Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-29-04)

zounds_klaxons
Tue Mar 23, 2004 9:19 am
#92

Hello TH, how are you doing?


I'vebeen thinking a lot about cybernetic attachments recently.


The star wars universe gives a lot of examples of these things, like the cyborg who worked for lando (the guy with the mind enhancements), luke, darth vader, etc.


I was thinking adding these to the game might be pretty neat.


droid engineers could craft some of the components. maybe you could get a mind implant that would expand the amount of waypoints and schematics you could carry. maybe you could get eye implants that add a defense against blinding. maybe you could get an arm implant that would add brawling damage.


bioengineers could craft a number of other components. maybe disease resistant liver implants. other components could be used to prevent the body from rejecting the implant, and these could also be crafted by bioengineers (So even if you wanted a mind enhancement, like above, you would still need a bioengineered immunocoating).


these implants could be installed by surgeons.


i think this would be a cool way to expand skills/resistances/other parameters. you could also augment these implants with loot drops.



just a suggestion




Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
zounds_klaxons
Tue Mar 23, 2004 9:27 am
#93






WolfwoodCross wrote:

This idea came to me when I saw a Wookie Teras Kasi Master flailing around all nimble-like. I thought to myself "That's not how a Wookie would fight hand to hand!" I pictured a Wookie roaring and wailing away on his enemy like an old-school George Foreman fight. And in that thought came this idea.


A new, race specific Profession - The Wookie Berserker!


I started thinking about whatit's skills and abilities would be. My first thought turned to Wookie Roar and how it could be worked into such a Profession. So for the following idea to work, imagine Wookie Roar working like this - Wookie Roar would be an AoE ability, eminating out from the Wookie in a 5m radius. Anything caught in its range would have a chance being Intimidated, and also have a chance to receive the same effect as "Threaten Shot," i.e. scare them into running away. Also, this Profession is almostcompletely dependant on the "Berserk" Ability earned from the Brawler Profession.


The Wookie Berserker - Novive Berserker - attainable after Unarmed 4, earned through Unarmed Combat XP. Grants the ability to use Wookie Roar while Berserk. Adds +2m to Wookie Roar range.


The "Feral Instinct" Tree - earned throughUnarmed XP

Lv1- Clobber - A damaging 3 hit combo of a wide left hook, a wide right hook, finished by bringing both fists down upon the head of the opponent. This also has a chance to Dizzy the target.

Lv2- Backhand - A wide backhand that will knock an opponent back several meters.

Lv3- Choke Slam - Must be within 2m. The Wookie grabs the enemy, slams them into the ground, and then tosses them aside several meters away.

Lv4- Takedown - Wookie Shoulder Butts the enemy. This has a chance of knocking down the opponent, If the Knockdown is successful, the Wookie procedes to tackle the enemy and pummel them with 1-3 heavy blows before getting off of them.


The "Wookie Rage" Tree - earned through Combat XP

Lv1- The Berserk timer is lengthened. Wookie may now use "Clobber" while Berserk.

Lv2- The Berserk timer is lengthened. Wookie may now use "Backhand" while Berserk.

Lv3- The Berserk timer is lengthened. Wookie may now use "Choke Slam" while Berserk.

Lv4- The Berserk timer is lengthened. Wookie may now use "Takedown" while Berserk.


The "Wookie Roar" Tree - earned throughUnarmed XP.

Lv1- +2m to radius. Threaten/Intimidate chance rises.

Lv2- +2m to radius. Threaten/Intimidate chance rises.

Lv3- +2m to radius. Threaten/Intimidate chance rises.

Lv4- +2m to radius. Threaten/Intimidate chance rises.


The "Inner Strength" Tree - earned through Unarmed XP.

Lv1- Unarmed To Hit and Damage go up. Gains a Counterattack bonus while Berserk.

Lv2- Unarmed To Hit and Damage go up. Counterattack while Berserk bonus rises.

Lv3- Unarmed To Hit and Damage go up. Counterattack while Berserk bonus rises.

Lv4- Unarmed To Hit and Damage go up. Counterattack while Berserk bonus rises.


Master Berserker - +5m to Wookie Roar radius (maxing it at 20m radius). Unarmed To Hit and Damage go up. Counterattack while Berserk bonus rises. Wookie Roar gains the ability to raise Unarmed Damage when used.



So yeah that's my idea. I know theres alot more to worry about than new professions, but I just had to get it out of my head ^_^







ive been thinking of this type of thing a lot too. but, instead of adding a race specific profession, why not give wookiees an added racial inate ability: wookiee bash (or whatever). basically a relatively powerful brawling attack that all wookiees can use. make the animation vary from a powerful backhand, to an overhead smash, to a clobbering uppercut.


they are supposed to have great strength. even droid engineer/artisan wookiees should be able to "pull peoples arms out of their sockets".


while we're on the subject, i think mon calamari should be able to swim faster




Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
zounds_klaxons
Tue Mar 23, 2004 9:30 am
#94

one more quick comment:


TH, i know the powers that be (TM) are playing pretty close to the chest with the space expansion, but is there any inclination to include ithorian herd ships? for adventure planets without starports, it might be a good idea to have an ithorian scouting team in orbit, for resupply (and immersion )


i would really like to see ithorians added as a playable race, with ithorian herd ships floating around in the cosmos, scanning planets for rare or nearly extinct flora and fauna. an addition of a ithorian theme park where rescuing plant and animal life is the main objective would also be pretty cool.





Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
Ragnaat
Tue Mar 23, 2004 9:39 am
#95



Thunderheart wrote:


Kyros_Dragoon wrote:
I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great

Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.





I hate to echo anyone else but I must state this here for you to read so you know how the game you work on works.

MAG SEALS ARE NOT OPENABLE BY SLICERS.

MAG SEALS ARE ON A TIMER SYSTEM AND AT TIMES IN THEIR CYCLE APPEAR 'LOCKED'.

There is a *huge* source of confusion in the "slice" option that appears on their radial menu but as a smuggler I can tell you that EVERY locked mag seal has a "broken" locked mechanism and cannot be sliced. Smugglers have no better chance at 'looting' these contaiers when they open by themsleves then any other toon in this game. Find someone on your staff who has a smuggler toon (there's got to be at least one) and then look over their shoulder as they run around the Aakuan cave or Fort Tusken or any of the other places that have these 'slicable' mag seals and watch them fail at opening every one that is locked.

THE ONLY SOLUTION TO MAG SEALS IS TO REMOVE THE SOURCE OF CONFUSION - THE SLICE MENU ITEM.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Stena
Tue Mar 23, 2004 9:40 am
#96

Event Terminals. Players could post events on them like if some one opened a shop up then they could post it on the terminal making life eaiser for them. and you could also have a terminal where all the shops in the region are listed and what you can buy for them, that would save people a lot of time running about trying to find a shop they've heard of and an item they need to get. it would save people a lot of time just running about trying to find things.




Colonel Ack-Sterall - EX-Leader Of Illuminati
Donatello' - Killer


Elder Rifleman, Teräs Käsi Master , Medic, Doctor, Creature Handler, Pistoleer, Carbineer, Marksman, Artisan, Architect, Merchant, Commando, Smuggler, Jedi.


Illuminati Website/Forum
Eminemrapman101
Tue Mar 23, 2004 9:43 am
#97


ALright we need a group revamp. All players dont group because only 1 person gets the loot. Due to this people refuse to fight huge hidious monsters that are massive HP (300k HAM +) because of the fact that with all the hard work will only come exp. Also only 1 person will get the items so its a race to see who can loot the fastest. This has been a problem and to this day hasnt been fixed. Yet for the common player searching for ever so important rare items it has become frustrating that you work SO hard for so little. This led to at-st's being used in combat to kill krayts because they were too hard. Now in the genosian cave & holo cave its been happening. why join a group of 19 when you will have a 5% chance of getting the looted items before anyone else does? Well situation could be solved if commands worked right in the group. Here are the following commands that TO THIS DAY dont work in group:



  • Autosplit Toggle ( /group autosplit [on or off]) : With Autosplit enabled, the game will automatically divide any retrieved credits or items evenly among all group members. Autosplit can be toggled in the Group Options menu or through a chat command.

  • Autoloot Toggle ( /group autoloot [on or off]) : With Autoloot enabled, the group will automatically pick up any credits or items found. Autoloot can be toggled in the Group Options menu as well.
  • Autoloot Items Toggle ( /group autoloot items [on or off]) : With Autoloot items enabled, the group will automatically pick up any items found. Autoloot items can be toggled in the Group Options menu.
  • Autoloot Credits Toggle ( /group autoloot credits [on or off]) : The group automatically picks up any credits found when this option is enabled. Can be toggled in the Group Options menu.
  • Notify Toggle ( /group notify [on or off]) : With Notify enabled, each member of the group will receive a message when an important event occurs, such as a group member becoming incapacitated. The group leader can use this command to toggle all of the Notify settings on and off simultaneously.
  • Notify Credits Toggle ( /group notify credits [on or off]) : With Notify Credits enabled, each member of the group will receive a message when credits are looted.
  • Notify Items Toggle ( /group notify items [on or off]) : With Notify Items enabled, each member of the group will receive a message when an item is looted.
  • Notify Harvest Toggle ( /group notify harvest [on or off]) : With Notify Harvest enabled, each member of the group will receive a message when a creature 's corpse is harvested for resources.
  • Notify Incapacitation Toggle ( /group notify incapacitation [on or off]) : With Notify Incapacitation enabled, each member of the group will receive a message when a member of the group is incapacitated.
  • Notify Death Toggle ( /group notify death [on or off]) : With Notify Death enabled, each member of the group will receive a message when a member of the group dies.

    Yet this has been in the manual since day 1. ANy chance the loot group will be revamped?




  • Anarr Ivo

    Vendor located at 5164, -3675
    Tylas, Talus
    zounds_klaxons
    Tue Mar 23, 2004 9:48 am
    #98

    ONE MORE THING


    in the movies, rarely did you see anyone wear armor. aside from storm troopers and rebel soldiers (i guess im assuming the heavy winter coats the rebels were wearing on hoth counts as armor).


    in SWG, however, the vast majority of players own and wear a suit of composite, or ubese.


    perhaps, in the upcomming combat revision, it could be possible to account for this...


    perhaps by giving unarmored people a defensive skill mod enhancement (bonus to dodge, counterattack, block, whatever) or by reducing armored peoples skill mods (when in a full suit of composite your dodge is halved, etc) you could get people to start walking around in clothing instead of suits of composite.


    soldier classes, like the commando and bounty hunter, would still equip armor (since they have no defensive abilities), and smuggler/pistoleers would then prefer to go armorless (since armor would affect their inherent defensive mods)





    Zounds Klaxons
    Kettemoor

    All the dead ghosts of rock and roll
    Are gonna follow you wherever you go
    Merchillon
    Tue Mar 23, 2004 9:57 am
    #99

    DeQuosaek Wrote:


    "You may be confusing locked containers (which can be picked up and handled this way) with locked MagSeal containers (which cannot be picked up and must be sliced by a smuggler at the same physical location as the person that would like the container sliced, which would require the smuggler to be in the group, and would pretty much guarantee the smuggler gets the loot)


    I guess this comes up because of the groups who don't happen to have a smuggler in them that are tired of seeing locked containers that may contain some awesome loot that they cannot access.The simple answer to this seems to be: invite a smuggler to your group and hope he's generous, OR forget about the loot in the locked MagSeal containers.


    I don't think it would be fair to let just anyone open these, but they are essentially smuggler only loot as it stands, so smugglers might want to quit whining about their profession being constantly nerfed, when in reality they have the only profession specific loot."


    You know, you almost have a point there Mr. DeQuosaek, except that when a smuggler tries to slice it open, we get some kind of error message about it being broken and unopenable. NO ONE can open them. So, there is no smuggler only loot, and no one should have to quit whining about their profession being constantly nerfed as you put it, especially smugglers. If they could be sliced open, it would sure be nice, because then people would actually want a smuggler in their group, and we've have some reason to be there.



    --Ssthissz Ozuss


    Master Smuggler

    Ragnaat
    Tue Mar 23, 2004 10:04 am
    #100



    zounds_klaxons wrote:


    WolfwoodCross wrote:
    This idea came to me when I saw a Wookie Teras Kasi Master flailing around all nimble-like. I thought to myself "That's not how a Wookie would fight hand to hand!" I pictured a Wookie roaring and wailing away on his enemy like an old-school George Foreman fight. And in that thought came this idea.
    A new, race specific Profession - The Wookie Berserker!


    ive been thinking of this type of thing a lot too. but, instead of adding a race specific profession, why not give wookiees an added racial inate ability: wookiee bash (or whatever). basically a relatively powerful brawling attack that all wookiees can use. make the animation vary from a powerful backhand, to an overhead smash, to a clobbering uppercut.

    they are supposed to have great strength. even droid engineer/artisan wookiees should be able to "pull peoples arms out of their sockets".

    while we're on the subject, i think mon calamari should be able to swim faster






    I'm all for racial bonuses, and I agree, as a wookiee tkm/smuggler I find some of the things I do a little funny (and as a low level pistoleer too I think dual wielding pistoleer wookies flailing away are probably even sillier). And I'm not to discredit the previous ideas but *I* would apporach these thigns a bit different - with race specific animations.

    The design work is the same to get those animations in, but i don't think it requires something as drastic as a new profession. Without changing what the special does, I think many specials across the board could use racial specific animations. Wookies are less nimble then others while doing the same TKM moves for the same damage theres no reason they have to look the same. Same goes for anything from tumbling to dancing. The only limit is the amont of time the designers have to capture new motion and design the animations.



    :: Retired... For the moment ::
    -I support going slow and being careful.
    focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
    chasyork
    Tue Mar 23, 2004 10:05 am
    #101



    zounds_klaxons wrote:

    ONE MORE THING

    in the movies, rarely did you see anyone wear armor. aside from storm troopers and rebel soldiers (i guess im assuming the heavy winter coats the rebels were wearing on hoth counts as armor).

    in SWG, however, the vast majority of players own and wear a suit of composite, or ubese.

    perhaps, in the upcomming combat revision, it could be possible to account for this...

    perhaps by giving unarmored people a defensive skill mod enhancement (bonus to dodge, counterattack, block, whatever) or by reducing armored peoples skill mods (when in a full suit of composite your dodge is halved, etc) you could get people to start walking around in clothing instead of suits of composite.

    soldier classes, like the commando and bounty hunter, would still equip armor (since they have no defensive abilities), and smuggler/pistoleers would then prefer to go armorless (since armor would affect their inherent defensive mods)






    Yes. Seconded. Thirded. Fourthted... er whatever....

    I am concerned that the decision to provide wookiee armor indicates a trend to the total-armored path SWG might take. I don't like that prospect. I REALLY don't like that. I supported the wookiees hoping that the solution would be one that ANYONE who chooses to go unarmored could take advantage of. I'm holding out hope that the combat revamp will somehow make armor more encumbering, making the armored people trading their high survivability for clumsier attacks, while the unarmored can be more fragile, but have more finesse.

    I'll hold out for the combat revamp, but PLEASE consider something- more available bio-mods for clothing or whatever that give the unarmored a viable combat style vs the clones of composite running about- and not just different armor.
    zounds_klaxons
    Tue Mar 23, 2004 11:23 am
    #102






    chasyork wrote:





    zounds_klaxons wrote:

    ONE MORE THING


    in the movies, rarely did you see anyone wear armor. aside from storm troopers and rebel soldiers (i guess im assuming the heavy winter coats the rebels were wearing on hoth counts as armor).


    in SWG, however, the vast majority of players own and wear a suit of composite, or ubese.


    perhaps, in the upcomming combat revision, it could be possible to account for this...


    perhaps by giving unarmored people a defensive skill mod enhancement (bonus to dodge, counterattack, block, whatever) or by reducing armored peoples skill mods (when in a full suit of composite your dodge is halved, etc) you could get people to start walking around in clothing instead of suits of composite.


    soldier classes, like the commando and bounty hunter, would still equip armor (since they have no defensive abilities), and smuggler/pistoleers would then prefer to go armorless (since armor would affect their inherent defensive mods)









    Yes. Seconded. Thirded. Fourthted... er whatever....

    I am concerned that the decision to provide wookiee armor indicates a trend to the total-armored path SWG might take. I don't like that prospect. I REALLY don't like that. I supported the wookiees hoping that the solution would be one that ANYONE who chooses to go unarmored could take advantage of. I'm holding out hope that the combat revamp will somehow make armor more encumbering, making the armored people trading their high survivability for clumsier attacks, while the unarmored can be more fragile, but have more finesse.

    I'll hold out for the combat revamp, but PLEASE consider something- more available bio-mods for clothing or whatever that give the unarmored a viable combat style vs the clones of composite running about- and not just different armor.






    thank you


    you basically said exactly what i was trying to say, but more elaborately.


    while i think armor should definately remain effective, i think we can all agree that with 90% composite, PvP has definately suffered.


    in star wars, when i saw han solo running around without armor on (or on the deathstar, when they HAD storm trooper armor, but prefered to go without) that the main reason they chose to do this was because


    1) they wanted to be more agile


    2) the strength of blaster weapons made wearing armor basically obsolete. we saw han solos heavy blaster pistol take out huge chunks of the cieling in "docking bay 94" in mos eisley. we also saw him one shot storm troopers all day long.


    but...


    every bounty hunter in the game, for the most part, is wearing a suit of armor of some kind or another. this suggests to me that bounty hunters were far more concerned with honing their offensive skills than perfecting their defensive skills, so they through on a suit of armor just as added protection.


    also,


    we didnt see jedi wear any armor in the movies. i assume this is because jedi had sufficient defensive skills (whether it be force jump, increased awareness, or lightsaber parries and blocks) to make wearing armor more hassle than its worth. i have no intention of ever becomming a jedi, but i hope the devs somehow account for this in the upcomming combat rebalance.




    Zounds Klaxons
    Kettemoor

    All the dead ghosts of rock and roll
    Are gonna follow you wherever you go
    zounds_klaxons
    Tue Mar 23, 2004 11:29 am
    #103

    i would also like to say that in no way am i against the release and diversification of existing armor types. i would LOVE to see more armor, weapons, vehicles, house types, etc in the game.


    i too am concerned that star wars galaxies is heading towards a totally armored society, but the idea of new wookiee armor is still pretty cool to me. i would like to see other race and profession specific armor, or maybe even specialized armor. armor thats really good at defending against energy and kinetic attacks, but poor at heat and acid, or whatever.


    but at the same time, i'd really like to see diversity in what other people in the game look like. speaking from a bounty hunters perspective: going without armor in PvP or PvE is suicide. but, speaking from a roleplayers perspective, its like a second clone war everytime i got to the starport. hundereds of people all wearing the same composite (gray, red, black, never yellow, rarely white).


    i have big hopes for the game, and ive been really pleased with the publishes so far. i hope the devs think carefully about these topics.


    on one hand, you dont want ot make people without armor tooo powerful, or you will see a sudden migration of the "flavor of the week" PvPers. on the other hand, more options and diversity are definately a good thing. in my opinion no MMORPG can match the diversity seen in SWG. i hope the devs continue this trend



    Zounds Klaxons
    Kettemoor

    All the dead ghosts of rock and roll
    Are gonna follow you wherever you go
    PhoenixOrion
    Tue Mar 23, 2004 12:50 pm
    #104






    Thunderheart wrote:





    Kyros_Dragoon wrote:

    I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great




    Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.







    OH HELL NO IT ISN'T.





    Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
    Owner, Operator
    - Orion Transport Company (
    -3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
    Slicing:
    5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
    (Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


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