Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-29-04)
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 ![]()
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 ![]()
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.
Thunderheart wrote:Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
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
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.
Yet this has been in the manual since day 1. ANy chance the loot group will be revamped?
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)
"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
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.
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.
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.
Thunderheart wrote:
Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
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
OH HELL NO IT ISN'T.
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