Development Cycle Archive

Thread: In-Concept Open Discussion (6-21-04)

TygerBlueEyes
Thu Jun 17, 2004 9:06 pm
#92

Uhm...There was some talk about a vet reward system...is there going be any more?


I few things were tag for publish 9... I take it since it's been all about Jedi, talk,that these things been pushed back...




[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
Dasyra
Thu Jun 17, 2004 11:00 pm
#93

Simple Starport Revamp.


People hate wait times. Well let them fight for something they want. Points of control like the shuttleports and their times are very valuable.


Have a location tied to the starports, the side that controls it gets it's time dropped to about 4 min times, 5 for true neutrals, and 10 for side not controlling.





Das.

"A Jedi uses the Force for knowledge and defense, never for attack."
tyrooAlien
Thu Jun 17, 2004 11:32 pm
#94

Ok ok ok ok i got it I think i have the answer to the cant kill the jedi thing when a BH or some 1 like that fights them right. I read in one of the books that the dark jedi of the empire created this devvice that consisted of 2 paddles and a hip worn unit it was set tothe complete opposite frequency of the force and when activated it would sorta make an anit force bubble around the wearer and everything in like 50 meters it also had a second function that the 2 paddles were used for they were made outta this semi transparent material that they help up to the suspected jedi and if they were pulling in the force in any way it would show it on the paddles kinda like a view finder that showed the flow of the force and if they were useing it they would glow blue or some other color. But i read in one of the star wars books it was one of the old ones where they went into sorta detail about how when the empire started the jedi exterminations headed by the notorious boba fett that the sith gave the jedi hunters or the real "force hunters" which were jedi these jedi detection devices and force nulling devices that gave the bounty hunters a little leverage over the jedi it sorta mad the jedi not able to use too mucth of the force in a fight as long as the bounty hunter had the device activated. But i thunk it did say they had a sorta time period they could work and there were ways for the more powerful jedi to over come these devices by ridding their beings pf the force detaching them selves from the flow thats how yoda and ben kanobie survived all of those years. I just wanted to poast this bucaus im working with yall on the TC and i was fighting a jedi today adn it sparked that memory. I hope this can help some inthe jedi pvp fighting system. U could prob like sell thm as factional things

1 for sith 1 for jedi. that specifically targeted the 2 " flows" of the force. I hope this helps



.OH GOD JHONSON DID YOU SEE THAT THAT WOOKER WAS ON PCP! ! ! Quick sprinkle some crack on him and lets get outta here! -Chaos Dealers of BRIA -Chaos Dealers of BRIA - BRIA
GREATEST RAPPER IS DYLON CUZ HE SPIT THAT HOT FIRE~ ~ ~
Bartholomew_Roberts
Fri Jun 18, 2004 12:04 am
#95

I agree with you on that one.

Demongea
Fri Jun 18, 2004 4:27 am
#96

Hi all

Im not sure if this is the right place to make this post.

Im Master DE in radiant since a few weeks ago and Ive seen there are no loot enhacements for droids, or I havent found them.

If there are forgett this message, but if they arent, then I think there should be.

Combat Droids for example are similar to level 10 pets, but I think there should be rare loots that enhace combat modules, harvest modules, ... and make them so specially powerfull. I think it would be interesting to have special droids like a super harvester or a perfect trap launcher, or a mega detonation module. This would help to make droids more popular. Another thing could be a special droid schematic like the AV21 (1 use) with a different droid.


Anotheridea I have is that if u have interplanetary survey droids we could have eithera interplanetary sample droid. A droid that travels to another planet and takes a sample of a specific miniral u tell him. So we could know the stats of this mineral in about 2 hours for a lower cost.


Tx for reading me and I hope to have given u new ideas








Demogenes
Master WS Master DE Master Artisan
Master Scout Master Ranger
Shop in Kum Sutum near Bestine Tatooine

Deliver purchases at vendor (-667, -1268)
jedhel
Fri Jun 18, 2004 4:35 am
#97

I post alot about the jedi situation

but i'd stop all negative comments if we could just have a naming policy that works.

...inapropriate names detract from the game



Jayareoh Boon:Gunslinger
Rebel Colonel
jed XIX



jedhelshop
Cliffski
Fri Jun 18, 2004 5:07 am
#98

can we please have an option to skip the legal accept screen, the tedious song logo and all the other crap you have to escape before you get to play the game?

it takes long enough to start SWG as it is. lets all agree that we have read the terms and consitions at least 5000 times ok?????
formerlyknownasrectal
Fri Jun 18, 2004 5:15 am
#99

hi yall, i heard something about a fencer revamp dunno if there was anything in it, but heard theyd be able to use 2 weapons and maybe get new weaps like electro whips or something. correct me if im jabbering.
groovysplat101
Fri Jun 18, 2004 6:32 am
#100

I've come up with a really detailed suggestion of how a Starship (ie SD's, Mon Cals, etc) expansion could work in the game. There's been a lot of discussion about it. The idea came to me one night when I couldn't sleep (followed immediately by an irresistable desire to play galaxies). It covers everything from getting to ships, what is inside a ship, upgrading ships, battling with ships, contingencies for /afk, purchasing ships (and who is allowed to), starships in harmony with starfighters and ground troops, NPC crewmembers, a new system of factional ranks based on navy ranks, and a whole lot more. Its quite thorough...at least, I think it is. What I'm probably going to do is adapt it into HTML format, and make it into a little manual, complete with diagrams and charts, which I will upload onto the net somewhere, and link to.

What I was wondering was, who needs the link? Should I just post it in here?



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
groovysplat101
Fri Jun 18, 2004 7:32 am
#101

Some actual game suggestions other than what I just posted...


1. 2-weapon fighting for Pistoleers and/or Smugglers.


2. Instead of purchasing xp points with Factional points (which seems to me like an utterly stupid system, TBO), why not have it so you can purchase skill points? Most of the skill sets I've come up with leave me one skill point short of getting Exploration 3 or something.


3. Factional professions. I remember trying to post about this before, but I don't remember if I did. Stuff like "Stormtrooper", "Scout Trooper", "Snowtrooper" and "Storm Commando" for Imperials, and "Rebel Trooper", "Jungle/Endor Trooper", "Hoth Trooper" and "Rebel Commando" for Rebels. They could come with a few basic proficiencies and stuff, but they'd mainly just boost your bonuses. Scout Troopers, for example, would gain the "Scout Blaster" proficiency, even if they didn't have it in pistol. However, because their pistol-shooting skills wouldn't be as good as a Pistol Marksman (unless they were one), they'd be less effective. A Pistol Marksman as a Scout Trooper would be better than normal with said weapon. Stormtroopers could get the E11 Blaster Carbine (the standard Stormie sidearm). We saw Snowtroopers using an E-Web, although Stormies would probably be able to, too. Storm Commandos (seen in the EU comics...look like Scouts, but with Black armour) could have a few of the Commando skills, like explosives, and maybe Conceal Shot (but ONLY Conceal Shot). For the melee-orientated people, you could have the Imperial Guards which would automatically give you a proficiency for a few basic polearm weapons, including the "Imperial Guard's Force Pike" or something. The Rebels could have an equivalent, maybe based on senate guards, or Gungans, or something.

You could even make particular items of armour "gifts" when you attain a new step on the tree...like the free wooden staff you get in Brawler when you start learning polearm. For these, the cost (instead of skills) would be faction points. Right now, everyone in the Empire is just an Imperial Army person...which sucks slightly. You could learn bits and pieces that would boost your regular skills, but also make you a better Imperial...for example, if there were a "Squad Leader" tree in Stormtrooper, you could be given the ability to give basic "Pet" instructions to the NPC Stormies we see running about ie "Follow Me", "Follow Them", "Guard", "Attack", etc. It'd make having Stormies in the area a tad more useful. Scouts could get access to an "Imperial Speederbike". It'd be like the normal Speeder, only with a gun attached or something. It makes normal characters better, and good characters better still.

To kick-start a factional skill, you'd have to find and visit a specific NPC. To join the Imperial Guards, you might need to speak to the Emperor himself, or something. You'd have to find a Scout Trooper trainer, perhaps on Endor. After that, however, you could learn skills from people who had already taken the proficiencies (as with normal skills), or from a "Training Officer" at a garrison base or something.

Armour for professional Storm/Scout/Snowtroopers, Storm Commandos and Guards could offer protection and bonuses to the wearer that would be particularly useful. Right now, Stormie armour is fairly pants. But, it might improve the chances of you making a successful "Intimidate" attack. Scout Troopers (and Storm Commandos, who wear basically the same armour) could carry less encumberance than the armour of equivalent protection. The helmets specifically could take a lot less off the mind penalties they make. Commando armour could add a bonus to hide/camoflage stuff. Just wearing the armour could maybe add bonuses to some of the profession skills...a Storm Commando (if they had sniper abilities) could get an accuracy bonus just from wearing the helmet.

Also, because these are done with faction points, they would stack. You couldn't get rid of one in order to boost another non-faction skill, but you could, for example, be trained as a Snowtrooper, as well as a Stormtrooper. In fact, Stormtrooper could be made the "basic" Profession for Imperial, with the others requiring a "Master Stormtrooper" in order to be learned.

The idea certainly would add a new depth to the whole idea of the factions, and it would tie in with the idea of Piloting skills being done on a Faction basis. The concept of the "getting armour as gifts" could tally across with the TIE/Rebel Pilots uniforms, maybe giving a few piloting bonuses. The existing pilots outfits and stormie armour could be re-designated as "Decorative Stormtrooper Armour". It can still be worn, and would carry the same stats, but seeing as most people only use it as decoration in their houses, or for "costume parties", it wouldn't be much of a problem.

Surprisingly, I have sample trees drawn up for this, too. I'll upload them the same time I upload my ship suggestion thingy.


4. I suppose it'd be of more "importance" if ^ that idea ever came into play, but as far as I know, there is only one colour of Imperial Uniform availiable...which is, strangely, the Navy one. The Army (I think) has a more tan uniform. Stormtroopers have black. There's also a sand-coloured one, and I think I've seen people in white running about, although that could just be my memory.


5. Either make rank visable as a title, or an "Examine" field, or have a wearable Rank insignia that, when you mouse over it, flashes up the rank of the individual wearing it. That way, you'd be able to see their rank if they were in uniform, but not when they are in civvies, which does make some sort of sense.


6. Mentioned it in number 3...Imperial Speederbike. The model used for the regular Speederbike shows that there is a gun attached, but it doesn't work. The Imp Speederbike could actually HAVE the gun on there. It'd require a lot, I know. But, if it fitted in with a factional profession tree, maybe you could have a "Speederbike" tree that would allow you to drive an Imp Speederbike, allow you to fire the gun on it, and maybe it'd eventually allow you to fire a pistol from said mount. You already get penalties to accuracy when you're moving about on the ground, so they could stay the same. But if a Scout Trooper had a special "Mouted Shot" thing, they could stop and shoot, while still staying on their Imp Speederbike. The gun underneath the Speederbike would be equivalent to a rifle, or something.


7. Maybe a few more factional items (for decoration in houses) could be developed, to tie in with the JTL expansion...things like little models of TIE Fighters or something. Also, with my number 3, you could get stuff like Stormtrooper recruiting posters that you could put up in your house.


8. This ties in with number 7. Maybe, when you master an ability, as well as it showing up in your bio, and having a selectable title, you could get a little certificate, which you can put on your wall. That way, when people try to get Masters in everything, they can collect all of the certificates on their wall, as "evidence".


9. Last, but by no means least, and I might have mentioned it already...I'm sure some people have...PURCHASABLE SKILL POINTS!!! I did mention it...it was my number two. But its important enough to need repeating. At the cost of SOMETHING, be it faction points of gold or something, extra skill points should be availiable. It might be worth stating that you can't buy any until you have mastered an ability. Maybe, each time you master something, you automatically gain the skill points to purchase a novicehood in another skill. It'd make sense. There are some skills that would tie in well with each other. You could do Master Commando, and then go for Master Rifleman, or Master Pistoleer, as well as Master TK, so that you've got as good a set of stats as you can manage with that skill. With Smuggler, you could get Master Smuggler, Master TK, and Master Pistoleer. That'd give you all of the pistol bonuses that you can possibly get, and all of the unarmed stuff. Bounty Hunters are known for their versatility. You get all sorts of Bounty Hunters. If we take Jango Fett, for example, in Galaxies, we've seen Bounty Hunter and Pistoleer abilities (he was a damn good pistol shot). Boba Fett has a Flamethrower (I seem to remember that from somewhere), so he must be a Bounty Hunter/Commando. However, he carries a Carbine and, one would assume, he'd train on it until he was good enough to be a Master Carbineer. I'm pretty sure you don't have enough skill points for a BH/Commando/Carbineer...at least, not up to mastership levels. Once you've mastered everything you need for Bounty Hunter, there's not actually much left anyway. I'm not even sure you have enough to master an advanced weapons proficiency. Which kinda sucks. Extra skill points would have to cost A LOT (100k per SP or something), and you'd need to put a requirement of a "Master" thing, maybe in one of the higher professions in order to get them, but it does make sense that, once you've learned everything there is to learn, you don't forget it all when you start to learn something else. Maybe there should be a limit on it to stop us getting uber-characters, but I'd thing that making it so you can Master an extra 1 or two professions would be good. You could end up with a Master Pistoleer/Smuggler/Weaponsmith, for example...the Pistoleer would ensure that they're capable of defending themselves, and help them get the pistol xp for smuggler, and the Slicing abilities of smuggler would give them pretty good Weaponsmithing abilities. You could get a Master Commando who was a Master Rifleman, Master TK, and a Master Scout, so they're good at Sniping, Unarmed, and moving about their area. You could get a Rifleman/Squad Leader/Combat Medic, with a few extra skills here and there, who'd make an excellent support member of a team - Sniping, Ranged Support and Healing, rolled into one. People like that would make far more rounded characters. People like me, who have gone for Smuggler and Rifleman (I know I'm not the only one) would benefit perhaps from attaining either Pistoleer or TK, as well as a crafting profession (Weaponsmith or Armoursmith), so we can utilise as many benifits of the Smuggler profession as possible.



Ok, I've written enough for now. I'll write the second installment a bit later...j/k



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
groovysplat101
Fri Jun 18, 2004 7:34 am
#102

Dang, I do write a lot, don't I? Its hard to tell with these body boxes being wider than the posts...



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
LeBob
Fri Jun 18, 2004 9:49 am
#103






LeBob wrote:

This is mostly aesthetic, but I would really like to see more buildings with windows! I know windows are possible because there is one in the space station used in the tutorial and there is also one in some of the static cloning centers. A few places that would be nice for these to be placed are the following: any indented spaces on walls such as the player cantina, the floor of a PA hall and maybe medium and large houses, the ceiling of some buildings to let in some sun or moon light (could be toggleable). I do not think these would be difficult to implement since they are already in the game.


It would be nice to receive a response as to whether this is possible or not.

thanks






TH?



SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

Munter
Fri Jun 18, 2004 10:37 am
#104

I am not sure if the Developers read much of this forum but I certainly do. Keep it going folks..there are a lot of really good ideas you come up with. The more ideas the wider the horizon and the better the game will be in the end. The fact is that A LOT of very good games are almost ready to be published. I for my part wish SWG to succeed and prosper and not be steam-rolled by WoW and EQ 2 or any of the others which are in development. Therefor;


Keep Throwing Ideas at the Developers !




I for my part would like to to see a big city revamp with artisan shops and vendors in all the bigger cities (not player cities) and rooms or houses or units for rent in places like Coronet, Mos Espa, Bella Vista and any other city there is. Player Cities seemed a good idea at the time (and I was all for it) but has turned out to be a big flop in most instances.


Empty vendors, laaaag for even the best computers with 1gig ram, Speeders stuck in cantina doors or in the entrances of space-ports, cities which are but concrete heaps (I have enough of this in this life) Ok..ok..the original Starwars was developed in the 1960s, but that does not mean we must keep beingstuck in that era.


Give every Big City its own special Zone. True, that will increase loading times when entering a city, but at least it will allow those places to be developed with some more Starwarsy features which aresort ofscarce now. AND KEEP PRIVATLY OWNED VEHICLES (this includes animals) out of highly conjested areas please.


Lastly, I am going to play now Have fun!



Freedom and life, for me, are the two sides of the same coin.
Page 8 of 13