I thought I might add it here. This isn't just something that would be good for DE's, it would be beneficial to all players and add to immersion.
http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=44904
Rooks
Mon Jun 28, 2004 7:16 pm
#62
Put working terminals in the High tech Field bases for Rangers.
Put all of them in it, Mission, Explorer, Artisan, Faction so people can use it other than the Ranger.
BRP1
Mon Jun 28, 2004 7:24 pm
#63
Boomerbwn thanks for the support!
Actually, I had assumed that the city would have to Vote to go imperial or Rebel etc. I wouldnt want that to be in the hands of the mayor alone.
I should have stated that though... 
Valoris
Dasyra
Mon Jun 28, 2004 7:32 pm
#64
After Jedi have been put to bed please lets focus on elder style games for the rest of us.
One way is to have certain professions be able to give out missions that also yield perks and rewards for everyone involved.
Professions: Politician, Master Entertainer, Master Dancer, Master Musician, Master Bounty Hunter, Master Smuggler, Merchant, Ranger, Squad Leader, Master Teras Kasi Artist
Ideas:
Smuggler: Smugglers can give out missions at Cantina's and Starports. These missions often involve traffiking goods from one location to the next. Upon success the smuggler receives smuggler fame that allows him to progress through the ranks, buy perks, buy no drop specials, and anything the black market could handle.If the smuggler goes on the missions with the players he gave the mission to he receives bonus fame as well as possible special perks.
Bounty Hunter: Can give missions out at one of the defined Bounty Hunter Guild locations and Cantina's. These missions often involve PvP. These missions are for hunting: Jedi, PvP GCW High Ranked based on PvP Kills ladder, Smugglers/Players with High Visibility from smuggling or assisting smugglers, any activity that would generate Visibility such as special missions, and other Bounty Hunters aligned with other Bounty Hunter Guilds that have high visibility.
Politician: Gives out missions and gains experience and politics fame, can give out missions anywhere with special missions at the Polical Centers and even rare missions if in office that yield special rewards. This fame can be used to run for the galactic senate and planet seats. The Politician in charge for the duration of the term has certain authority both for the rebelion or empire or neutral. Different politics can be built for different planets. Politicians should have enough power to impact everyone's life both negative and positive in some way, and especially on planetary level influence the GCW in some way.
Squad Leader: Gives out group oriented missions meant for large groups to complete. Could have a level to choose as well, such as Unbuffed Group, Buffed Group, Uber Group mission tiers so that it generates appropriate types of locations. These missions cross all planets and space and so you might have to travel. The rewards are varied but often yield things like special schematics for crafters, perks points for players involved, and special no drop item loot choices for everyone that completes mission. Missions should be geared for a good play session time length such as epic in level to a few hours. So1 hour choice, to 8 hour choice epic. The Epics could involve the group being split up with each person exploring different waypoints through out the galaxy and after so many waypoints have been converged on they find a location to explore, after most of group meets they can enter. The more people left from the original forming group upon completion the better the rewards.
Please find a way to do something like this where players are the ones giving out these cool missons that are epic in nature. Lots of people will want to smuggle and allowing smugglers to give out smuggling missions to players is great for both the smuggler and the game. Especially if you start tying the smugglers to locations and places.
Perks and Rewads can be advanced slot skills that define a character, no drop items for both personal use and ship use, rank tiers that might allow access to special missions rewards or powers that effect groups of players. Such as the top smuggler may have some influence over all the smugglers, and at different ranks the smugglers receive a smuggler channel. Anything that lets the players grow beyond the current system and change able to change these special skills and items out over time. Might need to involve crafters, such these no drops require a bunch of items crafted that slot in the no drop before it is active but quality doesn't matter so you can have crafters of all types assist.
BRP1
Mon Jun 28, 2004 7:42 pm
#65
Jaggid thanks for your support too! 
First I'd like to address the kryat pearl/ loot being destroyed. If you had such uber loot and didnt want to risk it (and didnt believe your city could hold it's own) then you would have 2 choices, 1 put up a house somewhere else not in the city and store that stuff there, or move house and not participate with the rest of your city. The city would have to VOTE to go to war, not everyone or every city would be at war so this would only affect some people and then only if they took no precautions before joining in a GALACTIC CIVIL WAR.. 
Second, the rebuild. I thought I covered that in my comments but to clarify. I vision it as every 24 hours the structures city walls etc would be returned to full health assuming they were not destroyed. You do run the risk of your city being overrun while everyone is off line. however a properly defended city should be ok wether you are on or not. For example if your city walls are 200m on each side, that would be 10 small turrets on that 1 side, plus large turrets from the towers. The forts troops would also be manning the walls with a bonus to their ranged defence (melee couldnt attack them directly at all) and a bonus to their attack skill. You would be able to place mines etc around your city, in your city entrances etc in addition to all this.
The walls would be extremely durable think tougher than a kryat, and would not be breached quickly even if a group of people were attacking them. Solo they should be essentially impervious to you.
I don't personally like the rebuild of destroyed structures because then there is no penalty. But also dont forget all the defences you'd have the option to have around your city to protect your houses etc. The rewards to the opposite side would be to destroy a declared structure and get a ton of faction points, and to get double faction points on any troops etc that they can kill on the walls. Your rewards would be a city that pays for itself(assuming you got enough faction inside it) and you would get double faction points forall that you kill that are attacking you. It could also be set up so that anyone that dies attacking the city by the city defences gets credited to 'the city defences' fundand those faction points go into the forts to increase their troops, even when you are not technically around to defend it. Plus defending militia would get a cash bonus for each PC kill while defending the city from the emperor...
As to the continuous assault possibility. If an enemy was killed attacking your city, that PC individual would not be allowed to enter the city limits (read far outside the city walls) for X amount of time (picturing 1.5 hrs but that would have to be tested). That would avoid the situation my old guild had where the rebels were cloning 800m from our city and doing a continuous raid all day and night.
Valoris