Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 2-16-04)

ClollinLightningsun
Tue Feb 10, 2004 1:59 am
#105

Sorry for going on and on with this, but really! We need to be able to place bounties on other players! Simply because that's the only purpose for the existence of bounty hunters in the first place. You don't like someone. You pay a Bounty Hunter money. They kill them. Simple. Otherwise, Bounty Hunters serve no real purpose except to just "be there".


There's a player run ECONOMY but there can't be player-run murder? If you're going for a realistic star wasr environment this is a great feature, and I've already suggested some ideas on how to stop griefing on the Smuggler, Bounty Hunter, and previousIn-Concept Open Discussion Threads.


Thank you.



-Clollin Lightningsun, Social Events Manager, New Dawn Corporation, Bloodfin
DuckMaestro
Tue Feb 10, 2004 2:06 am
#106

I'm sorry, TH, but you still have it wrong...


"Vehicles have to autostore, or this happens.


What will be happening in Publish 7 is that the Camp restrictions will be lifted so you will be able to pull vehicles, mounts and pets out anywhere."


-TH





The reason "autostore" was created was because of a bug that allowed vehicle duping (visually only, not actual duping) which causes hundreds of vehicles to be on screen at a time, especially in popular areas. We the community have called for autostore to be removed. This does not mean we want hundreds of vehicles onscreen again, what it means is that we want the original duping bug to be fixed which would then make autostore unneccessary.



- Duck
I give up.
Kaloman
Tue Feb 10, 2004 2:27 am
#107

I got some thoughts I've had, and on what i have read lately.


First, the assassin class. I like the idea. However, I have to say that there already is a kind of assassin class. It's called rifleman... Problem is it doesn't work like an assassin should, and for an assassin it lacks in a few things, like the ability to assassinate at melee range (that would be a fencer?). My thought on an assassin class would be better placed as being a spy class. That would probably be a better way of setting it up. The reality of spying is, it's really kinda boring, and not very dangerous till you are discovered. In RL most spys were arrested and traded for other spys. Spying is intelligence gathering, but it does have it's moments with sabotage. Perhaps the spy class could have the ability to use BH terminals, but not take missions off of them. They would probably have to get their missions off of Imp or Reb mission terminals. Perhaps they could have a skill that grants them entry into any building, private or not. Maybe they could have a skill that they could use to "declare as rebel or imperial" kinda like a reverse TEF. Maybe they could access the information on guild terminals to get rosters and professional information, (would be helpful to the spy, {and the guild leaders} if the guild terminals kept track of who in the guild has what skills at what level). Maybe they could have a skill that told them what kind of gear a person they examine is using (plainly visible gear) and get detailed info on that gear. There are many possiblities,and the assassin type of character would be much more possible if characters had more skill points.


I've been wondering why furniture doesn't really act like furniture. I know that you can sit on couches, chairs and beds, but that is about it. Why can't we lie down on the bed? Can't there be an option on the radial menu? Why can't a table act like a table? Why can't we just set stuff on the table instead of going through all this shoving around of our stuff so that it hovers in the air over the table so that it LOOKs like it is sitting on the table. For that matter, why can't a chest, armoir, tool chest, cabinet, bookshelf etc... hold stuff, like a container? I have three armoirs in my house. Sitting inside the model of the armoirs I have a backpack, in the backpack I have my stuff... like my coat and hat closet, my weapons locker, and my clothing. To ask even further about the storage capacity of the houses. Why can a medium house only hold about 200-250 things (I'm not sure which total it is). In RL I look around my house and I can count several thousands of individual items, from probably 600 or more books, 3 computers, no less than 50 vhs movies, 2 beds, 1 sofa, 1 table, 6 bookshelves.... you get the idea. Why must a house have such a low number of items. If it's so that players won't have a lot of stuff, that won't work, they will simply have more houses or find other ways to keep a ton of stuff. Why not have items in the house not count to the storage total if they are in a container?


As for the Yuuzhan Vong, I would strongly suggest agains't it. Partly because it isn't canon, and partly because the story is silly. Like most of the post RotJ stories, everything is rediculously over powered, simply so that there is a real challenge to a jedi. I've heard from real, true die hard SW fans, who have more than read the books but been playing the RPGs and everything and are cynical enough to see through rediculum (I know not a word in the dictionary, but that is how words get started) to realize wither something is dumb or not, (example: midiclorians? Get real. George added that in cause some idiot critic just couldn't accept the force for what it was {life energy [news flash here,jedi philosophy= buddist philiosophy]}and demanded a scientific answer.) To get back to the point, there is enough going on in this huge galaxy to worry about with out having to worry about another galaxy coming along and killing us all. Suggestion here is, just give it time. Maybe in 5 or 10 years, if the game is still going strong and the storyline has since moved past the GCW and into the New Republic, they could be pulled in to stir things up again.


I noticed that someone was asking for some type of faction perk that rebels could buy to use against AT-STs, where the player could call in a request for boming run from a squadron or single starfighter, or maybe call out some troops to assist. Well there are, and they are way hella expensive, and have heavy requirements. The first one is the ability to check out hirelings (STs for imps, Reb solders for rebs, Compforce and SpecOps soldiers) and Bombardment (a one-time special device that summons a flying craft to do a planetary bombardment on enemies at the location where the device is used). However, I think the bombardment perk will become obsolete when the space expansion comes out.


I had some questions about vehicles, (which will also tie into some furnitures.) Will there be a patch or a release of vehicles that can have passengers? I'm not a programmer so I don't know what kind of difficulties there would be to institute a system that had passenger slots in a vehicle. It would seem natural for the owner of the vehicle to be the driver, but anyone else could simply mount the vehicle and would be placed in the first available passenger slot (first person to mount the vehicle {that isn't the owner of the vehicle} would be mounted into passenger slot 1. The second person into passenger slot 2... ect. {assuming that the vehicle can have more than one passenger} until all the slots were full or the vehicle is in motion) The same idea could be applied to sofas, couches and other seats that have room for more than one person. Additionally, will players be able to buy mass transports such as Corvettes, or freighters? What about Cap ships. How will those be doled out? Will people be able to just buy them and fly them or will they have to get one through faction perks? If an imp player was able to buy, say a star destroyer, would they be the only one needed to fly it, or would they have to buy a crew with faction too? Or could they get their friends together and have them man battle stations, would they be able to carry star fighters and stuff? for Star Destroyers that would make sense since imperial starfighters aren't equipped with hyperdrives, thus must rely on the SDs to move them about the galaxy. In some way that could open up a whole can of new professions (Captiol ship gunner, captiol ship mechanic, cap ship captain, etc.) and even those might lead into an idea previously placed emphasizing ultra-elite professions.


Talking about transports, I'm reminded to suggest this. Why not increase the size of the starports? At least in some of the larger cities. I've seen many people complain about the wait time on transports. I'm going to put the mass transport system into perspective for everyone right now. Shuttleports are bus stops. Starports are International Airports. Now this is why I suggest larger starports and maybe even more landing spots for shuttles. Most airports have multiple gates, so that roughly ever 2 to 5 min an airplane can take off or be boarding, or what ever. It would seem to me that a starport should also have multiple landing pads for transports. Every 2-5 minutes a new corellian transport (the large transport ship is of corellian design) should be landing, taking off what ever. when a person buys a ticket, they then should have to go turn it in to the droid that is taking tickets for their destination. To be more clear I'll make the example I have in my head.

A person goes into the starport concourse in Coronet, and buys a ticket to go to Theed, Naboo. Then they look up at the reader boards over head (the green ones that currently are just ignored as hazy detail work {which is important to help add realism}) and find out when the next transport to Theed will be available and at what landing pad. They see "Theed - Landing Port 4 - ETA 5 minutes 36 seconds". They now know that the have to be at landing port 4 in just over 5 minutes to make the next flight. If they miss it, then they can just look up and wait for the next flight.

In this way the worlds and starports will seem more busy, simply because there are more ships comeing and going.

As for shuttleports, they could work the same way but on a planetary scale.


And talking about scale. I would like to suggest that the worlds, cities, buildings, ships.... all be re-scaled to be more realistic. I understand that when a player loads into a planet, it loads the entire planet, but since it doesn't load all of the details until the player is practically on top of them, the planets could cover a larger area. I took a look at a map (a real one) and measured out 15km by 15km, and that's not alot of space. As I recall the city of Seattle would fill up most of that. So why not increase the planet ground coverage to 30km by 30km, or larger... That would give plenty of space to make the cities larger and more in depth, there could be real zoning for NPC cities. IMHO Coronet (being the hub of the galaxy) should probably cover a 1-2 km radius. That would give plently of space to have 2 or three med centers, cantinas etc. Honestly, I would imagine that with a city as important as Coronet anything that anyone could ever want or need should be able to be found in Coronet. There could be a huge region of the city that is literally slums. Very few CorSec police roaming about, a bunch of random hoodlums, or maybe even gangs, IN SIDE the city walls. There could be a huge marketing district where you might find some really posh cantinas, or high class restraunts, clothing shops, etc. The apartment idea could really be expanded that way. To build on that even more, the shops and cantinas could be "purchased" and ran by players. Or, to make life easier and smoother for the starting players. If there were shops that were NPC ran, players could apply for a job at say an NPC restraunt, and they would get paid to make food to order, by the NPC. All the supplies would be there and available for them to cook with. They would simply have to go through and find the right ingredients, craft the food or drink and give it to the NPC. When the player is done they choose the "quit" option in the conversation with the NPC, and get paid for all their work. Like wise, the NPC could sell the items that the player had just made for them. It could help ease the buying and selling a goods if they were all seperated by vendor. I know that if I was walking around town I would be more likely to access a vendor if I knew right off what it sold, so thus if I wanted to buy some food, I would be more likely to buy some if I looked up and saw a banner or sign that said, "Jalob's Cafe" or "Corellia Grocier". There are alot of ideas going here. What the NPCs should be for in SWG is to facilitate transactions between players.


But what about player cities, if all that were possible then why would anyone go to a player city? Many reasons if some of my ideas were to be implemented. Part of why player cities always seem so barren is because, first, there are no NPCs. Second, most of the things about a player city is meant to have people coming in for missions then going out for a long time doing those missions. To get people to go to player cities requires them to have things that NPC cities don't have, or maybe no other city on the planet (or in the galaxy) has. I would start by suggesting that there be more that just 5 levels to player cities. I thought about it for a long time and I felt that 9 would probably be perfect.There could only be 1 or 2 of them on any one planet and they would likely require a steady citizenship of 200 players. Second, make player cities cover more ground space. Now, I had thoughts about what it could be about a city that would draw people to them, and had several ideas. One, allow the largest player cities to have starports (maybe only one or two landing pads at the most). Two, there is already city specialization, so I suggest taking that to the next step. Instead of just giving some special bonus to particluar groups of people who practice their craft with in the city, have buildings that reflect the type of city it is. For example, if the city is a research city, then allow the city to place a Technical collage within the city limits. The technical collage would come stock with all the artisan and elite versions of trainers. It would also have all of the elite, or advanced crafting stations and they would all be for public use. It would come with special schematics that the crafters can use while using the crafting stations there, AND it would have a special bazaar terminal that a person could use to buy resources from off world and retrieve them with out having to travel.

What about a city that specializes in medical stuff? Well they would have a similar collage (I would call it a University of Medicine, Liberal and Contemporary Arts). There you would find the medic and entertainer trainers and trainers for all of the corresponding elite/hybrid professions. Necessary advanced crafting stations. The ability for dancers and musicians to create their own flourishes. (I haven't figured out what kind of cool things doctors could do there since, experimental medicine doesn't exist in SWG like it does in RL) ID's could create new tatoo styles or hair styles. Not just have new ones that were layed out for them by the devs.

Military cities could have similar places. I know cities can have factional bases, but imagine if they came stock with trainers for all combat classes. Really REALLY difficult factional destroy missions or kill missions. NPC soldiers patroling the city's streets. Walls around the city with sentry points. A mine field. All stock. And none of the stock stuff goes against the limits of the city.

As you can see these are all ideas that would help get people to go to the player cities. That's all there is to it. I know that this may all be difficult to implement but I can almost garantee that it would help. And to help support the player cities more, I would suggest increasing the pay outs on player city mission terminals even more. They really need to be alot more noticable.


Now, to scale ships, my suggestion would be. Start from the inside and work your way out. I have to tell you, while the current transport ships are big. They aren't big enough. So I suggest, while making them, start with a character, build the cockpit, look around in it from the character's pov standing in the middle of the cockpit. Is the character able to stand with out half of their head crammed into the bulkhead that is the ceiling? Sit in the pilot's seat. Are the controls close enough? Etc. Then design the layout of the ship and walk through the corridors. Are the ceilings tall enough? They should be about 2.5 meters tall. Are the halls wide enough? They should be about 3 meters across. Unless this is layed out like an airplane with no halls just a cockpit, galley, cabin, and head. Then the cabin would probably be about 11 meters across (1 row of9 one meter seats, with two one meter aisles seperating the 9 seats into 3 groups of 3) and 24 meters long (16 rows of seats about 1.5 meters thick.) So all together the corellian transport ship you currently are using should probably be about6 meters tall (Outer hull 2 meters + belly storage 1 meter + interior hight 3 meters {7 if landed [landing gear 1 meter]}), 12 meters wide (interior width 11 meters + outer hull 1 meter), and 35 meters long (outer hull 1 meter + cockpit 2 meters +galley 2 meters +cabin 24 meters +head 2 meters +engine housing 4 meters). I say all that simply because I feel that the model used for the ship as it is, seems too small for me. But I could also just be picking gnits with that (I'm kind of a stickler for details). At any rate I would suggest you did that will all structures and such, and not just speculative measurements (I could also be guessing that the game designers did that. I could be wrong and find that you do infact have a team of draftsmen and architects who do all of your designs on paper before you begin to render them. I would just like to ask that you check your scales again, cause **edit** the ship seems small)


Well, I'm willing to bet that you readers are getting bored with my appearantly traditionaly long winded posts, and I think I'm out of ideas for now. Good luck and may the force be with you.


Raynor Talos - Interplanetary Knights Of the Republic - Gorath
battosai20
Tue Feb 10, 2004 2:32 am
#108

I know our voice means nothing, but thanks for screwing BH's over again. Now that you are taking the requirement of having to have camps out of scout, you have just given everyone in the game (except) BH's another 15 skill points to play with. As a BH I could care less if someone wants to visit my camp or not, this is totally gay I am required to have a skill that is virtually useless to me I don't have enough skill points to be useful as a medic so I can pitch a camp but I can't heal worth a crap.


Instead of fixing bugs all you are doing is giving everyone something so that they forget that it is really a bug that caused the problem in the first place. So now TKM/Smuggler/Doctor some other dabbler template will allow everyone to heal themselves, be viable in PVP, have 2 knockdowns, 2 delays, feign death (never die), Buff themselves, pullvehicles out anywhere they like, make money from selling stims, buffs, spice, slices, and heals. There is a lot more I am leaving out but if you add up all the BH abilities thunderheart the don't come anywhere near this template, thanks for giving everyone another reason to drop scout. I guess next when the doctors complain about lack of resources you will make anyone be able to harvest from a corpse.




Battosai Sano
Master Bounty Hunter


"The code of the Bounty Hunter states that every mark must be killed at all costs, but you must get nerfed." --Random SWG DEV

Kaloman
Tue Feb 10, 2004 2:56 am
#109

Turns out i had one more thing to add.


I like the idea of a "premium" ticket. Maybe 5 times the cost (10 times seems extreme to me), then you take your ticket over to the ticket droid on the landing pad with the Lambda shuttle (typically known as the imperial transport shuttle) and get an insta transport. For effect I would probably have the premium shuttle come in for a landing as soon as the ticket is purchased, then take off as soon as the traveler "poofs"


DuckMaestro
Tue Feb 10, 2004 3:30 am
#110






Taalar wrote:

Everyone hates the shuttle system. I have two ideas which would alleviate the problem.


1) Shorter periods of time for more popular shuttle routes. For instance, 1 shuttle every 3-5 minutes from Coronet to Theed.


2) "Premium" starport tickets. These would cost, say, ten times as much, but act like using a ticket at the Theed starport.








i agree with #1..... it would make things a little easier on players, as well as add immersion to the game, if the following were implimented: make shuttle wait times inversely proportional to the number of tickets being purchased (both arriving and departing) with respect to the shuttleport/starport in question. I.E. a place like endor which has very little traffic would have a long wait time.. lets say the max wait time is 15 minutes; a place like coronet, which has a huge amount of traffic, would have a small wait time.... lets say the min is 4 minutes. Static wait times are sufficient but wait times that dynamically adjust based on the real-time travel needs would be very nice.



- Duck
I give up.
Obati
Tue Feb 10, 2004 4:36 am
#111

Hello ThunderHeart!


I would like to suggest the following:



Make Bounty Hunters neutral, and create a way for players to initiate bounties on other players (I made a thread in BH section for this with lots of ideas how this could be, and why I want BHto be neutral)


Lower the overall damage in PvP. I would love longer lasting fights, not 5 second "He who KD first win"-fights. More running around shooting, crying for medic, forming up in groups, sending in melee to take the heat while medics and gunmen stand behind and snipe etc.



More benefits from becoming a Master in a profession.

- Once you have Mastered a profession, you will pay only 50% xp next time you go up the same profession later.

- For each profession you Master, you may choose x points from a pool, to ditribute into the HAM pool OR you will gain 1 additional skillpoint. If you master 10 professions, you will have 260 skillpoints to use.

- Mastering a Profession, opens up a new 5th Treebranch in your profession with suportskills to this profession. Or, it opens up a totally new Profession which is built on the one you have mastered, like Scout/Ranger. There are so much you can implement into the current skill system which would make it so much cooler to be a Master! We always need something to work towards, new goals. Not everyone want to become a Jedi.


Arrest

Insteadof killing your sworn enemy, we could have an option to arrest/take prisoner of an incapicitated player. He or she will "clone" into a jail in a player city and will be set free either by

- paying a fee of x credit based on his current bank account

- paying faction points

- duel his capturer

- his faction friends comes to the rescue


Thank you










.... there are no stupid questions, just stupid answers ....
Helt
Master Teras Kasi Artist / Master Medic / 0 4 4 0 Doctor / 4 0 4 0 Scout
Former Master Scout /Master Dancer / Master Rifleman / Master Merchant
... Member of the Elite Strike Force PA / Eisligarde / Bria

Aexsar
Tue Feb 10, 2004 5:01 am
#112

Give us the ability to do simple math calculations from our chat window. Think like excel, begin with =, then have numbers and operators.





Armorsmiths - Because Republicans wanted a class too.
Attichetcuk
Tue Feb 10, 2004 5:35 am
#113

How about...


1. Streamline the information you give. These boards are inadequate in their current form. If I log in and I see something downloaded I.E. a hotfix. I want to know what it is, not next week, not as rumors in town, I want you to update the patch note so that it is up to date and accurate.


2. New account setup. I have two accounts, both were problematic to set up with options and guides that were not user friendly at all.


3. More information on what types of changes are going to be made. I just spent the last month getting millions of xp points in the pistoller profession only to hear of a total combat revamp. This "balancing" may void or dramatically alter custom templates that players have and/or are working on. Now if these changes wont take place until April or so, and we dont know what is really happening, then it is pointless to invest time or energy into any combat profession until after the patch. This is not a good thing.


4. In game, I think that the house limit is way too low, any crafter can fill 2 or 3 houses with just parts and materials. I have seen and like the idea to not count items in containers in the house limit.


5. Adjust failure rates on crafting. If your doctor failed as much as my character does...well you get the picture.


6. Make repair kits work.


7. Initiate a veterans reward system. Only 4 months or so till the one year mark. Ideas would be...

* 10 more skill points per year.

* 100 more ham points.

* Choice of decor items, ie rugs, lanterns, pictures, plants ect.

* Possible SEA item like plus 10 in a skill we choose.

* Choice of veteran schematics.

* TH's home phone number


8. Make the bazaar more user friendly. It should remember my window placement, I dont want to see if it is a premium or how long it has. I just want to see what it is and how much, but have to resize each time.


9. Do not limit the personal vendors item count. I know that it is abused by some but by limiting it you will also change how some items are sold. I.E. I sell resources, if I am selling 100k of an item I break it up into 40k 20k 20k 10k 5k 5k.Thats 6 items for one item. Withthe fast amount of resource types out there, any meanial cap would be met instantly.


10. Do not limit stacked defenses. All players have the same amount of skill points. We should have the option to invest in defense or offense. Most players, like myself, are PVE. Critters outnumber us, have greater hams, can find us in 3 shots or less, can run faster, warp at will, do melee damage from 50m away, initate specials, have much greater accuracy and insta heals if you duck into a house for cover. Isn't it enough that I cant hit the beast thats leaning against my barrel eating me? Now you want to limit my defense options. Players want more choices not less, they want their character to be a totally personalized template, not just something everyone else has.


11. With the addition of new races eventually. It would be nice to be able to change your race periodically.


12. More functional droids, longer lasting batteries, descriptions of droids abilities in examine.


13. Expiremental vehicles, speed, ham being variables. Possible adds could be survey modules, storage compartments, onboard weaponsect.


14. Make experimental points overcome lesser materials.If you have 1 point left and your item is not 100 percent, you shouldbe able to use it.


15. Allow greater abilities the longer you have a profession. I.E. I am a master doctor now. I want greater abilities 5 years from now than what I have now. How about a floating skillset. Once you reach the mastery of a skill and retain it you are in contention to gain additional skills in that tree on a random basis. Say one night I am healing someone and gain +1 wound healing. Each profession would have 5 or so skills that they could gain from each adding a maximum of +25 to each skill. It makes sense that a veteran pistoleer who has played for years would have greater abilities than a new master.


16. How about starting micro patches. Like adding one thing at a time. Say the pet camp calling rule thing. If it can be done in a hour or so, why not add it in a micro patch instead of waiting weeks for all bugs for all items in a large patch to be worked out. Especially when it is something that will dramatically enhance gameplay for alarge number of people.That way the larger items can be kept until all bugs are worked out, and less to download on path week.


17. Sound filters would be nice. I love to sit in the house and listen to the fountains, But hate the sound of all the crafting machines.


I have many more ideas but i'm not sure if these will get read or not anyways. All in all I love the game.

shadowviper069
Tue Feb 10, 2004 6:09 am
#114

HAM and Specials!!


These should be two distinct bars. Makes no sense that I use a special and now im vulneralbe to die after that. We should see HAM and (ham)s { (ham)s being for specials} bars. Anyone that targets a player will see the HAM bar where the ham bar is only visible to the player and medics. To my knowledge all specials are reliant on secondary stats so if i take damage to my primary why should this prevent me from still using a special. You can still take damage to secondaries affecting the ability of how muchHAM damage a player will take if a primary is hit and alsoaffect special cost. Also it would be cool to see the HAM have different affects for taking damage in one bar, where as:

Health bar is depleted your slain. Nuff said.

Action bar depleted your now incapacitated where you can't move but still can attack back/call for help.

Melee fighters attacks slow down and do less damage while range fighters become way inaccurate.

Mental bar depleted your now unconcious. Pretty much what being incapacitated is now.


ARMOR and attributes.

I'm almost tempted to say armor should be a cert system like weapons but I wont go that far yet. I will say that med BUFF should not determine if a player wears armor or not. Buffs should be used to affect specials and the amount of damage a player can take nooo more. Makes nooo sense to me to see a master chef with nooo combat skills running around in heavy armor. Right now the primary armor to use is the best why, simply cause everyone can use it after seeing the Doc. This kills the diversity of armor. I have seen people mention that there should be increase in Attributes pts as we spend skill pts(climbing trees, mastering profs or elite profs, whatever). I like this idea because as i train to aquire a new skill I have also spent time that should affect may HAM in a positive manner. Making a MASTER of the field better at doing what he does then a Novice. e.g A master using the same weapon as a novice should cost him less for using a special then the novice. If the migration system is to be kept then any additional pts that are aquired for *leveling* should be non migratable. The other solution is a cert system. The Problem i see here is with the ability to have multiple professions without mastering any, how do you determine what armor that person should be able to aquire over someone who is a master of what he does. A benifit to a more class specific cert system is that armor for non combatants could have alot lower encumbances to allow them to use their abilities more freely.



Rebel Recruiter. " Come Join The Rebel army."
Possible Recruit, " Nice what are you going to give me to help take down this tyranny."
Rebel Recruiter, "Oh you will be equiped with our most deadliest piece of equipment, the Empire stands no chance against all of us rebels wearing these high tech Bicycle helmets."
Faelazao
Tue Feb 10, 2004 6:19 am
#115

I, and many ppl I've talked to, would like to see a centralized tool of some sort that would show the status of all owned properties (houses, factories, harvesters, etc)or even all properties where you have admin permissions. This tool should show maintenance, power, waypoint, for harvesters: hopper information, on/off status(for resource shifts). For those of us who have many harvesters or structures spread out over large areas or even over many planets, this type of tool would be a God send.



_____________
Dahobo, Luet, Rosa, Tiggalof & Mookki
5 accounts cancelled
Because of the NGE and the treatment of paying customers by SOE
Kergann
Tue Feb 10, 2004 6:45 am
#116


hi forgive me if this has all ready been suggested


Bookcasses, chests, armoir's etc : I have a house with lost of items in...like most peaple, but it seems to me that i have all this furniture that just 'looks nice' and has no otheruse...how about letting these items store some of the things we have laying around...didnt Ben get Lukes lightsaber out of a chest in ANH..even if the most they could store was five items..it would be somthing, just somewhere to put your clothes instead of having them lined up against the wall. Would make crafting them usfull. They could be used to store differant things only....I.e a weapon rack could be added to only allow weapons to be stored on it and nothing else.


Date screens : Again these look nice but is there someway to be able to actually use them, could be used to store personal logs, see travel prices on planet, or even to be used as a way to connect to the bazzar from home to let you know whats being sold where so you can plan your trip before you leave the comfort of your home.


Vehicle enhancers : we have items for weapons that increase range, max damage etc..how about vehicle ones....extra speed, armour, and so on.


some kind of recordable disk for entertainers to allow them to recored their music and be played back later on a player of somekind.


Factions : It was metioned a long way back about adding another faction, 'mercenarys' i believe, how about a Jabba faction where BH and smugglers can join, that way recruiters for jabba can spring up and those that have upset the hutts can be hunted down....nym, valarian, and all the otherunderworld thugs can have their own recruiters....so those that want to fight for jabba can then gain benifits simmiler to those from rebel and imp.






Darkeel
RaiCella
Tue Feb 10, 2004 7:43 am
#117

I could care less about Jedi.


If the devs spend any more time pandering to the 5% of power grinders who are jedi I'm gonna puke.


How about fixing the rest of our professions first?





Rai Cella
The Master Smuggler of Tusken's Bane

The Hidden Fist: Fight Club and Black Market
Spices/Sliced Weapons/Slicer Tools/ & More

Just outside of Tusken's Bane, Tatooine
(-4811, -5652)
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