Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-12-04)

Kalstang
Tue Apr 06, 2004 7:45 pm
#92

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.


LLJK_Griz
Tue Apr 06, 2004 9:09 pm
#93






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.





What's thedeal withall those vehicle weapon and shield items listed in the data files since the first vehicle publish?



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DustusNavar
Tue Apr 06, 2004 11:32 pm
#94

Ever notice that all the wookiee armor looks almost identical? If you put the 3 pictures right next to each other and showed them to a casual observer, like me, I wouldn't be able to tell them apart.



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


DustusNavar
Tue Apr 06, 2004 11:33 pm
#95

Ever notice how all the wookiee armor looks almost identical? If you were to put all three pictures next to each other and show them to a casual observer, like me, you almost couldn't tell them apart.



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


DustusNavar
Tue Apr 06, 2004 11:34 pm
#96

Whoops, first submissioned timed out, so I re-typed it. Sorry 'bout that.



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


HimFan
Wed Apr 07, 2004 12:13 am
#97

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


Holsters should be in the game!!!


http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=9729&page=1



4Tearfin The-Wise Smuggler Gorath3
4
Magius The-Great Jedi Gorath3
4The Hermit/Racing Guide
3
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SamhainLFC
Wed Apr 07, 2004 12:49 am
#98

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.





-=-

XXX has killed your game for 4,921 pts of listening to whiney noobs damage.
Biognome
Wed Apr 07, 2004 6:24 am
#99

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!








~ Galaxies, Universes, and Things That Spin ~
http://www.geocities.com/biognome
Rilko Kang - Mos Krayt/Shadowfire
Drewpey
Wed Apr 07, 2004 7:26 am
#100

http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=17328



Greetings. I had mentioned something before about wookiees getting kind of "left in the dark" when it comes to crafting, and I was wondering if there was any way of finding out if things are "working as intended" or not.


The issue I speak of has mainly to do with the inability for wookiees to wear the crafting aprons that were implemented a few patches ago. While this may seem trivial, an experimentation point does make a difference when it comes to crafting.


Also today I was given a tusken raider banolier, which had +6 armor repair and +7 structure experimentation. I was happy b/c I can use both of these skills, and can wear bandoliers...or so I thought...not wearable by wookie species.


These items are not inconcieveable to be worn by a wookie, or someone of a large race, and I don't see how it would imbalance the game in any way. I don't imagine it would take too much coding to add wookiee's on the list.


I don't want to sound like I'm whining, but I would just like to know if this is the way its going to be or if the developers have the intention of levelling the playing field for wookiees. Thanks for the wookiee armor, and thanks for your time.



~Anden of Starsider
~Dewi of Scylla (retired)

I want my GCW!
Spank-A-Thon
Wed Apr 07, 2004 9:24 am
#101

I play mainly on Tatooine and if you compare the likes of Mos Eisley with that shown in the films, there is an obvious lack of movement and activity.


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?


The films present cities as busy places full of bustle and activity - at the moment in SWG cities can appear to be really sparse and desolate places (especially during "off-peak" hours).


Another thing, will there ever be the chance to buy/rent property within non-player cities? I'd love to be able to own a small home in Bestine, see playershops and the like. Again, this could add massive amounts of immersion.


Thanks for reading.



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rockanddroll
Wed Apr 07, 2004 9:26 am
#102

I would like to see...


Passengers in the land speeder. It's big, it's slow, give us a reason to drive it!


Let me take someone for a ride!


Please please please tell me that we can take passengers with us in the space expansion.



e Order of the Dying Knights f
Jannie Knowing of Eclipse


Biognome
Wed Apr 07, 2004 9:53 am
#103






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.









~ Galaxies, Universes, and Things That Spin ~
http://www.geocities.com/biognome
Rilko Kang - Mos Krayt/Shadowfire
WolfwoodCross
Wed Apr 07, 2004 10:53 am
#104


What the game needs isthe complete and utter removal of Secondary Stat Buffs. Period.


They completely negate the negative affects of Armor.

They make regen rates so high that a "healer" is not required on the field unless it's to rez.

Any race with a buff can overshadow the natural healing of Trandoshans and the HAM bonuses of Wookies.



If they didn't exist no one would be spamming specials. If they didn't exist Wookies would never have had to want for armor. There wouldn't even need to BE a combat revamp.


Doctors will cry nerf. Powerplayers will cry nerf. But this NEEDS to be done. It is the overshadowing problem with SWG combat today that no one addresses. Why it hasn't been is beyond me, since it such a glaring cause to so many combat woes and unbalances.

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