Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-12-04)
IMO i think that the harvestors should only be able to be used if you have at least Survey 4. That way it will reduce the amount of resources out there and allow the real artisans to make some money. after all the only ones that can collect hides/meat/bones are scouts with hunting and that is a major resource also.
plz consider this objectively after all how in the world would a person that spends all thier time tameing and training creatures beable to know how to run a chemical harvester or a mineral harvester? How would a person that spends all their time hunting down people aka bounty hunters beable to know how to run a harvestor? sure they have a bigger chance of knowing how then a CH for the simple fact that a BH needs to know a wide variety of things but still would they have the time to run one under normal circumstances? a medic MIGHT know how to run a chemical harvester (after all they do deal with chemicals) but they definatly would not know how to run a wind generator or a mineral extractor.
Thunderheart wrote:
rjbacigalupo wrote:
SamhainLFC wrote:
Why cant vehicles have weapons?It can work with the following situation.
Your vehicle can be built with small arms only. say heat or energy. Min/Max 10-50
You can only fire your vehicle weapons in PVP modes (duel/war/tef) and only at other vehicles.
Simple easy and creates a boatload of fun for all.
/agree
Well, its not so simple and easy, but that is something that will be added at some point in the future.
List of cool things that should be in the game
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=17297#M17297
Why cant vehicles have weapons?It can work with the following situation.
Your vehicle can be built with small arms only. say heat or energy. Min/Max 10-50
You can only fire your vehicle weapons in PVP modes (duel/war/tef) and only at other vehicles.
Simple easy and creates a boatload of fun for all.
Allrighty then! Today's concept:
Someone mentioned earlier that they would like to see some quests that are more epic in scale. I like the idea. Also, what if interplanetary deliveries and destroy missions were implemented? i.e. Jabba wants a certain Ewok dead because said Ewok plans to smuggle spice across Jabba's smuggling path... I know, it's farfetched, but hey, it's just an example. Of course, the credit reward should go up, because it gets expensive flitting about from planet to planet, especially if you have to take more than one shuttle. Just add an "interplanetary" button on the mission terminals to filter this type of quest.
Cheers!
Spank-A-Thon wrote:
I
Is it possible to have NPCs walking about - i.e. looking like they're "real" characters living in that world? I appreciate there may be performance/technical issues but I think it would really add to the atmosphere and immersion. Maybe even mix the NPCs up a little?? There is always the same guy just standing around in Bestine Cantina no matter what timeI go there - hasn't the poor fella got a home to go to?
Nicely put! I was just thinking about this yesterday. Maybe even the NPC's involved with quests could move around some. It would certainly make finding them a little more interesting.