Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-5-04)

jcarlson34
Wed Mar 31, 2004 12:41 pm
#105

Hmm can't edit for some reason in this particular thread..


In addition to the erroneous skill tapes, could we have some direction on what is working as intended for the tapes?


If you have a +2Dodge +13 Pistol Accuracy, +3 Armor Experimentation skill tape, you would drop it into clothing and come away with only the +2 Dodge. Is this how it is supposed to work? People paying for the +13 Pistol Accuracy have just spent lots of money needlessly. We either need the +2, +13, +3 tape to drop in with all attributes or just stop making multiple skill attributes.


Also, if you have a +2 Dodge and drop it into a shirt that has +3 Dodge, the skill tape doesnt work and is deleted. If stacking is not allowed in clothes, at least allow us to get the skill tape back. If the +2 Dodge is in the shirt, the +3 Dodge dropped in will replace it but not stack either supposedly. Either allow us to stack skill tapes if we have the shirt slot available or give us back the skill tape with an explanation that the piece of clothing already has that skill tape mod in it. Thanks









Cameo - Droid Engineer | Shipwright | Artisan | Merchant
Proximo - Master Lightsaber Duelist | Force Dabbler
Octavious - Bounty Hunter | Carbineer | Pistoleer


WolfwoodCross
Wed Mar 31, 2004 1:01 pm
#106

We have Quests and we have Missions. Let me introduce you to my idea - the Saga.


Once the combat revamp and GCW revamp take place, and we have a quality multiplayer war/economy going (I have faith), it's time to introduce new content.


The idea of the Saga comes from the idea that even in a MMORPG, sometimes solo-play is simply fun. A Saga would be a single player quest with a deep and immersive storyline, that has the player hopping from planet to planet to complete objectives to further the story.


Since the Galaxy and Graphics Engine already exist, DEVs can now focus on adding various and colorful characters to the Universe for the sake of Story. Sagas will have players jumping from planet to planet, exploring dungeons and vast wilderness, and fighting fierce adversaries, all for a purpose. These Sagas would offer hours of quality story-based gameplay, and give further reason for players to explore the Galaxy. Content such as this would make Star Wars Galaxies the Star Wars game to end all Star Wars games - an updateable MMORPG with Sagas offering the content of full-fledged Single-Player RPGs, a full fledged multi-player War, immersive social interactivity, and more!


Drazzule
Wed Mar 31, 2004 1:09 pm
#107

Okay that is a awsome idea Saga. It can be done with more players helping the one player do missions and partake in events. I bet there is a way to do it with a group to.



Remember, It's not just a game. It's a monthly Expence.
JLMRacing
Wed Mar 31, 2004 1:59 pm
#108

Im hoping this is a throw out your idea so everyone can either agree or laugh at you


How about in the GCW Coverts can attack Overts at any time...by being Overt you are ready for battle, you have determined you are ready to run around in public ready to defend your faction...as a covert you are secretive,in hiding...shouldnt you be able to have the option of a surprise attack on a Overt?



Again I hope i havent got the wrong forum





Jordain Ventura~ Master Bounty Hunter
Tipack Amoun~ Master Shipwright
Jessicah Ventura~ Master Commando

Tipacks loot vendor -2180 4994 on Naboo

DarthMercilous
Wed Mar 31, 2004 3:17 pm
#109


Yes night vision. Considering the level of tech in the game, doesn't it seem strage we don't have either helmets, goggles or scopes that allow for this? The little light just isn't enough in some places, and if you are a combat class, it would just add to the immersion.


Perhaps even infra-red would be good. Racially you would think that Trandoshan would have something like infra-vision orultra-vision, while wookies would at least have betterthan average nightvision. I'm sure apart from racial modifiers, goggles, binoculars of even a scope that's attached toyourweapon in order to give you night vision could be implemented. Hell, perhaps cerain helms could do this.


It doesn't have to be a true conversion, look at EQ for instance, they have versions of these, that while not great, do help. What does everyone else think?





Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
DarthMercilous
Wed Mar 31, 2004 3:19 pm
#110



This is what I'd like to see:





For the Hardened Space-sim Veteran: Combat styles like the X-wing series of games (X-wing, Tie-Fighter, X-wing Vs. Tie-Fighter) where it's down to pure skill and your ability with a flight-stick.


For the Weekend Fly-boy (or girl): Combat styles like those in Freelancer, where you're essentially left to fend for yourself with a mouse, which would be accessible to all players without the possible extra cost of purchasing a flight-stick.


For the Strategist: Point and click, command based, RTS style, such as found in Eve Online.







Then there's the ships themselves, what tickles your fancy? Is it a run-down frighter, held together by a wing and a prayer, or a sleek interceptor raining down death from above? Then of course there is the Capitol ships. Fancy yourself as the Commander of an Interdictor? But how is it all going to be implemented? Should you be able to customise your ships? And if so, how?


If it were just left strictly to frieghters, transports, fighters, etc it would be simple enough, 2 of the 3 gaming styles above would be ideal. However, you toss Cap ships into the mix, and you start looking more toward style 3. Or do you forsee being able to enter a Cap ship, as if it were another enviornment, say like the space station in the tutorial part of the game? The possibilities are endless, but the practicalities are finite.


I personally would prefer to have the ships flyable via joystick, though I suppose it would be best IF it could be coded so that you had a choice of stick, mouse or KB. Then everyone would be happy, so to speak. Additionally, it would be possible to combine "twitch" with skill, if the skills wereto affect things such as special manouvers, ship operation, and attacks for dog-fighting.


A few examples of manouvers combined with dog-fighting skills would be:



  • Countermeasure: to attempt to draw enemy missiles or torpedos from yourself
  • Match Speed: a skilled pilot would be able to match his targets speed and therefore destroy it much quicker and easier
  • Special Moves: perhaps have a series of offensive/defensive flight manouvers such as rolls and loops that could be used seperately or combined to allow you to escape your attacker and come in behind them or just simply dodge their fire. Think WW2 dogfights.. which is essentially what Lucas had in mind for the space battles in SW
  • Specialised Targeting: Allows the pilot to target specific subsystems on a target, ie weapons, engine, wing, etc.

Operational ideas might include:



  • Balancing: being able to set your power output to shields (if you have them of course) and weapons to maximise your attack or protection. While this should be allowed early on, perhaps the effectiveness or competence of the pilot would allow for this skill to increase via modifiers
  • ECM: to make it more difficult for your ship to be targeted and seen accurately on rader. I could see this being especially important for freight runners who don't want any grief while running their cargo.
  • ECCM: to cancel or diminish the effectiveness of your targets ECM
  • Repairs: certain basic repairs could be done inflight, either via astromech droid or through some other subsystem.
  • Jettison: If you need to drop cargo in order to make a fast get-away, or simply keep yourself from being destroyed

These are just a few ideas, and I'm sure the Devs have their own, but they would be nice to see none the less. Of course there's a whole realm of possibilities, but it will all be dependant on the system that is implemented.




Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
jcarlson34
Wed Mar 31, 2004 4:12 pm
#111

As a crafter, I am always sympathetic towards crafting professions that seem to need a more viable revenue income stream. The devs have done a brilliant job with the Chef revamp.


I would like to see some love thrown to the Tailors at a certian point! Here are some ideas to give them more sustainable income.


Tailor Dye Kit - Think of it as a customization kit that tailors can sell to other players. I have certain clothes I have expensive skill tape mods in but would like it in a new color. This could be a new revenue stream for tailors. Also how many times do people have to special order different colors for specific clothing because the color of the item on the vendor isnt right? This could lead to more sales all around. Plus after giving players the ability to color armor, the game became more unique. I imagine the same would be so with clothing.


Craftable Glasses. Sure we have the special edition glasses but we want more variety!


Capes! Lando had one and he looked pretty fly. Need these in game.


Clothing with fire resistance, poision resistance, or disease resistance! Not like armor that has resists to heat etc, but in real life, clothing can have resistances like being flame retardent. I know the Anukaan (SP?) shirts/cloaks/belts/etc rare loothave these mods but I would rather give Tailors the ability to make these items.


0/1000 condition clothing. Hard to walk a fine line here. People with expensive mod clothing that decays to 0 would be out raged if suddenly it was nerfed so they couldnt wear it, but tailors need a way to make more cash.But 0 condition clothing should be unwearable. I currently run around with jacket/shirt/boots/pants etc with ) condition. That is a sad state that I can still wear it. Perhaps a compromise could be reached. Clothing repair tools should not critical fail at all. Tailors should be able to patch clothing back together to max condition with a good repair tool. This service would be very valuable and perhaps increase new clothing sales for people who dont have modded clothing but need new clothes. Heck maybe the 0 condition just means the clothing is too dirty to wear. So you'd just have to get it sent to the "dry cleaners" to get washed and pressed.





Cameo - Droid Engineer | Shipwright | Artisan | Merchant
Proximo - Master Lightsaber Duelist | Force Dabbler
Octavious - Bounty Hunter | Carbineer | Pistoleer


akashicrei
Wed Mar 31, 2004 5:07 pm
#112

Actually. My biggest peeve and something I hope the Devs will fix, are the locked Mag-containers you find at POIs. For example my friends and I were at the Woolamander palace on Yavin the other day. We were checking the containers for loot, and came across a container that was locked! Hmm what could be inside it that this particular container was locked? Maybe it is something very important! Well I'm A smuggler with skills in Slicing, I'll find out! Unfortunately even with slicing 4 you get a message stating the lock is broken and cannot be opened. It's not even giving you a chance to open it! If you can make it so these containers unlockable, it would give us smugglers something to do, instead of just slicing armor and weapons for people. More to the point it would give a legitimate use for slicing. Please make this a fix in your future publish, if you can't make it a hot fix. the only other thing I ask for is please make the loot worthwhile for a smuggler to want to slice open the container.



N DaRK jEdI, tHerefore i am like every other noob
Da'MuTt Man n
SiG_StEaLeR+ MeAt_ShIeLd
Do you know how bad you have to screw up to get computer nerds to leave a Star Wars game?
Gimperial666
Wed Mar 31, 2004 5:21 pm
#113

Im sure the dev team has though of putting WINABLE RACES in the game... i want to help further that.
How about RACE terminals...

Have races set up that run evrey few hours. These can be waypoint cannnonball runs (Ala midnight club/grandtheft auto) Players accept the race by paying a small fee to the victory pot(the terminal should also list how many people have entered each race) The winner of the race wins the available pot.

im sure this will take much coding and effort. But this is a good&fun idea and has a basis in STARWARS (pod races)

Award a badge or somthing also for winning a certain amount of races...and a champion racer badge per planet.

Also a RACE STANDING board acessable at the race terminal would be awsome... showing server leaders/planet leaders and what vehicle they drive. Maybe this would be a good theme for a major publish (in the far future from what i can see) It would also be a good idea to give the players the ability to name their vehicles.

This would ad a whole new mission dynamic to the game and be really fun.



-->May each note i now play be a black arow of death sent straight to the heart of all those who play FALSE METAL...
EEEEEYYYYEEEEEEAAARRRGGGGHHHHHH!!!
//////The guy from MANOWAR////////

---->Slaine from ketimoor
(O..o)
' I I'
ZevVeers
Wed Mar 31, 2004 7:09 pm
#114

Enable a randomizer of different kind of shuttle craft landing and taking off from the shuttleports. Also implement this randomizer at the starports as well. We see many ships flying above the cities, take avantage of some of the models and have more than one kind land.


This is will improve the wow factor and give more of a star wars feeling.





IGN: Dusty Landingpads
Proud member of WOOK
noreenf
Wed Mar 31, 2004 7:18 pm
#115

How about having some sort of billboards inside the starport waiting area where players (possibly merchants only?) could rent advertising space.

This would give players something to do while waiting for the shuttle as well as give the /shout advertising afk-spammers an alternative.



Valondra's Architecture and Interior Design: coming soon to the DoA Store

-= Coronet: 300, -5414 =- Sunrunner Galaxy

-I wanna be a Nightsister if/when I grow up-

Quard
Wed Mar 31, 2004 7:53 pm
#116

Can we have leg and hip holsters craftable by tailors?



Quard Akkad - Master Smuggler/Pistoleer on Ahazi
Rotepp Fo'tah - Master Smuggler/BH on Starsider

Why do Krayts get to craft slicing parts while the so-called "experts" at slicing can't even do it? I eagerly await the day when scouts have to loot an npc standing next to the gurk they just killed to harvest its meat.

Oraion
Wed Mar 31, 2004 9:17 pm
#117

I thinkit would be pretty kewl to have some old beat up junker show up as a transport or that refugee ship like in episode 2 show up also that could be a change of pace also have pistoleer bea able to duel weild pistols that would be kewl to fight a guy like jango and even if they had that armor that would be pretty weird and kewl



also what do you all think about fencers having a training lightsaber as a weapon? yes/ no dont bash me to hard


Page 9 of 18