Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

DeathLemur
Mon Jun 28, 2004 10:57 pm
#79


Thunderheart wrote:
Nope - - this is the place and I see it





Could you please let me know that you guys have actually read my mostly-weekly posts? Having a billion different resources, and having different resource requirements for everything craftable, is fine and great... but this lack of any serious resource trading system is becoming a gamebreaker for me.

Once again, I'll post my idea. I would REALLY appreciate it if you could let me know that you guys have seen it. Comments on it would be even better. I feel like I'm screaming into a hurricane here...




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. Also, less dependence on the galaxy trade forums for simple resource trades.




EDIT: Stupid HTML tags...

Message Edited by DeathLemur on 06-29-2004 12:59 AM



--
Mordus Crestingrider -- Fraggers Hall, Corellia
My hand's been cut off, my friend's frozen in a block of carbonite, and it turns out the guy that killed my teacher is also my father. But I have good news... I just saved a bunch of money by switching my X-Wing's insurance to Geico.
Fix the resource markets!
andyy
Mon Jun 28, 2004 10:57 pm
#80

One other thing you should remove doc's and make everyone gain hp for every box they earn, this makes the game harder and more fun.



//////////////////////////////////////////////Raven\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////////////////////////////Jedi/TKA\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
AraDanBynobi
Mon Jun 28, 2004 11:10 pm
#81

I have seen more then few Open Discussions have players mention ground vehicles. Combat Ground Vehicles.


Yes we need them. We need about 10 times more vehicles period. Variety is the major factor with Star Wars art department. Why isn't it the same with Lucasarts Games?

Yeah I know, it takes alot of work to make an art asest and give it stats, but we have three vehicles and an extra one that is a mission reward. I like the whole mission/quest reward thing, do that more often with new vehicles....


More Transport Vehicles/Mounts are needed if for nothing else but variety:


  • We have Swoops, Speederbikes and Landspeeders (X-34 and AV-21). Nice, but everyone has Swoops, and only relies on a Landspeeder as a backup. Many of use have all of them, but everyone prefers the speed over durability in the Swoop.

  • We need to be able to modify our vehicles. Change out engines, increase hull strength and add in special components made with loot drops and quest reward schematics.

  • Mounted weapons have been said to be in the pipeline. Is that still the case? This should not make avehicle a Tank, but should only be a protection thing. Forward arc only on Speederbikes and Swoops and a mini turret on Landspeeders, so landspeeders finally have more of an advantage then just hull strength.

  • Multi-passenger landspeeders please. Lag issues are a real issue, I know its a tough technical hitch,but if you can do it for space, then maybe planets are the next step?

  • Passenger on Landspeeder should control the mini turret you WILL add. Otherwise the driver has to select targets and set to autofire. Passenger control shouldallow for Turretspecial attacks. The owner of the vehicle can use the turret by getting into the passenger side, to use specials. Disadvantage being unable to move.

  • We should be able to fire from our vehicles, but only basic attack. Just like mounts.

  • We should be able to buy new saddles(with storage) and armour for mounts. A RLWar-horse gets nice armour plates, why not a Kaadu or Bantha? Just saddles with banners and feathers would look great. Special questrewards though I think.

  • Skiffs... Jabba had a few versions, so do Imperials, as did the Republic.And I agree with the countless amount of people that say we should see or experience the Sail Barge going between the Sarlac and the Palace at regular intervals.

  • BURST SPEED. Going with the above idea of modifying your vehicles with upgrade components should be a burst speed function. A little duration meter and the component itself taking decay hits will open a new market.

  • Pod-Racing. Yeah, that would be nice, if possible, but how about a city placeable track for any vehicle to race on. Or a Waypoint rally system. Currently it seems hard to have a big race without the possibilty of cheating or having to really organise everything in a complicated way.

Combat Vehicles:



  • We not only have the old clone wars vehicles (and some made for Lucasarts for other games), but we have countless other referances for not just Imperial war-vehicles, but Rebel and neutral ones.

  • AT-ST and AT-ATshould be pilotable. But its default would be pet mode, you should somehow earn the ability to command a AT-ST or AT-AT with rank. Pilot mode would give the AT's.

  • Introduce Armoured Warfare Profession, or add special certs to Commando and Squadleader for special vehicle piloting. We could have a new profession,Mobile Commander, but it is redundant, especially when there are current profession who fit.

  • Anyone played 'Clone Wars'Console game. That hover-tank with Rebel makeoverwould be perfect. Less durable but fast and has a few good attacks, like main cannon, main cannon overchargeand homing rockets.

  • Like the turret control idea from the vehicle category above, players should be able to be a passenger and control the turrets, otherwise its just a target and fire thing for the pilot. Now they have to-hit bonuses and this means team work has to be used to be more effective. And it could opena new special attack like an anti-infantry blaster or something.

  • If we get 'Zones of Contention', like a true Capture the territory GCW game, then Combat Vehicles have defence bonuses and to-hit bonuseswhile in there territory,'to-hit' woulddecrease in enemy territory and no bonuses or decreases in nuetral zones.

  • Can't get in an Aligned vehicle without being overt -Obviously.There should however beneutral combat vehicles aswell, relic vehicles from the Clone wars and new ones from PrivateIndustryetc,that Civilian authorities andcriminals alikeuse. No where near as leathal as a military craft, but with expensivemods could be. Built and bought through players. -With the combat rebalance I believe it will be impossible to solo big creatures effectively, right? But how about having a tank along? Would that just make all hunts tankfests?? Maybe. But why isn't it currently a CH creature-fest?Because not everyone can take high level creatures right... thats why I think combat vehicles should be certified o specific professions

  • Givethe Combat vehicles levels. Anyone can drive a certain level, but its likely weak, only those certified can drive the heaviest more effective vehicles.

Anyway thats all just a thought. Never happen. But good to think about.If they did have effective combat vehicles, this game would be like an MMO combined withthe XvT combined with Star Wars Battlefront. LOL


A guy can dream...
Ara-Dan

AraDanBynobi
Mon Jun 28, 2004 11:13 pm
#82

Sorry, accidentally hit submit before I was done editing it... so it'll read weird in parts... damn my noobness and no edit feature.


I won't even try to fix it with a new post, you'll get what I meant.


Victim of the dodgyForums...

Ara-Dan


Knapf
Mon Jun 28, 2004 11:30 pm
#83

It was asked a while back in a pole if anyone read the missions before they took them. The tally was a landslide that few if any read the missions before they took onereading only the price ofa mission or the directionbut not whythe mission was there. The reasson for this is very simple. If I read a mission and it states Take out the X-wings or Save the X-wings. or Save a small girl. I know what i am going to get when I get there. A flag to destroy or a Power plant looking thing to take out , either that or some nest or pile or rocks to hit until it goes BOOM. I know when missions were setup in beta it was stated that they would go away in hopes of Npcs giving out missions and so forth, But for now missions are the fastest to gain money. with that Missions can become a quick grind to make cash and lose that reason to do them. What would be nice to see is a mission where I had to do more thinking on my feet and less shooting flag/campfire/powerplant/nest/bushes I would love to take a mission where I have to shoot at a few X-wings Or Save them from being shot at. It would be awesome to help out a little girl or stop a pack of Bobcats from killing some poor Jawas. My point is that people would take the time to do longer missions and read what they need to do before they go and take them.


Also Bigger named NPCs should give better missions. Even thought I finished my missions for Vader/Luke I should be able to go to them for good faction based missions.

maybe make it that you can only take some missions by rank. or make it so that luke/vader will only give them out at a higher rank.

just one more idea to chuck on the pile.


Danoran
Yezzo
Tue Jun 29, 2004 2:04 am
#84

(I posted this in the Weekly Roundtable Discussion, but I think it was a bad choise of thread. Posting it here too..)


I was exploring the website when I found some old Friday Features, from before launch. I'm talking about the ones about sound, planet design and creatures. SinceI haven't seen those in a long time,I got quite excited. When reading the documents, I found avery interesting quote:





"The geography," reveals Cinco, "is designed to provide interesting choices for players as they travel through the world. Will you take your speeder through the bog, dodging tree branches and deadly steam vents? Or, will you hike through the jagged quartz forest at risk of being sliced apart or taking a lethal spill?"




I almost got stunned when I read that. If Cinco was leader for the world artists, and said those words, why didn't they become reality?


In Galaxies today you can run up on mountains steep as a wall. You can stand in the lava on a volcano and you can swim in sulfur lakes. When travelling there are no choises, you just run forward. The terrain looks good, but it dosen't affect the gameplay. Why?




Aji Freesky on Eclipse
Munter
Tue Jun 29, 2004 2:10 am
#85

Ahem..yes..with the big Nerf ..hmm combat revamp knocking at the door I guess everyone on top is rather busy now. So I thought (it happens sometimes ) that maybe a forum could be established where players can suggest quest ideas so the Developers can nurse their head-aches. I guess (read Guess) that there are quite a few talented story tellers out in the player-community who would be only too willing to share their quest ideas.


It ought to be possible to add at least one new quest every week to the game. By questsI am not thinking of "Go and fetch me a rabbit" , kind of quest but something a little more intelligent and challenging. Anyhow, a quest idea forum might help a lot advancing the game along player wishes rather then Devs having all the ideas and being nerfed by the community as it happened with the Bunker publish.


Well, righ now I am wondering how long the servers will be down to put up publish 9



Freedom and life, for me, are the two sides of the same coin.
Bister31
Tue Jun 29, 2004 2:21 am
#86

I have always enjoyed the surveying skill. I would like to see it expand into a profession, especially for the space expansion. Here are a few abilitys that might interest in making the skill into a profession...



  • Detailed Survey of Planet (where the highest concentrations are and the current OQ, UT, etc...) of a Mineral Type

  • Flora Survey

  • Fauna Survey

  • Energy Survey (includes water, radioactive, solar, wind)

Each of the above to have a seperate tree to work upon, and at master, make asteroids surveyable and perhaps only Master Surveyors can mine asteroids/gas clouds/etc...in space with a specific craft, or add-on to thier craft.


Sorry if I am unclear with my idea, but this is a good begining to start with. Please add suggestions to this as you like.





Deko O'it (Master Doctor)

sacramento gaming community

Matsubaa
Tue Jun 29, 2004 2:24 am
#87

I'd like to see discussion of the new force sensitive enhancements.


In particular I'd like to propose a change for Creature Handlers. Currently rancors are a bad joke of a pet and we could hopefully address that and give some perks to the hardcore Creature Handlers who have been severely handicapped since December.


Give a FS bonus to the *Master* Creature Handlers pet levels. It doesn't have to be a lot, but something. This gives us an incentive to be Force Sensitive without necessarily becoming Jedi.


Push rancors up into the CL range which only FS Master CH can attain. Rancors will be much more powerful and pet rancors would be under the command of Force Sensitive characters which is in keeping with continuity. You could even go so far as to make rancors mountable.


This shouldn't step on BE's toes because they can still make high call level pets and because the FS Master CH should be a relatively rare occurence and so competition will be minimal.


Rancors should be rare and they should be powerful. The FS system should have something for everyone especially things which might be a disincentive for becoming a Jedi rather than a non-Jedi FS.



Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
Matsubaa
Tue Jun 29, 2004 2:26 am
#88

Fix the /forage items to at least be on the new consumables system. They don't even show up in the buff timer window nor do they display a "filling" attribute.


We can argue about stats later, but getting them all changed over to a non-obsolete buffing system would be a great start.



Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
MacBoyHK
Tue Jun 29, 2004 2:28 am
#89

as i am a crafter hardcore, i would like to post some idea about crafting/crafter, in point form


vendor upgrade:

1. allow player select muti-items, click sell, input 10000, then all the vendor is put on the vendor and set to 10k each.

2. the 30 days timer is meaningless, it just make us need to replace the item to the vendor.

3. vendor owner can buy muti offer items at the same time


factory upgrade:

1. job queue system, allow player put more schematic into the factory, it will do 1 by 1

2. factory cluster, lol, programmer, u should know what i mean =)

vinnytheelf
Tue Jun 29, 2004 3:04 am
#90

'Jaggid', your talkin Airstrikes! I like it!


There's plenty on the table already regards RANGERS!... Including our patience.





NGE... WHAT A F'KIN JOKE!
MrBreaker
Tue Jun 29, 2004 4:15 am
#91

I really love the idea that an ATST should be pilotable.


ATSTs following you around "like a love sick puppy", can not be fixed by adjusting stats or altering damage types etc. If players could actually sit inside them and control them like a vehicle people would be flocking to use them, and they would really add to the star wars feel of the game.


Whats more another interesting point I read about ATATs was that during the test you did a few months ago it looked ridiculous that they could simply rotate on the spot and climb hills like any other creature.


All creatures can rotate on the spot but the speeders cannot. If you wish to turn around in a speeder you have to move forward and turn in an arc as would be expected. This is the way an ATAT / ATST should rotate.


On another creature note, I loved what u guys did with mountable creatures back in the player city / mounts publish.The artwork is really good, and there is a lot of nice variety to the creatures. However hardly anyone rides them anymore. Vehicles are simply faster.


My suggested solution: give people abilities while mounted on creatures they dont have in vehicles.


Such as:


Surveying without needing to dismount

Able to use special attacks in combat (maybe increasing HAM usage or slowing the rate u can use them)




Rory Breaker / Pendulum
(in game names)
CEO of -Breaker- Inc: Unsliced and Sliced Weapons
-6600 4100 Naboo, near Theed
Page 7 of 29