Development Cycle Archive

Thread: In-Concept Open Discussion (6-28-04)

Ariik
Thu Jun 24, 2004 1:13 pm
#105

I have been mayor of a city for 5 months now, and I have a couple suggestions for player cities.


Having a specialization, in particular, Improved Job Market, costs a city a lot of money. Likewise so does placing the full allotment of trainers. My suggestion would be to charge a small service fee to NON-RESIDENTS for the use of such amenities. In other words, part of the money that goes to paying for the trainer, why doesn't the city get 10% or so? Or when a player goes to use a terminal that has the enhanced payout, charge 100 credits for 24 hours access or something.


This will encourage growth by enticing players to join our city and therefore not have to pay the "tourist tax" so to speak, and will help the city foot the bill for having such amenities.


Just a thought...



Ariik Kalper, Tempest
----------
Master Politician (mayor of Paxi's Rest on Dantooine)
Master Pistoleer
Novice Pikeman
groovysplat101
Thu Jun 24, 2004 1:33 pm
#106

My computer doesn't like posting long posts, weirdly. I'll try and keep it short...

Adding to the creatures in pools thing...

1. Swimming underwater. I'm not talking about full-on underwater, up-down, go visit the Gungans swimming. I've just noticed that all of the creatures on Naboo swim under the surface. Maybe there could be a "/dive" command that lets you drop a meter or two below the surface, to swim along undetected...maybe you don't appear on Radar or something if you're underwater. To surface, you "/surface". Or something.

2. Underwater weapons. Harpoon for Brawlers (at Novice Brawler). Harpoon Gun for Marksman (at Novice Marksman). Lets you shoot at things that are also underwater. You have no radar to aid you, so you have to spot them visually.

3. Breathing aperatus. Normally, when you swim underwater, you can only stay there for 2.5 minutes or something (for the average human...Mon Cals would get a bonus). If you get a little breathing thing like in Ep 1, you get a time extension on your 2.5 minutes. If you get SCUBA gear (tank, goggles, etc), you get longer.

4. Swim speeds. Mon Cals get a bonus. They're fishmen. Duh. Wookies get a penalty for their fur, as do Bothans - it gets wet and weighs them down. If you wear flippers (shoes with a built-in bonus, like the terrain negotiation one on an AT-AT suit), you swim faster.

5. Underwater mounts. Those flying fish/lizards from Kamino in Ep2, for example. Those little motorised, hand-held things you see in things like Stingray and James Bond. They'd act like mounts, but they'd operate as if you'd done /dive on them. They'd probably also work on the surface...the Kamino one would work on land too, while the motorised thingy would just pull you along faster on the surface.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
Ariik
Thu Jun 24, 2004 1:42 pm
#107

I've been very disappointed that there hasn't been any storyline since "Dead Eye." There's nothing to achieve; no goal to reach. Either just go around shooting things on planet or in dungeons, or grind-grind-grind to Jedi. Is the GCW revamp taking care of this issue? I don't know, but I'd certainly like to "role play" something...some story or task that continually changes based on what you choose, much like the "Dead Eye" story did.



Ariik Kalper, Tempest
----------
Master Politician (mayor of Paxi's Rest on Dantooine)
Master Pistoleer
Novice Pikeman
groovysplat101
Thu Jun 24, 2004 1:44 pm
#108

Oh, yeah. Also, manaquins. They're like furniture, and they stand in your house. You put clothes on them. Like dropping them. Only, all the bits that are usually missing (head, hands, etc) are there, on the manaquin. Maybe you could pick from a few popular poses (ie. catching a train, telling the time, crossed arms, superman, etc) to put the manaquin in. And, you could also get a male version, or a wookie-sized version, as well as the different species, so you can at least have your clothes looking as if they're for a man...when I drop the t-shirt I usually wear, it...um...grows breasts. :/

Also, the baseball cap. There's the hat from the Imperial uniform, and there's the hat that the Rebels wore on Endor. But you can't get them without spending faction points. I recommend one of the caps, either the kinda half-spherical one with the peak, or the one that looks like a cylinder with a peak (worn in the military a lot). For more easy to understand examples, I'll just say Jack O'Neill's hat from Stargate SG-1, and Samantha Carter's. They're the ones I mean. Oh, and something like a Cowboy hat...that'd be pretty popular. Basically, I think that Tailors don't have enough in the way of headwear. Maybe you could add stuff like bandanas (as opposed to headwraps, which are too bulky, IMO), and those little band things that you see ninjas wearing.

Lastly, maybe something like a mask, or goggles, or shades, or glasses, or something that can be crafted would be good. I realise that the goggles are to do with the Special Edition, and thats groovy. But if you weren't playing Galaxies back then, you wouldn't have known about the SE thing. I'd probably have bought it, just to get the goggles, had I been playing. Now I really want some shades.

Ok, I know I said the last thing was last. But I lied. How about, as a potential looooong-term addition to the game, cybernetics. There'd have to be some situation where you'd need the cybernetic enhancements, maybe tied in with injuries in space combat, or something. You could have an eye implant, that would boost your accuracy. You could have extra strength from a mechanical arm. Stuff like that. Its a complex thing, and probably not all that practical - everyone would probably want the enhancements. But it still might be fun, if it was written into the story the right way.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
JaveRel
Thu Jun 24, 2004 1:52 pm
#109


NOTE: Robe in this carse means Gi or however you spell that word. I don't mean a robe I mean somethingsimilar like Ryu wearsor something that is not a robe. Hope that clears it up. The final conception of the outfitwould beup to the art department.


I was thinking about the cool new Jedi robes and was wondering why they don't adopt this idea to the brawler classes or all classes for that matter? I mean a TKA really would not be able to do his trade in full composite armor just likea Jedi did not do his trade in armor. It goes against everything they stand for in both cases.


The TKA art is about mobility and freedom of movement. You must be quick and light on your feet. The same goes for almost all brawler classes. So why not take the Jedi robe idea and make some sort of ceritifactions and give the brawler classes something similar except tailored to them?


I think it would give the brawler class a much needed lift and give us some very cool outfits. I was thinking something craftable made by a Tailorwith all different types of gi/robes that offer different protections. The cap would be like 40% because the encumbrance would not be as much on us. These robes would also have new loot drops for them for crafting them, and be able to use skill tapes. There should also certifications for the more powerful Gi/Robe (not sure how to spell the word) as you progress through the different levels of all the brawler classes and upper classes. Reserving the top gi/robe for the masters and such.


My point is it seems there are some really good ideas from the new Jedi stuff that I think would work just as good for the orignal classes that should have gotten attention before Jedi.


Jave Rel


Ps. I am not saying that you could not still use armor but for a TKA I don't think armor fits the class. Right now its all we have but really no TKA master would wear armor andgi/robes would be more fitting and could be done. Each class should get a specific outfit in most cases I think.



Do or do not, there is no try. (Yoda)
groovysplat101
Thu Jun 24, 2004 1:54 pm
#110



Ariik wrote:
I've been very disappointed that there hasn't been any storyline since "Dead Eye." There's nothing to achieve; no goal to reach. Either just go around shooting things on planet or in dungeons, or grind-grind-grind to Jedi. Is the GCW revamp taking care of this issue? I don't know, but I'd certainly like to "role play" something...some story or task that continually changes based on what you choose, much like the "Dead Eye" story did.





Right now, we're set after Yavin, but before Hoth. There's supposed to be a big battle that forced the Rebels onto Hoth. I dunno how practical that'd be as a storyline. Obviously, with how widespread the Rebels are right now, the battle wouldn't make that much difference. But maybe there could be a movie trailer or something that covers Hoth and, for a set period of time (maybe a week, celebrating some special date in the year, or Star Wars aniversary...maybe the release of Ep 3?), you can go to Hoth, and fight on the Rebel side in some missions, or on the Imperial in others. Then, after that period, Hoth would be a potential new planet to go and quest on. A few Star Wars games have involved a return to Hoth. Maybe pirates could move into Echo Base, and there'd be quests spawned from that. Maybe in the lead up to the battle of Hoth, the Rebels could have a base there. Wouldn't give much for the Imps to do in that case, though.

In a Hoth setting, there'd be two avenues of entry. Either you go on an Imperial shuttle from an Imperial-controlled location somewhere, and end up on a Star Destroyer in orbit of Hoth (from which you are deployed into the battle), or you get on a Rebel shuttle from some Rebel location, and land at Echo Base. The Millennium Falcon would be there. Luke Skywalker and the rest of Rogue Squadron (who were actually the people in the Snowspeeders) would be there. Maybe, for those with the JTL expansion, a Snowspeeder mission would be possible - maybe one of the Rogue Squadron pilots is taken ill, and you're asked to take his place. Or something. I dunno. You could help fly cover for escaping transport shuttles.

Its a big thing, but its one that could eventually be pretty cool. Then, in a few more years time, the same thing could happen, but with Endor. The Imps would start to loose their control, and there could be a few planets where the Rebels are dominant, rather than the Imperials. After Hoth, the Rebellion was in a much better position to be waging ship-to-ship battles with the Imps (the Mon Calamari aren't actually Rebellion members yet...not until after Hoth). There are all sorts of advantages to moving the galactic timeline along. There are disadvantages too, but the advantages are still numerous.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
Ybagi
Thu Jun 24, 2004 1:55 pm
#111

I have a tonne of ideas that I'm finally going to post, hope someone reads them


Wound chance on weapons needs to be changed to strictly wound percentage; every shot will do wounds, the percentages on the weapon stats will be the percent of wound per damage. As it stands now with the exception of fire, wounds are insignificant in the game.I think this change will make the game much more strategic and give much needed love to the medic class.


Veteran rewards(storage): over the course of months in the game everyone accumulates more and more junk that they can't bear to part with, as a veteran player my most frequent source of frustration is storage capacity. Some ideas I am thinking of: Increase bank capacity 10-25 units per month of play, give veteran players an ingame gift along the lines of a high capacity backpack(100-150 items), or lease extra bank storage space for a daily fee(most players are already paying these fees through vendor usage and I'm sure they would be happy to pay for ligitimate storage).


My third idea I'm sure everyone will hate but I believe serves a useful purpose: I propose a "thief" profession for the game.

I read alot about inflation on these forums and notice it in game since I started. If there was a class that could steal a random item from your inventory(and in turn receive a TEF either from that one player or everyone in the area, or even get a bounty placed on them!) it would greatly reduce the inflation problem and it would definitely make thing more exciting hehe.


Fouth but not least, not a new idea, just a request for change. As a crafter of weapons and having tried many of the other crafting professions, there is an overall issue with the crafting in the game. Architechs make the longest lasting products in the game, but have the lowest profit margin (3cpu), Weaponsmiths are very similar(long lasting items with low to mid (10-50cpu) markups over cost) While Medical products and chef products have incredible markups (400cpu for buff) and very short lifespan. this just seems wrong to me. I know its more an issue developed by the players, but there should be some relationships in the general system to guide things perhaps the resource requirements to craft some items as to high or too low.


Thats all I have for now but I'm sure there will be more to come



Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
groovysplat101
Thu Jun 24, 2004 2:06 pm
#112



Ratanoth wrote:
Finally I would like to see more special events. Say every time you walk by a certain wall in the Coronet Starport you hear a growl. Suddenly, one day, a huge (something) bursts out of the wall and players must band together to kill it. Thus would encourage teamwork and make the game a whole lot more unpredictable.
Everything else that I wanted I have heard in the In Concept forum. Hope you get to see this, DEVs!





Only just spotted this thing about special events...it reminded me of something.

Mos Espa. Its there, on Tatooine. Near it SHOULD be a big Podracer track. Maybe its still there. Podracing could become a new thing in the game - a few tracks on planets here and there. You buy a podracer, and it drives like a speeder, only faster. The tracks hold races every 15 minutes or so. There are 12 competators in each race. They start off as NPCs, but if a player joins, they swap out a mob. It could be that only every fourth race (on the hour, every hour) is a podrace. The rest could be regular speeder races. There'd have to be a new degree of customisation on speeders, so you can boost speed and stuff. If the track were designed right, it could provide areas where a Swoop would excel, or a Landspeeder...a nice even mix. That way, those who can't afford a speeder can still race. There'd be an entry charge in each race (more for the podraces), and a payout if you came first, second or third (again, more for the podraces).

You could also have betting on the podraces going on in the stands. That way, those who don't want to race can gamble, and possibly make money.

There could be competition events, where teams of racers can enter multiple people, and they tour all of the tracks. Teams could be organised by guilds or something, and there would be several events during the day, with one track being raced on every week, or half-week, or something like that. You HAVE to enter racers in one of the races on the day at that track, or you loose by default. You could race a qualifying round before hand, to find your placings. Then, you'd race against an NPC/PC mix. Providing there were enough NPC teams created, there shouldn't be a problem with multiple availiable races. Trophies could be awarded at the end of the trial, as well as a massive payout.

Tracks could include (for example) Mos Espa, and Beggar's Canyon on Tatooine, a run around the mines of Kessel (if Kessel were made a planet as part of JTL, as has been suggested numerous times, I believe), one through the swamps on Naboo, through the forests of Endor, like with the Speederbike scene from Episode 6, and I'm sure courses could be designed on places like Lok, Corellia, and Talus. There could be a certain degree of buying, selling and investment in these tracks, and in the teams, whether PC or NPC.

There are all sorts of possibilities. Not to mention, it'll be a hell of a lot of fun.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
Tanus
Thu Jun 24, 2004 3:20 pm
#113

Unlockable Classes Like Jedi Is A Great Idea!


Thunderheart, is it possible that we will see more unlockable classes like Jedi in the future? I think that a "Legendary Bounty Hunter" class would be a good (and fun) counter for all the Jedi players. New unlockable classes give more options for senior players while keeping the continuity and PvP in check.


Some Ideas:

Imperial Moff Class (With incredibly strong factional items at their disposal, AT-ATs and such)

Rebel Alliance General

Space Pirate

Intergalactic Mercenary (Kind of an Advanced Commando class)


Easier to obtain:

Imperial Stormtrooper Class

Rebel Soldier class


Is this possible?




N------TANUS UBRANNA------N


secretfinder
Thu Jun 24, 2004 4:22 pm
#114

Ok.....more selling on streets and less shops in the middle of nowhere!

When QuiGon and the gang walk through eisley when they first arrive all around them there is merchants selling right on the street.

More planets of course too! I say kassyk (sp) should go ingame. Maybe give wookies an advantage there. Like say if your human you arent exactly trusted around kassyk(sp) because well yer human...so vendors there cannot sell to u. The only way you could get items is if you group with a wookie. This planet could be only inhabitibal by wooks (houses in trees) I like on KOTOR there was below the city it was all dark and dangerous. All foggy. There is tons of kassyk items in game, but no kassyk (sp).

The great thing about swg is the way every month has sumthin new in store for us players! Keep it commin SOE! And really listen to this player base here....wonderful ideas!
Citanul
Thu Jun 24, 2004 6:02 pm
#115

Ok, i'm posting on page # 6, so this idea will probably never get heard, but i should at least try...

How about being able to write books?

Now, it sounds weird, i know... But like, i picked up ranger, just cuz i liked setting up a camp and people would wonder in and sit down and chat. Sometimes, on planets like lok, i'll get a whole part going, just cuz i set up a kewl camp. That RP part of SWG is my favorate part.

Why not be able to keep track of all that? Why not let a novice artisan, or maybe a new archivist kind of profession make books? We have bookcases, lets fill them! Let guilds keep histories and tales of leaders long sense past. Let Nuetral characters write about GCW battles that would awe you.

I don't comment on issues with the game that deal with combat, or point system, or any other who-ha. Its a MMO-Roleplaying Game. Operative word there being "roleplaying". Not alot of us actually roleplay, why not let us have some more fun with it?

Sincerely,
Citanul Ionia - Wanderhome



http://yodabyte.us
Joukahainen
Thu Jun 24, 2004 7:10 pm
#116

I would like to see a complete revamp of the armor system. One of the main reasons is that I think buff's are out of hand and ruining the game. EVERYONE walks around 100% of the time buffed. Not only that, but there is no reason to bring a doctor out with your group when you can stay out for 3+ hours before you have to go back to town for more buff's. Or why even group at all when you can get buffed, don your composite armor and go out and solo almost any missions. Have you noticed that everyone is looking for "solo groups"? I don't think this is what SOE had in mind at all.

My suggestion is that first the Dev's reduce the buff times to about 30 minutes (just an example) or so. Then they should change the way encumbrance works. I think anyone should be able to wear ANY armor without buffs. Instead of the armor lowering your stats, it should lower your skill mods. The heavier the armor the more your "to hit" and "defensive" mods are reduced. Basically you are giving up accuracy, dodging, and other defensive mods for the added resistance to attacks. I think this will not only give doctors and other healers more of a job to do, but it will also make PVP a little more interesting. Someone without armor will be far more accurate and able to dodge. Pistoleers with their dodging ability will most likely not want to wear armor. But, bounty hunters, commando's, and some other professions will be decked out in composite.

I know this would take a bit of balancing, but I think it would make things much better.







Ecrir Twy'Lar (Lowca)
Master Pistoleer/Master Creature Handler
Rutger Ma'fer (Corbantis)
Master Armorsmith/Master Artisan
Click me
TheBrownDandy
Thu Jun 24, 2004 8:20 pm
#117

First off, and I realize these are just pipe dreams, little things that I think would be neat/appreciated to some.


Number One

I think we nee more types of armor. And my primary character right now is a wookiee and I'm not even complaining about the now one set. I'm just talking about when I go the coronet starport there are 15 or 20 players all wearing composite armor. Personally what I think would be nice would be to have variations in style on composite. It would still have the same stats/capabilities as any composite armor, but make a composite helmet with an open face? or spikes on the arms... Just something so it doesn't look like all skilled adventurers in the galaxy are wearing uniforms. The color option is nice, but it's still like there's no option.


Number Two

This again is nothing but an asthetic issue. Holsters. And this is a minor issues there are big problems to take care of first. But I think it would be nice to have a tailor make 2-4 types of holster for pistols, carbines, and rifles. Which it would basically be the pistol holster would take up the belt slot in the clothing layer, and the rifle and carbine would take up the bandolier slot. In your inventory they would be an equiped container that would have only 1 storage capacity. And when you place your gun in the slot it would be visable on your character sticking out of the holster. Possibly even a double pistol holster that could hold two.


Number Three

Wearable loot for the hunter. Again, just asthetic but it would be nice if there was a rare chance that on certain creatures you could find an equipable skull or bandolier of teeth, or a pelt that could be worn on the head or as a jacket, some might have skills built in, but they might just be for style. It would just be neat to have a huge wookie that wore the skull of a tatooinian scyk on his head like a trophy. Again nothing important just would be a nice touch.


Number Four

This one is important. Player missions. And I realize that's been a plan since before launch, but I think it's a definate nesescity to make the game whole. An example of a player mission could be a succesful artisan could post on a city mission terminal to bring him 1k units of ekinawi meat for 5k credits within a week. So if someone accepts the mission they have one week to go out and deliver 1k units of ekinawi to the mission terminal. If he fails to do so the person that placed the mission then get's the option of placing a bounty on them. And perhaps when the bounty is collected all units of ekinawi on the corpse instantly goes to the person who placed the mission. Also the more succesful guilds could perhaps start their own themeparks. Setting up npcs to give out missions and prizes... perhaps making those the tests to join the guild even.


Well these are just my thoughts on the subject, thankyou for reading.

The Brown Dandy
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