Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
Aight,
Leave it to an undisciplined Development effort to screw this all up. Let’s look at the first glaring screw-up with SWG - The Training schema. You have many players grinding for some class trying to open up their FSS. You have an AP system whereby players MUST train other players in order to Master the profession HOWEVER you have NPC trainers that can train players. You introduced Player Cities and allowed NPC trainers to be placed there. What you are now stuck with is players leveling via grinding then running to the closest NPC trainer to get trained and do NOT try to throw out the "cost" factor... All know to well that credits are just too easy to come by. SO now your stuck with buku prime city (aka Coronet, Theed, etc..) spamming for "Training All ~ skills; paying top credits". The only true possibility that exists here is to find a player/guild member that has amassed a large amount of XP in a profession he/she has no desire in mastering and to train him/her over and over again on a lvl 1 skill to get the needed AP for Master. This whole process is just bad for the game and you saw your numbers drop so now you’re trying to fix a problem... No one wants to grind out 10, 20, 30 or more professions just to open a FSS slot. I do not recall Anakin, Obi-wan, or Luke having to master umpteen million profs ;-0... Kudos for the development efforts to date but screw this one up, and you probably can kiss 20 to 30 percent of your base good-bye... So, as I am an avid fan of SWG and would like to see this work, here is my 2 cents...
1). System should be based off how you play the game... i.e. Every player starts with a pre-defined set of force sensitive points.
2). The players must reach XX FSP or -XX FSP to open his/her FSS. Positive = Light Jedi and Negative = Dark Jedi (once the player begins their training, they can switch from one to the other but XP should be double for the first set if player has chosen to switch... i.e. be sure to choose their path wisely from the beginning)
3). What the player does in the game affects his/her point accumulation. i.e. Kill a defenseless hermit = -10 FSP; Help a Moisture Farmer (fulfill a quest) = +10 FSP; Kill a "peaceful" being NOT part of some mission/quest (i.e.. just randomly killing Durni) -1 FSP; taming a Durni +1 FSP; Help New players (give credits, lead hunts, etc...) = 20 FSPs; etc... there are just too many possibilities with this to how you could set FSPs... Use your imagination Devs ;-)...
4). Echo to the player that a deed was deemed good/bad but do not echo plus/minus numbers... This solves the problem of someone knowing EXACTLY what they need and posting it to the world...
5). Use faction!!. Allow and Imp to kill an Imp or a Reb to Kill a Reb w/applicable +/- FSP applied... If an Imp Spy killed by a Reb, give positive, if an Imp Spy, Killed by an Imp, give negative FSP... Again, many possibilities here...
6). Negative does not denote Imp or Reb... Remember, the Imps believe they are righteous just as much as the Rebs believe they are... Negative just means that the player is choosing a path of Darkness hence he may kill at will where as a player heading for the lightside would never kill another being without plausible cause.
All this works perfectly with the "Quest" initiative you seem to already be leaning to... AND it alleviates the "NONE IDEAL" tell everyone how to become Jedi ordeal that I am sure you’re confronted with... "Can't have a galaxy full of Jedi and Noobs". This is just a basic "though" and others may have excellent "tweaks" to this... again, just throwing out my 2 cents...
Another item to help balance Jedi...
1). Jedi are not permitted wealth... Cap their Credit limit (i.e.. can only have 100,000 credits)... this should help re some peeps may not wish to pursue the life of a Jedi if they cannot have wealth.
2). Jedi are not permitted to marry... ditto
3). Jedi should not be permitted to where ANY Armor of ANY TYPE!!
4). Jedi should ALWAYS be overt
Obviously, Dark Jedi are different and additional thought must be give to how they can be capped (i.e. Dark Jedi are obviously not bound to no -wealth, non-marrying, etc... :-)
Many other posts have listed do's/don'ts in greater detail than I have listed here and many a smarter peeps then I have stated very good, well thought-out points on this topic... It is up to you Devs to make it right...
Also as a side note... Devs , plz re-think the AP system... How can you have a system where players can be trained by NPCs but no way for a Player to gain AP from an NPC... In theory, it is very possible for a player to NOT be able to master under this current setup...