Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
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
- 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
(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?
- 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.