Development Cycle Archive

Thread: IT 6-6: Imperial Crackdown: Some changes made based on In-Test Feedback

neutronpixie
Tue Feb 03, 2004 3:05 pm
#66

To answer the reb issues with high ranking imps being "smugglers". This is true. But do you think the empire is BoyScout troop 432? Of course the soldiers and enlisted personal have to turn a blind eye if they catch a colonel smuggling contraband. It happens in real life too. The general gets the steaks while the grunts get the beans. Reb master smugglers have a 95% chance of not getting caught. How do you claim this is not fair?


Go watch Boys In Company C.. The general had the whole company risk their lives to deliver champaign, steaks and wicker furniture half way across vietnam for his birthday party.


I just hope the rank is officer and above, or else I agree with you. A sgt should not get away with it.







(LD)
Samhain -AXIS-
Master Smuggler
SwgClient_r.exe-108278.0-20050110211052.txt Exception c0000005(-1073741819)=code 00547865=addr
Zarathustra
Tue Feb 03, 2004 3:06 pm
#67

Sliced armor will be kind of killer then, having 9 pieces of armor sliced on you is probably going to make the scanning roll, and most races in the game do not have high enough secondaries to wear armor unsliced even if they wanted to.


Is this also part of the new HAM system that we have been hearing so much about? It seems like it could hurt the armorsmith's market a bit. It doesn't work the same way for weapons, anyone can just use a weapon, even if you're not certified for it (you just can't use it well).


Take for example a jedi, most need armor to survive, you start out rebel, chances are you are going to get scanned and need it sliced. You have more than enough people hunting you without that to add in as well.





~Zarathustra~
~~Founder of Zaracorp Weapons~~
~Etheara Greame~
4/4/4/4
~~~Dark Jedi~~~

Tomokato
Tue Feb 03, 2004 3:06 pm
#68

Since when was it a PENALTY to get saluted?


Now that you have just killed the smuggling profession, can you guys change the death penalty without cloning and insuring to being SALUTED by the Clone Technician in the clone center!


Why be a Smuggler when being Imperial is better.


Why Slice when no Rebels or Neutrals will want your guns for fear of being fined or shot on sight?


Why craft Spice when no Rebels or Neutrals will want it for fear of being fined or shot on sight?


Also, too bad we have to wait until Publish 7 to see if our guns are sliced? By then most Rebels/Neutrals will be tired of getting shot on sight from Publish 6 and become Imperial.






Tomokato Miaowara / Herm itPrime
Nobody important... just a HOBO
AldrakSWG
Tue Feb 03, 2004 3:07 pm
#69






Moridroid wrote:
I can't believe the number of people complaining about the lack of penalties for imps vs rebs. The incentive for rebels should be the added excitement of looking over your shoulder. In fact, I bet you see just as many people switching to rebel for the excitement as you see switching to imperial to avoid the shakedowns. Being a rebel just got a bit more fun if things pan out (not enough for me to re-subscribe, but a step in the right direction).







I believe it's because the Rebels and apparently quite a few smugglers aren't playing Star Wars: Galaxies, they're playing EverQuest: In Space.


This game has a rich storyline behind it in which the Imperials hold all the cards, stack the deck, and then cut off both your hands just to be sure you still can't win the game.


These are things that should have been in the game from day 1, so if you can't be bothered to read any of the books, at least pay attentionto the backstory during the movies.




Issogi'ka Itydo

~Original Attention W**** Extraordinaire~
Jimbo and Asa's Egotistical Snobby Bish

...and occassionally Asaekai

FixerMX
Tue Feb 03, 2004 3:08 pm
#70


Moridroid wrote:
I can't believe the number of people complaining about the lack of penalties for imps vs rebs. The incentive for rebels should be the added excitement of looking over your shoulder. In fact, I bet you see just as many people switching to rebel for the excitement as you see switching to imperial to avoid the shakedowns. Being a rebel just got a bit more fun if things pan out (not enough for me to re-subscribe, but a step in the right direction).





This is part of the problem. This is a powerful disincentive for players to play as Rebels, either covert or overt. I predict that many will go neutral rather than expose themselves to forced PvP and griefing.

I'm all for creating a stronger "Star Wars" feel, but this game is not "Star Wars." It is a "Star Wars"-flavored theme park, which is as it should be. Giving Imperial players a comparatively free pass may be more consistent with the movies, but who would design such a game system for any other MMORPG? Being a Rebel should have a tougher flavor, sure. But, to borrow TH's earlier analogy in another topic, how many people are going to want to play checkers when they know they'll have half as many playing pieces?

If this leads to more grief play, and if I'm dragged into PvP against my will, then when my 60-day game card expires I may be gone. In the meantime I expect to see crafters and other players who have less invested in the Galactic Civil War to drift further away from it, and ultimately drop the game due to disinterest.

I want to play "Star Wars" when I login. I'm not looking to live it.



--

Erann Mox, Master Bounty Hunter
Commando 0040, Pistoleer 0031, Novice TKA
Anchorhead Southpoint (ASP)
Squidwalker
Tue Feb 03, 2004 3:09 pm
#71

great, Love the Imp otions now. Saluting is an nice touch.


I have one question though. It says rebel perk equipment is considered contraband. Is that just the actual equipment, or does that also include rebel soldier Pet Control Devices? It should only be for equipment, and not for the PCD of soldeirs.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Superfurryanimal
Tue Feb 03, 2004 3:09 pm
#72

i can not believe you devs caved into the moaners again, you are a joke.


imp smuggler = useless


MatBrown
Tue Feb 03, 2004 3:10 pm
#73









Thunderheart wrote:


Slicing will be viewable on the sliced item in publish 7.








Will it show the Slicer's name, just like it does the crafter's name?

It would certainly be nice if it did.
PloovoTwoForOne
Tue Feb 03, 2004 3:11 pm
#74

/clap

Finally! Star Wars Enters SWG... now we just need to do away with creature handlers and creatures being the main mobs... (Look, how many creature handlers were there in the movies? 1. How many Rancors? 1. How many in SWG? Way too dang many).



#######################################################
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Ploovo Two-For-One -- Hack and Slash Fanatic -- Bloodfin
Hunted Wumpus -- HC's Dope Dealer -- Intrepid
Of all the things I've lost, I miss my mind the most.
La-grange
Tue Feb 03, 2004 3:11 pm
#75

I knew being an imperial colonel would come in handy some day. Hehe.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
chown2
Tue Feb 03, 2004 3:12 pm
#76

I don't see anybody asking this question:

Where does this leave the casual gamer? You know. The people who play the Cries of Alderaan missions (grouped with friends) when they come out but don't participate in the GCW. The people who only play a few hours a week.

This crackdown doesn't really affect me that much since my only rebel character is a master smuggler, but all of my friends are covert rebels and fall into the "casual gamer" category. They have sliced equipment like every other person who's been in the game for more than 2 days. Are they now expected to spend the first 20 minutes of each game session looking for a smuggler to escort them out to kill a few womp rats?




Master Chown Darkcloud Smuggler

"I have a gaderiffi and a stun but no gaffi sticks. Sorry" - Chown






nolan007
Tue Feb 03, 2004 3:12 pm
#77



For the Imperial crackdown:


How about introducing a new armorsmith schema for Armorsmiths: Stormtrooper armor and Dark Trooper armor. Imperial players would be able to wear the armor only when overt...?


Allow the armor to made along the lines of composite in resists and quality.... better yet, give this Imperial armor some perk that the other armor doesn't have so that Imperials will wear the armor (increase the Star Wars feel of the game).





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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Ipseck
Tue Feb 03, 2004 3:12 pm
#78



electricnomad wrote:

So Imperials will be the Smugglers now. Tell us again why we spent skillpoint on this...

After all, Imperials have a 100% chance to avoid a scan, better than a Master Smuggler. So who's going to need a Master Smuggler to help move anyone's contraband?

This does not bode well for the future of Smugglers, and I am more disappointed today than I have ever been with SWG.






While I applaud your diehard fighting for us,the smuggler community, I think you may have gotten a little carried away here. High ranking imps won't get the group bonuses to being scanned like smugglers will. This will be the major utility. No one is going to trade their contraband to anyone to have it 'smuggled'. They will just gruop with the nearest smuggler and hope to pass through without incident. The group benefits is the major play here, not the ability of some individual higher ranking officers to avoid detection. Let them have this perk, grinding or purchasing that many faction points should be worth something.

The major question on my, and many other smugglers' minds is will droids' item storage compartments be subject to scanning? I believe this poses more of a threat to 'smuggling' than the whole imperial rank thing.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
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