Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 5-10-04)
With that in mind, here goes.
Some friends and I were talking about the lot system, ie 10 lots each per character. The problem we run into is it doesn't seem to be enough at times. The example I came up with was let's say that your character is a mining mogul who has a vast empire of mining operations. Well as vast as 10 lots will allow you to get anyway. So you have this mining operation and you've got tons of money just lying around and you decide you want a big fancy mansion filled with collectibles and art to show off your wealth. Problem is, you can't do that because to do so would cut down your production by 60%.
Or let's say you're an Imperial Colonel in charge of a Garrison (HQ) on Corellia. You're a colonel and should have a halfway decent house, right? The best you can hope for is a med house and that doesn't offer anymore storage than a small, and doesn't look appreciably bigger. (but that's another issue) And PA halls? Pity the poor schlep that gets stuck with having to tie up 9 WHOLE LOTS for a glorified large house. (and if they'r meant to be a house, then why do you need 5 people to keep one?) Someone *has* to declare residence there just to have a place to live, because you can't even set up a cardboard box on one lot. (yes I realise we don't *have* to have a house to live in but for RP purposes I like to have a house for my characters lest I feel they're sleeping on the street clutching their mining reports, or their weaponry and armor, which cost far more than their houses, closely)
So for those of us who want to do it all, we came up with the following suggestion:
If the code will allow it, why not implement a system that opens more lots the higher you go in a profession where they're needed? That is, if you master Artisan, you get extra lots with perhaps more if you master an elite artisan profession. The only trick is that these lots can only be used for harvesters or factories. The same would go for Rank. The higher rank you get, you get lots that can only be used for Factional structures.
I'm not saying give the farm away here, but I think the lots, if given on a restricted basis, could be given out a little more freely, provided someone puts the effort into earning them.
While I'm at it, it took a while to type this and my login ran out. Fortunately I was able to back up and it was still here.
How about setting the cookies for a little longer idle time, eh? For those of us who like to explain things.
I havent read this whole thread, but maybe noone else has posted it yet.
There are currently some excellent ideas in the smuggler boards for smugglers to get onto BH terminalsif they fail a mission. With the smuggler revamp coming up this is definately worth looking at.
hello....first of all I would like to thank the devs, because I have NEVER played a game that is as amazing as this....blah blah i'll cut the flattery because i'm sure you've heard it a thousand times...but here now you've heard it a thousand and one times I LOVE THIS GAME. and I especially love it because you are involved with the players trying to figure out how to make it better!! ok so my suggestions.....
#1- There aught to be a jump comand.....as amazing as this game is..so much of it is done through interfaces ...there is kind of ..this barrier still and I think that would be helped incredibly if perhaps our avatar could jump..and I don't mean the little social that goes "Boing boing!" and make the avatar hop in place...I mean a sorta...running awayfrom the womp rat leaping sort of thing....oh jumping over a rock...jumping. Maybe the space bar would be a could control for that . It would give the character sort of a new dimension. Up.
#2- I was totally exstatic about the new funiture moving command!! Now my weapons aren't strew all over the floor but are mounted on the wall...but there is only one other thing about furniture that I think would be good...I don't know about every one...but when i'm going to log out and i'm at my house on corellia I sit my avatar on the bed....but I think the avatars aught to be able to lay down on the bed.
#3- I agree very much with one of the first posts about the quests being made for the power games and how thats kind of unfair. Also about how like the corvette it has been made impossible to do alone. I don't have many close friends in-game and I'm often doing quests on my own..and when I get stuck I have to search for random ppl to come and shoot stuff with me..so maybe some quests for the less experienced players would be good....I think that there should be some great quests and perks for the power gamers because they worked so hard to get there but i think there should still be some stuff in between.
#4- I think that when the camera is rolled into first person mode you aught to be able to see your avatars hands or the weapon they are holding...because if I'm in first person and something attacks me I have no idea except by the numbers that pop up that i'm doing anything at all.
well thats all I can think of for now...except that the smuggling profession DEFINETALLY needs a revamp but i'll let ppl with more skill in that area then me make the suggestions. thank you very much!! and I'm sorry if I have stated things in here that have already been said before but I wasn't about to read 58 posts...thank you!
-Kolana Mare'i Gavin
I was wondering if there could sometime be a chip.. or a patch for
married
couples (male and female) to have children.
Im not quite sure how you would do it.... but I was thinking you could
make
it like pets... they grow... but make it so it would take alot longer to
grow... Maybe the mother could be pregnant for 9 days and then she has
the
baby. I was also kind of thinking you also have vendors on the game that
are
kinda like players.
Im not sure how you would do it... but do you think it could be posible?
I have a few people that would like to see this happen... they are a few
that I could round up in a week....
1. Liyannia (me)
2. Xiron
3. Mortress
4. Wody
5. Delrond
6. Merc-utio
7. Yun
8. Aragorndunedain
9. Liree'
10. Avaadi
11. Tatianna
12. Zathras
13. Tralmek
14. Aleu
15. Aaron-
16. Baclimon
17. Cassie
18. Vskylabv
19. Petra
20. Alya
21. Blitzz
22. latoya ( I might have spelt her name wrong I forgot to right it on
my
list)
23. Kirrah
If you could let me know... that would be really great. I'll be able to
let
them all know.. what you said.
Thank you for your time.
Liyannia
So, why not figure out a way of implementing dynamic dungeons? Go to a mission terminal, pick up one, go to the waypoint and dive in. Have a boss monster or control point at the bottom of it to destroy. Make it so that only that player (or the group the player is in) can enter.
- On a slightly more complicated scale, let us *build* houses. Rather than prebuilt deeds of predesigned floorplans (I am of the opinion that the designer of the Corellian/Generic floorplans needs to be shot), give us 'Lego blocks'... predefined wall sections, floor sections, etc. Give architects a tool to build a house design from these parts and make a schematic from that. Pop into a factory with the appropriate parts to build the house from that schematic, out pops a deed, and you place it like a normal house.
On a side note, I think SOE would benefit from looking at what Second Life is doing. A MMORPG world built of textured 3D primitives... oh, the flexibility possibilities!
- Let artisans build signs, datapads, and other things that people can write on and stick in their house. It'd be nice to have price lists and notes and what not written on these, instead of CDEF pistols stuck in a vendor priced at 99 billion credits with a long description. Or be able to pass information without the email system. Keep journals of your adventures.
- A Resource Market. I've harped about this before, and I'm going to keep harping about it. Have a cluster of Resource Exchange terminals in the major city on each player planet (Corellia, Naboo, Tatooine, Dantooine, etc.)
Player A goes to the terminal with 10k units of Foobarium Titanium Aluminum, and feeds it into the system with a minimum sell price of 3 credits per unit.
Players B and C go to the terminals, both wanting Foobarium. B puts in an order for 5000 units at 3 credits per unit, and feeds 15000 credits to the machine to cover that. C puts in an order for 6000 units at 4 credits per unit, and feeds the machine 24000 credits.
Once ever five minutes or so, sales and orders are processed. Since C is willing to pay more for a unit of Foobarium, his order is completely filled, and 6000 units of Foobarium become available for pickup from the terminal. The 24000 credits that C paid is transferred to A's account, since it was A's sale that satisified the order.
Now, there are only 4000 units left for sale. Player B's order is partially filled at 3cpu, 12000 of the 15000 credits he paid is transferred to A, and 4000 units becomes available to B. B's order is then automatically modified to a 1000 unit order at 3cpu.
The terminals should also have a seven-day history of low/high/average cost per unit prices for resources it has handled. Resources should include metals, ores, chemicals, gases, meat, eggs, milk, hides, grains, wood, etc. Things you can harvest.
Advantages? Less people standing in front of starport shout-spamming resource sales. Newbies can sell to crafters without having to deal with people only wanting 10k or more of something, and newbies would get ripped off less if they actually knew what the going rate of the resources they have...
- A 'road' object that can be crafted and placed in player cities would be nice. Its hard to feel metropolitan when there's amber waves of grass between your house and city hall...
- Some general client performance improvement would be nice. I've got a Pentium 4 2.4ghz, a gig of memory, and an ATI Radeon 9800 128mb. I don't think there's any good reason why my framerate will be below 30fps a good deal of the time...
I saw someone earlier mention a reference to the Hutt faction.. but am also curious about the neutral faction that was talked about during beta.
It's almost a year since the game launched... and we still don't have those two factions yet.. Could we please get some clarification on when we'll see these implemented.
This is going to be a little long, so I'll break it into a couple of posts. Essentially I decided to expand on my ideas from last weeks IC thread just to get some of these ideas out of my head ![]()
#1a HAM system and Healing
In concept – the best way to maintain the three bar HAM system is the system pushed to Test several months ago, in which special use deducts from the max value of the primary HAM pools, which regenerates at a fixed rate up to the set primary stat maximum. Physical Damage is deducted from the current max primary value independently of special use, and regenerates according to the settings of the corresponding regen stats (Con, Stam, Will). With this system, Stim packs can now heal mind, as damage and special cost are now independent systems. Also, at some point in the past, human racial stat limits were removed. This is pretty grossly unfair to anyone playing a non-human race. It’s crucial that those limits be re-instituted to balance the races back out again.
#1b Death System:
In PvP especially, the death system is entirely toothless, however the removal of item decay was vital to the health of PvP. What is required is a method of inducing a temporary penalty that will bring an end to the endless clone-attack-clone cycle. Given the changes in the HAM system above, one way to do this would be to create a death counter which ties into the special regeneration rate. For example, if the regen rate is 20 points per second, then after two deaths (first one is free of consequence) that regen rate would be halved (to 10 points per second). A third death drops the rate to a third (6.67), and so on. Eventually the player would be completely combat ineffective. In addition, following cloning a player’s stats are all set at 0 and must regenerate according to their adjusted regen rate, which would prevent “zerg” raids by imposing a few minutes downtime following cloning. To counter this, the death count disappears every 24 hours (on server restart for example) and Doctors are given the ability to create Bacta Tanks that reduce the death count of a player by 1 for every minute they’re immersed in the tank. Bacta Tanks should only be able to be deployed in actual hospitals (and perhaps a High-Tech Field Base) though.
#2 Buffs
#3 Armour
The current situation with armour is that pretty everyone wears one of two types (ubese and composite) for anything other than looking good. In addition, you’ve got people like TKA’s and Jedi armoured head-to-toe in composite because it’s simply the best all-round armour there is. I think a critical part of a rebalance would be to make the rest of the armour types needed again.
I’d propose a tiered certification system something like this:
Existing personal armour would be sub-divided into three classes (light, medium and heavy – nothing to do with their Armour Rating).
- Light – Bone, Mabari, Wookiee Ceremonial,
- Medium – Chitin, Ubese, Tantel, Wookiee Hunting, etc
- Heavy – Padded, Composite, RIS, Stormtrooper, Rebel Marine, Wookiee Battle (guessing here on the last one).
As the divisions have changed, so would the resists have to change. Bone, Chitin and Composite would be strong against Energy and Mabari, Ubese and Padded would be strong against Kinetic. As other armours get introduced, more esoteric damage types could be added. Each armour type could still be layered, as they are now, to provide more protection. For balance, light armour effectiveness percentages would be hard-capped at 50%, Medium at 70% and Heavy at 90%.
Each class would then be certified to wear an appropriate weight of armour for their class focus. Anyone could still wear any type of armour, however the penalty for wearing non-certified armour is a reduction in skills depending on the type of armour and how much is worn.
Light Medium Heavy
Chest (25%) 6.25% 12.5% 25%
Legs (25%) 6.25% 12.5% 25%
Helmet (25%) 6.25% 12.5% 25%
Boots (10%) 2.5% 5% 10%
Shoulders (2.5% each) 0.625% 1.25% 2.5%
Bracers (2.5% each) 0.625% 1.25% 2.5%
Gloves (5%) 1.25% 2.5% 5%
25% 50% 100%
So therefore, a Novice Marksman (no armour certs at all) wearing a composite chest and ubese legs would see all his combat skills (speed, accuracy, defence vs., etc) penalized by 37.5% (25% + 12.5%).
To prevent everyone dabbling in certain skills just to wear the heaviest armour, the certification would be broken up into 4 and placed in the four 1st tier boxes of the appropriate elite professions (see below). Achieving each box would reduce the certified armour’s penalties by 1/4, being completely negated once all four are achieved. Furthermore, I don’t see a reason that Medium armour certification shouldn’t also apply to Light as well, but balance testing might say otherwise. Shield generators are fine as is I believe.
ARMOUR PIERCING
Currently armour piercing works by giving damage bonuses when AP > Armour Rating. This introduces yet another damage variable to balance on weapons. A better choice would be to have every level by which AP > AR give a reduction in the target’s armour resists. This ensures that a weapon will never do more than its expected damage and will be easier to balance. An AP < AR should reduce damage as it does now.
#4 Professions
The key to re-balance is differentiating the roles of each combat profession, while mathematically balancing the damage output of each profession. The player base is intelligent, if there is a damage output min/max point, it will be found and that profession will become a flavour of the month.
The following examples are based on the assumption that a Master of their specific profession should be able to take down a White-con (8400 HAM, no resists) mob, using their best pool targeted shot, in an average of three shots. Example weapons are based on perfect resources and damage experimentation (no further modification).
RANGED PROFESSIONS
The key to balancing these professions as a whole with melee is to introduce ammunition to the game. The only reason anyone in an advanced society would bring a knife to a gunfight is because the knife never runs out of ammo.
The system for ammunition could be adapted from the power-up system, as it exists. For a ranged weapon to work, it requires an “energy pack” to be fitted, which would be a generic Artisan product. The number of shots available per pack would be specific to the weapon it is fitted to.
A /reload command would need to be added however, which would take energy packs from the top-level inventory and apply them to the equipped weapon. All weapons would have a Reload option on their radial menu. Reload should apply even when the current pack is not depleted, to allow players to change to a fresh pack prior to the start of a fight.
1. Pistoleer: Should be a lightly armed, close range fighter. Should be certified for Light class armour, have an increased Dodge Skill (behind only Jedi and Fencers), increased melee defence and toughness, and Melee mitigation 1 to recognise that they are usually within the thick of the fight. In return, pistol range should be hard-capped at 25m. Pistols should be fast but not hard-hitting, therefore pistols should only have Armour Piercing values between 0 and 1. In compensation for this, pistoleers should have access to every type of damage in the game – allowing them to switch their damage type to take advantage of weaker resists and vulnerabilities.
Example
- Best crafted DX-2: 462 – 738 Damage, Speed 2.0 (avg. DPS = 300)
- Master Pistoleer using Body Shot 3 (x2.5 damage), average damage = 3038 points / 2
seconds.
2. Carbineer: Should be the soldier archetype, the assault gunner and mid-range fighter.
Should have a Light armour certification and a high degree of ranged accuracy and ranged defence. They should have the ability to take cover like rifle users, increasing their ranged defence and ranged damage. Their role should be applying state effects over a large area and causing moderate damage to multiple targets at once – therefore all their specials should cause multiple state effects and most should be AoE (as they do now). In return, their range should be hard-capped at 50m and their variety of damage types restricted to 4-5 or so. Armour Piercing on carbines should range from 0-2 to compensate for the lack of damage types
Example
- Best crafted Elite carbine: 900 – 1500 Damage, Speed 4.0 (avg DPS = 300)
- Master Carbineer using Leg Shot 3 (x2.5 damage – same as BS3), average damage =
6075 points / 4 seconds.
3. Rifleman: These are the hard-hitting, one-shot sniper types. They should be the most damaging and slowest of the non-commando crowd, and are most vulnerable against multiple enemies. As they fight from long-range, they only get a Light armour certification, but very high ranged defence and mitigation skills. They should want to engage from a covered position, so there is a significant bump in damage, accuracy and defence when in a covered position. They must also get a skill that keeps melee fighters at bay – either a skill that forces enemies to prone, or one that slows them down to a walk for a bit. To balance this, rifles should be unusable under about 20m – perhaps only a simple melee attack (hit with the stock of the rifle) that has a chance to posture down. Rifle users should get almost no melee defence or toughness. Rifles should range from AP 1 to 3, but be restricted to only Kinetic, Energy and Acid damage types.
Example
- Best crafted T21: 1440 – 2160 Damage, Speed 6.0 (avg. DPS = 300)
- Master Rifleman using Head Shot 3 (x2.5 damage – same as BS3), average damage =
9113 points / 6 s.
MELEE PROFESSIONS
To account for their inability to run out of ammo, and the general bias toward ranged combat in Star Wars, melee professions should be balanced to do 75% of ranged profession’s average damage. Melee professions should also include a moderate bonus vs. posture down, as they will have to charge the ranged professions.
4. Fencer: Should be the ultimate defensive tank, lightly armoured and relying on their Dodge ability to avoid damage while attacking. Should be certified for Light Armour, and have a huge Dodge bonus (around 120 or so). Like pistols, fencer weapons should be low AP but include all possible damage types to balance this.
Example
- Best crafted Stun Baton: 360 – 540 Damage, Speed 2.0 (avg. DPS = 225)
- Master Fencer using Body Hit 3 (x2.5 damage), average damage = 1688 points / 2 sec.
5. Pikeman: Should be a crowd-control class, focused on status effects and area attacks. They should get Medium armour certifications (as they will be getting hit), but should rely on their Block skill to reduce some of the damage (50-75% on a successful block). They should have access to all the state effects and concentrate on area damage. Damage types should be more restricted than Fencers, but largely AP 1 to 2.
Example
- Best crafted Vibrolance: 540 – 810 Damage, Speed 3.0 (avg. DPS = 225)
- Master Pikeman using Leg Hit 3 (x2.5 damage), average damage = 2531 points / 3 sec.
6. Swordsman: Should be the typical heavy tank, high damage and high protection. They should receive Heavy Armour certification to absorb the damage, and rely on quick defeat of the enemy to protect them from damage. They should have a counter-attack skill that essentially performs a simultaneous return attack (default damage) every time it successfully activates. As they are straight damage types they should have only minor amounts of state attacks, but very strong defences. Weapons should be limited in variety (Energy, Kinetic and Blast) but AP ranging from 2 to 3 to compensate.
Example
- Best crafted Scythe: 720 – 1080 Damage, Speed 4.0 (avg. DPS = 225)
- Master Swordsman using Head Hit 3 (x2.5 damage), average damage = 3375 points / 4 s.
7. TKA: A special-case scenario, unarmed damage should be lower on average than either ranged or melee weapons, but each attack should be faster. As with Jedi, martial artists wearing armour doesn’t really mesh with the concept. It would be better if Master TKA received a 25% resist to all damage types – a bonus that would be overwritten if the artist did put on armour. Beyond this, TKA should rely on their melee defence, melee toughness and a hefty Dodge skill (on par with Fencers) to keep them alive (Defensive Acuity should be replaced with Dodge). TKA should be fairly limited in damage types and armour piercing, but should have a lot of state effects to de-buff their opponents as they wear them down. Also, vibroknuckle-type weapons should simply add a bonus to unarmed damage, or replace the unarmed damage mod completely (not both as they do now).
Example
- Master TKA average damage = 75 points at 0.5 Speed
- Master TKA using Unarmed Body Hit (x2.5 damage), average damage = 281 points /
half second.
HYBRID PROFESSIONS
8. Bounty Hunters: Should be an all-out offensive profession, certified for Heavy Armour as their only real defence. Bounty Hunters should have access to all damage types (through their pistols line), all state effects (through their carbine skills) and heavy piercing weapons (the LLC). They should keep the specials they have, except increase the damage, speed and accuracy on each relative to equivalent specials. They should receive minimal defences to balance their offensive power.
9. Commando: Should be the hardest hitting profession. Certified to wear Heavy Armour and a balanced amount of ranged and melee defence. Their currently charged weapons should be changed to weapons requiring ammunition, with low amounts of ammo per energy pack. Almost all of their weapons should be Heavy Armour piercing, high damaging and slow. The flamethrower and launcher pistol should be excepted, having lower AP and damage but faster speed. Grenades should be changed such that they ignore the defensive benefits of cover.
Example
Master Commando using a Rocket Launcher, average damage = 11,250 points / 10 s.
10. Smuggler: Though not a true combat profession, Smugglers should receive Light armour certification. Their specials should remain in concept as they are, however Smugglers should receive bonuses in their pistol tree to remove their current dependence on the Pistoleer tree.
11. Jedi: The final special case scenario. Jedi should have Heavy Armour piercing with their lightsabre, the damage of a rifle but the speed of a pistol. They should get no armour certifications, but like TKAs should receive innate resistances throughout the tree. They should have inhuman Dodge bonuses (150 or so probably), and a Sabre Block ability that blocks 100% of damage when successful (could work just like centre of being does, using Force Power to execute).
#5 Other Considerations
Combat Medics:
Should have the same logic applied to their poisons as Doctors and their Buffs. Disease A should be very strong, but lasts only briefly (good for PvP) while Disease C packs should be weaker but last for a long time (for high-end PvE fights) such that the cumulative damage from a C is higher than an A. The actual damage/ wounds from these packs doesn’t need alteration.
To balance this however, Tailors should be able to craft under armour air filters that give bonuses to resist disease (which only withstand a certain number of attacks before becoming useless), and faction armour (which should be craftable) should have permanent inherent bonuses as well (to encourage it’s use in PvP).
Armour certifications for non-combat oriented classes (Doctor, Ranger, CM, etc)
Could be debated. Given macros in this game I don't see it as hardship for a non-combat to recieve no certification, as this does not restrict the wearing of armour but penalises the skills of the player. If a Doc on the battlefield needs the extra protection of armour, he/she could wear it and make a macro to take it off as soon as healing is needed. If the same Doc finds this cumbersome there is always the option of taking a combat profession to supplement their skills.
Since vendors are going to be revamped soon, things that would be nice to see included:
1. Some kind of outwardly visible indication if the vendor is empty. For terminals have them look dark/turned off. For NPCs maybe have them sit down or kneel instead of standing.
2. For those of us with multiple vendors give the buyer the ability to see all of our vendors in the area. I think it is supposed to work this way but it does not. My experience is that when I the owner look at a vendor I can see all of my vendors and manage for sale and stockroom for all of them from one. I can also click on the vendor name that I am at to limit what I see to that vendor. When I am in as my alt and go to one of my vendors, I only see the items for sale on that vendor.
3. Institute the new bazaar instant sale/item directly to inventory mechanics for vendors.
On storage:
Many of us are starting to stockpile resources for the space expansion. I think you will see large database issues, and storage houses popping up. Tons of people have posted on 2 possible solutions that should be incredibly easy to implement:
1. Increase the resources in a stack to 999,000 instead of 100,000. For people stockpiling let us put huge quantities into one stack. I don't see any drawbacks to this.
2. Increase the stack quantity on factory run items. I know for "realism" or "immersion" you set different stack quantities based on relative size or complexity. For most of us we don't really care, and we can split crates into smaller ones if need be.
The last idea would be tougher to implement but shouldn't be hard. Allow players to rent a second safety deposit box. Give us another 60-100 items for X-charge per day. Or as some have suggested give us a new structure "warehouse" that is one lot and holds 150-500 items. You can make the maintenance variable depending on the fill rate of the structure.
I can imagine all of the resource hoarding is making the database guys cringe. It is going to continue to get worse and worse until JTL is released. You have 3 options
1. Fix the issue with a few easily implemented changes.
2. Ignore the problem.
3. Make the problem go away by saying that all resources needed for ship crafting will be new to the game and are not in game yet. So stockpiling now does no good. You would have a player revolt, but would make the problem go away, assuming people believe you.
DEVS PLEASE READ THIS HEHE
OK i've been thinking ALOT!
Here are alot of things i would like to see in this game=
- Places/Dungeons only accessible by special species only or u need this species to enter the dungeon leading your group.
- Underwater vehicles...only if one of the next worlds has lots of water (this would widden possibilities for dungeons/enemies)
- GCW vehicles where 2+ people are needed to operate, one person to fly one to be a gunner etc etc
- Multi seat vehicles...one possibility is that the non-driver if ranged could shoot from speeder...offcourse accuracy would suck but it would be cool!
- Make certain things in player cities destructable if alligned with faction but the +side to being aligned with faction may be free air support (the bombing run that was thought to be put in game...but u wouldnt want to bomb your cities so it would be a volly fire type lazer rain from xwings/ties) , you would get defense from NPC, you would have lower factional costs from NPCs in city.
- I know this is a lil ahead of time BUT for SE please make it so that u can drop Space stations...make them extremelly hard to get, Make ALMOST every pro if not EVERY pro have to be involved in the making, WS for mass amount of guns on Space station (if they arent manned by players then auto switched to npc control), AS for shields, Tailor for interior, Architect for interior, Combat pros/ ent pros must do missions for certain parts, etc etc there is so much you could build off of this, make them extremely hard to destroy! This would make for the best battles in space EVER! make sure they are fully customizable with cantinas med centers etc etc! all the comforts of home! In space battles the opposing faction can breach the armor and destroy segments of the station thus leading to boarding the ship by force! This would just be so exciting , melding ground combat with flight almost perfectly! Offcourse make them very hard to make like a said but this will help for organizing raids and such...because if nothing is player owned what is there to raid in space? Have docking bays too, where every player aligned with faction/ not banned can enter. Heck Neutrals could have them too but it may get too much if they are for neutrals and cant be destroyed, cmon i know u devs are creative i know u can see how this would work!
- make shield generators apear on a players , this is something i would find cool....is that just me?
Devs please post about this if you enjoyed the time i speant , put alot of thought into it! I'd really like to know what u think about it/ if any of these things are already in consideration! ![]()
DEVS PLEASE READ THIS HEHE
OK i've been thinking ALOT!
Here are alot of things i would like to see in this game=
- Places/Dungeons only accessible by special species only or u need this species to enter the dungeon leading your group.
- Underwater vehicles...only if one of the next worlds has lots of water (this would widden possibilities for dungeons/enemies)
- GCW vehicles where 2+ people are needed to operate, one person to fly one to be a gunner etc etc
- Multi seat vehicles...one possibility is that the non-driver if ranged could shoot from speeder...offcourse accuracy would suck but it would be cool!
- Make certain things in player cities destructable if alligned with faction but the +side to being aligned with faction may be free air support (the bombing run that was thought to be put in game...but u wouldnt want to bomb your cities so it would be a volly fire type lazer rain from xwings/ties) , you would get defense from NPC, you would have lower factional costs from NPCs in city.
- I know this is a lil ahead of time BUT for SE please make it so that u can drop Space stations...make them extremelly hard to get, Make ALMOST every pro if not EVERY pro have to be involved in the making, WS for mass amount of guns on Space station (if they arent manned by players then auto switched to npc control), AS for shields, Tailor for interior, Architect for interior, Combat pros/ ent pros must do missions for certain parts, etc etc there is so much you could build off of this, make them extremely hard to destroy! This would make for the best battles in space EVER! make sure they are fully customizable with cantinas med centers etc etc! all the comforts of home! In space battles the opposing faction can breach the armor and destroy segments of the station thus leading to boarding the ship by force! This would just be so exciting , melding ground combat with flight almost perfectly! Offcourse make them very hard to make like a said but this will help for organizing raids and such...because if nothing is player owned what is there to raid in space? Have docking bays too, where every player aligned with faction/ not banned can enter. Heck Neutrals could have them too but it may get too much if they are for neutrals and cant be destroyed, cmon i know u devs are creative i know u can see how this would work!
- make shield generators apear on a players , this is something i would find cool....is that just me?
Devs please post about this if you enjoyed the time i speant , put alot of thought into it! I'd really like to know what u think about it/ if any of these things are already in consideration! ![]()