Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-8-04)

Finnean
Tue Mar 02, 2004 11:30 am
#66






WIldWhippy wrote:

When will wookiees finally get some lovin? maybe make them wait another year so no one plays wookiee anymore






It is reaching epidemic proportions, our PA was comprised of about 50% wookiees, when we enlist a new member who has just started the game, we recommend that they reroll their wookiee to another race that isnt so helpless.


Armorsmiths are worried about the "armor-hole" vulnerability, we have that armor hole all over!

Wooks are useless in battle, and unless superbuffed, fed with enhanced food and drink and all the other goodies you can stack we are the first to die, if our foe has all the same, plus composite armor we *will* die.


Wookiees have to be able to at least measure up to the other races, we get stat bonuses that are next to useless and our race bonuses are to skills that are being nerfed or are equally useless ( Warcry , Wookiee Roar and CH taming bonus ).


Most established players have invested far too many hours in their wookiees to reroll - I have myself , ground 16 professions, own property, manage a guild and player city, far too many to just start over.


Would I have been a wookiee way back in August had I know about the future problems and vulnerabilities of the wookiee race? No. I would have been anything despite my admiration of wookiees in Star Wars.


But, how are new players supposed to know that the most supposedly most fearsome race in the game is gimped for battle? How many new players are going to be in for the same shock they rest of us went through when you realized your battle padding didnt do anything but take up drab colors from the tailors color palette? How many would have been a wookiee realizing that the wookiee bowcaster was not "fearsome in the right hands " but more of a weapon that even a master Rifleman couldnt make look better than a CDEF rifle.


This is wrong, it is sad, and while I dont believe it is intentional, we have to keep trying to get equality for wookiees, its too late for my main toon, but I can certainly assure you that my jedi will not be a wookiee for that is tantamount to suicide.


Please help us and brother and sister wookiees , speak up!!!!! The only way we will get change is if we let the devs know we are dissatisfied, *do* something , post on every discussion thread and make it happen!!!



Finnahen.....last one off the server, please turn off the lights...
Horde on Lothar(pve) and Gurubashi(pvp)
Guild:Electric Funeral on Gurubashi
The SOE empeoror's new clothes are ready. Are you going to tell them they look great?
DorTaul
Tue Mar 02, 2004 11:59 am
#67

Having to destroy the Turrets attached to a base isa SUPER idea, but we also need:


1.) Vulnerability times need to remain constant. This time will be set by the base owner.

2.) Base owners will be able to change the vulnerability times on a weekly bases.

3.) Smugglers will have to slice through the door of the faction base in order for the opposing faction to enter.

4.) Double the amount of troops at Detachment Head Quarters.

5.) Make the Artificial Intelligence of the troops at all Faction Bases smarter. By this I mean the 'agro' range should be set to 80 meters like the turrets, and the troops should only have tight formations directly around the bases, as opposed to anywhere in a 120m radius.



Cabel Dogstar
Death's Head -- SKULL
Penguin-X
Tue Mar 02, 2004 12:01 pm
#68

Jedi non-combat.

If you gave them +10 experimentation to the crafting, that would be a substantial benefit and easiest to code. Force sensitive slots are currently combat only, but why don't you give them a chance to be something different?

If you like... give them a TEF for crafting. That would make the jedi still need to live in the middle of nowhere to have their shop. Still remaining secret as they should be.

Always trying to be cautious of my suggestions as implementation is easier said than done...
I dont think jedi xp should be given for the jedi crafting, as this would promote macro grinding of the jedi (not good!). Also, it is one less thing you need to code.

For a FSCS that chooses not to go that jedi tree, a simple +10 bonus to stats should be available. This would be supported by the movies, as anakin was capable of building and piloting a pod racer better than any non-human (humans were supposed to be inferior at the sport) and had no jedi training or skills at that point and was still a young boy. Though not as attuned as Vader is, our FSCS should have hit this level by the age we are in the game.

If coding is not considered (yeah right... im a programmer... i would hate to do this)... you cold make another jedi tree, seperate than initiate, that boosts crafting and other skills to compliment standard professions instead of making them an standard boost to all fscs.

As far as death penalties goes... make them lose a whole tier of the skills they had. I personally was a fan of permadeath... but hey, we cant have everything



______________________________________________
Sensi of Shadowfire
Former Master of Image Designer, Combat Medic, Musician, Dancer, Entertainer, Pikeman, Medic, Doctor, Ranger, Merchant, Artisan, Weaponsmith, Scout, and Armorsmith
Incalar
Tue Mar 02, 2004 12:16 pm
#69

What about a on/off switch for Faction HQers..


What do I mean on/off switch?


Well here's an example:


You come home from work do the eating stuff and turn your computer on.. You start you game up and what the heck!!! Your Detachment HQ is all smashed up no turrets left and everything is gone. Only the base itself is still there.


You plant new turrets with your hard earned FP and have some nice battles WHILE you are online! PVP PVE etc. You go to bed and wake up in the morning and it's WEEKEND!! YOOHOO!! you start your game up and want to go play ALL day. You login and... What the heck...again your base is cleared out.. All large turrets are gone and there nothing you could have done about it.. You don't have any more FP and so.. it's GAME OVER! NO FUN. because you werent there.


Now to solve this problem:



You come home from work do the eating stuff and turn your computer on.. You start you game up and turn you base switch on.. you get a message the base will be active in 1 hour. You go do some missions have some fun and have some nice battles WHILE you are online! PVP PVE etc. The battle end succesfully and1 hour before you go to bed you turn the switch OFF you get a message the base will be shutdown in 1 hour and you are in dreamland..(in the meantimeLarge IMPERIAL faction drop by you base to have some PVPfun but there's no one around..well.. it's not active so lets look for another base guys.Theturrets won't attackand the mines won't go off.. no troopers.. because everybody isfor the day off. (shutdown) You go to bed and wake up in the morning and it's WEEKEND!! YOOHOO!! you start your game up and want to go play ALL day. You login and you turn on you base. This base will be operational in 1 hour....again your base in excellentcondition.YOU PVP all day long!! a huge battle...OMG you lost.. well.. that can happen... but is was FUN and that is what's counting.. FUN!!! because this is what the game is all about ..interacting.


Ofcourse the base is automaticly active when it's vulnerable. This would make a lot of base owners happy because you can sleep without having to worry.


Incalar.





Fishy FireWorks Inc. --Nothing Fishy About It--

drgnlee
Tue Mar 02, 2004 1:55 pm
#70

a couple of things to think of how about being able to shoot while mounted on a vehicle? the precedent that i give is return of the jedi.


there is another thing that i believe would really show the game a new facelift for many things. i was playing knights of the old republic and with my character in there i was able to hold 2pistols and 2 lightsabers. all i could think of was man that would be awesome to be able to do that in galaxies. well what i propose is look at the roleplaying game of star wars from wizards of the coast im not saying rip their rules off because u will not be able to at all but that outlines avery effective way to put this ability into the game.


for instance putting 2 pistols in the game u could start it in the pistol tree of the novice marksman with this u can incurr a major penalty at first and as u progress in the tree u can digress on the penalty to hit. it is then furthered in the pistoleer tree as well. same thing with fencer u could do it like the dodge but with the penalty being decreased (the attribute being lowered would most likely look to be accuracy) now while u still have this feat and are able to use it you still lose part of your accuracy that u will not be able to regain unless you unequip one or your pistols or your swords.


same with jedi as well if u are going to allow a 2 bladed lightsaber u might as well allow 2 lightsabers to be weilded at the same time. precedent for all of these things is jango fet in episode 2 and anakin in the same movie. these things are based on the D&D rules so to speak, so why not go back to the source to find what u need to keep the game fresh. i have many ideas about what u could put in for many different professions and this is the first of many posts i hope =)





Turen Elendil - the hermit of BLADE

Entrari - the gruff bounty hunter....if it pays ill take the job

Pandara Elendil - master doctor master armorsmith in training
Flatfingers
Tue Mar 02, 2004 2:02 pm
#71

Thunderheart, I've compiled a list of questions concerning the Space Expansion over in the Core Systems forum (message #10329).


For now, I'd like to summarize those questions down to two:



  1. When can we expect to see some firm information on selected Space Expansion features?

  2. When will an officialSpace Expansion forum be created for focused discussion?

I'd appreciate any information you could pry loose on these two questions. Thanks!


--Flatfingers

Kodi08
Tue Mar 02, 2004 3:08 pm
#72

I wanted to write something up about bases, this is a living document so feel free to give your ideas and opinions with explanations why, I would prefer not to hear "that's stupid" without an explanation why.


How I see bases:
Bases should have set vulnerable times BUT I like the idea oh having it vuln 3 - 4 days a week on a random rotation chooseable by the game and not the owners, this makes it so once a vuln time is known it still has a random factor to it. Vulnerable times should be atleast 3 hours but you should be able to choose if you want larger vulnerability time such as 3 or 4 hours


Greater base defenses should not be vulnerable attacks unless it's an hour before the vulnerable window through the vulnerable time, this will prevent the bases from having there defenses destroyed during times where nobody can defend them and allowing users to walk right in. Turrets should also not fire during downtimes as well


Greater base defenses should only be allowed to be attacked if the attacker is declared.


I like the change coming with theturrets must be destroyed before an attacker can enter the base.


Minefields should be a better defense then they currently are, also while examining the minefields, the same faction should be able to see what types of mines are located in the field.


Burst running or driving into a base should not be allowed


I suggest making the door something that needs to be sliced to open either by a smuggler or a droid, skills determine the amount of time it takes to open and there should be a countdown timer to open the door.

Removing the smuggler terminal on the inside would be a fair concession


Base Pets should be buffed a bit to prevent one shot kills, bases should never be an easy thing


I believe that bases should have to be attacked by a large force and not an elite few team members


Countdown timers currently seem fair so that should not change


Faction scanners should not be an easy target to destroy


-Clover



________________
a Teh Darbs a

KardenTyrell
Tue Mar 02, 2004 3:31 pm
#73

Being able to set a destination route interplanetairy...........say you buy a ticket from Mos Entha spaceport to Coronet Correlia and then to Dantooine Imperial Outpost. Make it so you can travel instanly to those planets if the shuttles are alligned



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
Valion310
Tue Mar 02, 2004 4:33 pm
#74

I posted about this a while back. With the Vehicles, Droid Invasion coming this seems like a wide spread "Technoligy" Invasion which I am really happy to see. I can smell the SE growing closer as my guild makes may preporations for it the best we can right now.


Something that has been of interest is growing the Arch schematics to include more "technical" type furniture.


Here are some examples:


VID-SCREENS:

1. A Large vid-screen. As in like the ones you see on the NASA launch control room walls. Perhaps something big enough to cover like a generic PA Hall wall.

2. A Medium vid-screen. About half the size as the above. Perhaps double sided so if its dropped in the middle of a room, it can serve a douple visual purpose.


COMPUTER CONSOLES:

-We currently have the smaller ones many of us stick next to desks or I we see everywhere. Now Im talking BIG consoles.

- Imagine what the Rebel base on Hoth, the control room in there. Those are the kinds of consoles I imagine.

1. Large = wide enough to have 3 locations to sit down. Perhaps two or three body lengths high.

2. Medium = About half this size.


GLASS SCREENS:

- Remember the vertical glass screen we always see with the curvey lines and the blinking lights? Those!


CEILING CONSOLES:

- Imagine your guild command center with ... a large console, blinking lights, little hand mic-cords hanging down and all of it from the ceiling. Would that be neat!


CONFERENCE TABLE:

- Take the current large dining table, slap a galactic map, make it shiney to show a "glass" covering and stick a couple blinking lights on its animation ... WHAMMO! ... Instant Command Center Briefing Table ...


Perhaps do 3 different styles of each.

1. Imperial Style

2. Rebel Style

3. Regular


I dunno, thats my imput to something of a constructive and fun nature.


Whadda ya think?


Admiral Vall

BLACK STAR LEGION

Starsider

Tiberius - Lok




Vall

Admiral
13th Black Order Division
===== *** X I I I *** =====
[ Imperial Ace / Master Rifleman / Master Bounty Hunter / Master Teras Kasi ]
Voted Starsider's Best Imperial 2005
- = Unlocked Jedi in late Feb 2004. = -


Valion310
Tue Mar 02, 2004 5:15 pm
#75


TH & DEV's


This post is about a replacement for /citywarn ... As a founding Arch for my city, malitia commander, senior military commander and now PA Leader I have given this much thought and I wanted to present my ideas to the community as well as you all up there in La-la land.


A) PROBLEM WITH /CITYWARN


Citywarn was taken out due to greifing other players, too much power put in the hands of "the player" when it came to PvP against others. I myself am not a big PvP person and enjoy the PvE instead. Since it was taken out, I have seen some things written it will not be coming back or is in work.


Vall's solution ....


B) City Malitia Forces:


Each type of "faction" game wide is based off a 5000 point counter. (-2000 Jabba, 5000 Imperial, etc). As each city has become an in-game faction so to speak. Each Mayor is the "faction leader" deaing out the malitia, zoning, etc.


What if the Malitia system was revamped in a way that the Mayor from "City X" could promote a "Captain of the Guard". That new Captain goes to the city management terminal and requests a "Malitia Recruiter". The recruiter is then placed whereever.


From this point on, everyone in the malitia can request "X" amount of NPC city Malitia's per update cycle. Say 5 total NPC's per week or cycle. They are dropped within the city itself, they can walk around, maybe give out little missions here and there for the PC Malitia members, maintain security, and so on. Each time a city reaches a new level, perhaps the combat power, or vision, or physical look of the city Malitia NPC's can be changed from a list much like when picking out a vendor of some kind. The Malitia NPC's cannot leave the city bounderies, just like every police force as its jurisdiction, so do these. They can shoot beyond the boarders till the range on the weapons, but cannot physically leave the city bounderies.


C) How does this protect cities?


Simple, when I roll into some new city and cause problems. I can be TEF'd in some fashion by the NPC only, they give me the option of leaving the city, growing obident to city rules of some kind, or they will shoot to kill me. If I were to openly attack these NPC's I am TEF'd and can be attacked by PC malitiausing the exact same code sets as if I were an Imperial that was declared and someone attacked my Imperial NPC's. But if I (as the cities visitor)kill 5 of the malitia NPC's then I lose faction points for that city. Thus next time I go there, it would be just as if I had -1000 Nym's Points on Lok and his body guards always attack me. Same exact concept.


D) How can we avoid greifing when TEF'd by PC Malitia, or unwanted attacks by the NPC malitia?


The PC Malitia run missions from some Malitia terminal or something. As they gain their own Malitia ranks and or points (IE: +2330 Tiberius Points) they can have more "Malitia Commands". If I roll back into "City X" and already have negative malitia points for that city. But I want to be a good visitor, then once the PC Malitia member talks with me or whatever. They can call off their own malitia thus making me not attackable by NPC malitia for a certain time period. Perhaps like a "/standdown" command removing any TEF on the visitor and resetting the NPC malitia's view of him.


E) What if I have -5000 City X points and I want to gain points to be a good visitor or new citizen?


Easy, run missions to help that malitia out. Say pick up a mission to bring an informant into the city, or stop a local Spice dealer. To avoid players who have lost city points from exploiting the system as a whole, as the visitor trying to get into the good graces of the city approaches 0 or positive points, the PC malitia member can use maybe a "/malitiapardon" command removing that player from any threat until they begin losing points again by their own actions.


F) How can we grow the city malitia forces?


Easy, each new city level brings the following to help that malitia out:


1. A new physical look for NPC's who can be called by PC malitia members.


2. Increased combat skills by the NPC's


3. Increased malitia missions that can be run.


4. Increased number of malitia that can be called by a PC for that given update cycle.


5. What can you think of?


G) Can GCW affiliations be rolled into this?


YES! .... Absolutly ... as a city is declared on any side of the line. The NPC's that can be called by a PC Malitia member resimble their affiliation of the GCW. An Imperial town can call perhaps not ST's but instead just "Imperial" looking security forces all in the same uniform of some kind. Same on the Neutral or Rebel sides. And as the city grows in size, the selection's grow larger allowing for many new features to be added.



TH and DEV's ... I dont know if this is codeable or not. But after months studying the city, working with vast amounts of city malitia issues in-game. I believe and many of those I've talked to think this could be a VERY viable option to not only help us protect our city boarders, bring more activity to some cities, make things a bit more interesting and making our Malitia's useful. But I belive it would also help with the static feel of the cities which to me is important.


I hope this is an idea that is heard ...


Admiral Vall


BLACK STAR LEGION


Starsider


Tiberius - Lok





Vall

Admiral
13th Black Order Division
===== *** X I I I *** =====
[ Imperial Ace / Master Rifleman / Master Bounty Hunter / Master Teras Kasi ]
Voted Starsider's Best Imperial 2005
- = Unlocked Jedi in late Feb 2004. = -


ElanMak
Tue Mar 02, 2004 6:28 pm
#76

YOU DEVS AND CS'S NEED TO CRACK DOWN ON PLAYERS USING 3rd PARTY SOFTWARETO CHEAT!!!


I know you've threatened to ban accounts, and have even done a few bans, but its clearly not working. There are literally hundreds of players that use 3rd party software to do crafting while AFK and to retrieve loot from containers. And, the amazing thing is these guys are SO EASY TO SPOT. Go to a cave with good loot and at the bottom you'll find somebody camping there with some 3rd party software clicking away on the container so that when the loot pops up, they automatically retrieve it. Check it out at 3am and you'll find dozens of these people, and its so obvious.


If possible, ban them. But, even better, make it so only one person can loot a container at a time (prevents lots of griefing issues),


For crafting- there may be a technical solution to preventing thistype of EULA violation, but a simple solution is tomake the crafting screens change up the order of things so that it can't be macro'd. These solutions seem so simple.


I talked with a player yesterday and he basically admitted that he's been camping for loot for months using 3rd party softwareand never had a dev or CSbother him, and he's been reported by dozens of players with no affect. So you guys need to get on the ball!!!



--------------------------------------------------------------------------------
Tree - a very tall Wookiee: Hunter of all things that move.
Stilgar - a FAT blue Rodian: Maker of all things that do not move (* TRADERS NEED LOVE TOO, DEVS! *).
Former Mayor of Artisan Arches and Master Weaponsmith. Recently joined AoF and moved to Edoras. * Tempest Server *
Tensalis
Tue Mar 02, 2004 6:50 pm
#77

Brawlers should have a charge attack. It would let them put on a burst of speed over say 50m. It would be great to have a more useful alternative to burst run.

Howabout a net gun? Not sure who would use it, but it could root targets temoprarily. Kinda like the adhesive mesh trap

Have a [aggressive critter here] invasion of a city, the npcs around town could all start desperatly offering destroy missions. If the players don't slaughter fast enough, then the city gets overrun temporarily.

Make the crackdown have a bigger kick.. If a random imperial city patrol detects covert rebels, they make every factioned player in a XX meter radius overt and order them to kill the rebels. Killin rebels under these conditions gives double FP award.

Make gated resources spawn more often, but in very small locations (ie, the entire concentration map for the planet is within 1km)

Let scouts make observation towers, maybe extend the effective range of radar past 80m.

Make nasty weather DO something to people not in camps/buildings. Sandstorms could make vehicles degrade faster, thunderstorms could decrease con/stam/will stats. Have players on the plains in a thunderstorm have a small % chance of getting struck by lightning. Randomly give players very weak disease if they run around in the rain - "System Message: You've caught a cold". On the wilder planets like endor and yavin, there could be killing storms that do damage and have high winds to randomly KD players. What great atmosphere!



----------------
Cowev Onun - Bloodfin. The Quenker Slayer 2000.
Also a 145th generation clone, drunkard, spice abuser, and pharamacuticals addict.
Mug_wump_bins
Tue Mar 02, 2004 6:59 pm
#78

I don't know you but I don't like the principle of cloning: I find it so unheroic to know my character is just a clone the endless of a list, and that whatever we do we get cloned all the time so the war cannot be won by killing the enemy ! Actually that makes the galactic civil war just another clone war!

So even though I find cloning very handy ( I would hate to ditch a character every time I get slain ) I thought it interesting to try and figure out other alternatives if possible

The incap state is especially interesting in that regard, it offers many opportunities for a player to avoid death
for PVE mask scent could work as a repellent for wild beasts and they wouldnt come and finish, against thugs the feign death option, which should be available to more than smugglers, handy for the poor Bounty hunters too

In pvp another option other than slaying could possibly add to gameplay is "capture" that's an element of gameplay that has been seldom used in roleplaying games, enemies that capture you rather than kill. The only issue is how much entertainment value it has... after all been stuck in a cell doesnt provide for an intense fun packed moment of gaming. So should be added the opportunity of being able to leave whenever players want to, which sounds strange

why would imperials or rebels release members of other clans?
In exchange for secret informations
Upon reaching a certain rank a rebel or imperial would be given a datadisk containing top secret info, player would have the responsibility to hide it wherever he wants in the game world, there could be conceal skill that would be given big bonuses for smugglers and a search skill where bounty hunters would be given bonuses( investigation ) and would decide how easily and how fast a player could conduct a search for hidden datadisk ( if still on player when captured )
Actually players would be encouraged to go hide data disk in the place of their choice, using a "hide" command in radial menu ( or /hide command? ) then when they are incap in pvp a "capture icon" would be shown over them. then instead of slaying the character the default action upon double clicking would be to capture them, make them stand up hands cuffed and forced to follow captor, another player can free prisoner by incapacitating captor first and clicking on player.. freeing a character could take time and provide captor a fleeing opportunity ( kinda like a burst run for an incap character ) if prisoner is taken to a prison, a new building that could be a part of a faction town or a room of a faction base ) players can use sabotage to free their captured comrades.
if they fail in their objectives players have the opportunity to give out the waypoint of their hidden datadisk: captor or other guild member can go to waypoint and search place for datadisk upon finding it they have a menu asking whether they are freeing prisoner or executing it, if they chose the later a general display tells all of the player's guild member that the other guild executes prisoners and that guild becomes unable to take prisoners for a certain amount of time being unable to get disks
earning datadisks should be a good reward: good faction points and another pvp bonus: extra damage or extra defence against other guild or maybe the schematics to a top secret upgraded powerups which last longer or have bigger effects .
The guy operating the search would have to take the schematics back to his base for analysis to get access to the bonuses. A lost datadisk would mean losing a lot of faction points for the captured player... goin below 200 would mean losing rank or losing faction status temporarily
my two cents
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