Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-8-04)
i'm sorry if this is in the wrong place, but i don't know where to ask. Is there going to be a new server coming out any time soon? it is just so saturated on the current ones i've been playing and would like to see a new one. I know some friends who would like to know too.
Ragmop wrote:
What about making speed on vehicals experimantal? We could have faster vehicals that lose condition faster.
i have noticed that if i type /fast i get a message saying that i don'thave "suffecint abbilities to fast blast". is that just a bug, or is there some way to get a "fast blast" abblity?
I havefour of my ownsuggestions concerning the chest loot, and one I read elsewehre.
1. Make the loot-time semi-random. Instead of happening every x minutes, make it happen every x +/- n minutes instead. This would need some ofthe other suggestions to work right.
2. Set up a temporary-badge system, so the same character can't loot a chest within a certain time-frame. It should appear empty, no warning, no ''you've already looted this chest'', just...empty...if you've already had your turn.
3. Someone else suggested putting a puzzle on the chests. For this to work, the windows would have to auto-close at intervals too. Maybe intentionally REINTRODUCE the inventory update bug that was bugging harvesters. If you haven't closed the window, you can't see the contents. THEN, if you haven't typed in the 6 digit number, you can't open the window. You had one by accident, and the other is keeping people from accidentally deleting harvesters.
4.Move the chests around. Make the chests spawn, and despawn, over an area. That way, you can't target the same spot on the ground to get the loot.
5. LET US make these things. master artisan could provide the electronics GP modules to a DE, who could turn out the 'cyborg logic, handed over to a doctor, who could create the neural interface, and then on to the tailor or armorsmith to implant. Alternately, give this almost exclusively to the droids. Robotic assistant. Ingredients, one walkie-talkie chassis, one program tape, made by a master in the profession it most effects, (with a cost ofa hundred or so apprenticeship points to make it, in addition to any other components,) one droid-assistant module. Instant area-of-effect, non-stacking, skill modifier.
6. I would suggest timing out anyone who stands in the same spot in the caves for too long, but it'd be too easy to make the characters dance. forward a bit. Backward a bit, repeat.
I have seen alot of discussion on the various crafting boards about the proposed new experimentation system. One of the major issues that keeps cropping up, is that certain resources seem to have a hard cap in some of their values. IE, iron in-general has low conductivity. Some iron, plumbum and dolivite, have a conductivity cap at 100. This effectively will kill the quality of the weapons that use these resources due to smaller increases in quality per expermintation point.
This will affect any item that uses a resource that is "capped". I can see a solution. A new profession that "refines" resources, increasing the quality of the resources at a cost of volume, power, and cash. An example, in the Kauri Galaxy, kiirium steel is generally pretty bad. Have a "miner" using a refining tool take X kiirium steel and Y carbonate ore and Z power get X*(refining skill)*0.5 of a new kiirium steel with each stat raised by (refining skill).
A new factory, a smelter, could be created to do this in larger scale. I can see 4 trees, Mineral refining, chemical, organic, gas/water. Each tree would have its own "refining" skill. I would probably see each getting bonuses in harvesting also. For example, each box could give a 5% bonus on harvesting, a miner with 4 boxes in mineral refining would treat a 63% vein of ore as an 83% vein.
This profession would be an offshoot of the surveying line. This profession would allow several things to occur, it would allow "garbage" resources to have a use, it would remove cash from circulation (more maintaince), it would increase player interdependance, and it would allow a crafter, if he wanted to, to create better stuff.
Oldog Neutrik
Master Armorsmith
Master Merchant
Master Artisan
Financial and Procurement Officer,
The Jedi Praxium
Praxis, Dantooine, Kauri
Copied from "Core System":
A (borrowed) idea to avoid chat spam about selling items.
Ok my 2cents worth
http://forums.station.sony.com/swg/board/message?board.id=FarStar_Euro&message.id=23472
links to a thread I started on my home server (farstar) about NPC entertainers and Docs, so far only positive feedback which is good.
Add here or inthe original thread, other servers please create a link in your galaxy (if you think its a good idea) and link to origina thread - the more noise the better chance
I dont think this would be very difficult to code, the basic blocks are all present currently (Devs perhaps you could comment on that for me)