Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-29-04)
I have a few more "suggestions," if you will.
1. Make use of the Skywalker Sound archives.
- Music for cities; I hear music everytime I land at Nym's. Where's the rest of the love?
- More than one choice to "battle" music.
- Music keyed to factionally-aligned base destructions.
- Ambience
- Background "chatter". (e.g. Cantinas, Hospitals, Starports, Bazaars, etc.)
- Beeps, bells and whistles
- Fix "wrong sounds" on weapons.
- Only one Corellian Corvette between every planet? No? Alter the pitch/tone for variance.
- Stormtroopers should be saying "Move along," "Nothing to see here," and "Hey, you there!" for starters.
- Is there an enviornment in Star Wars Galaxies? Funny, I haven't heard it.
2. Factionally-aligned crafters:
- Armoursmiths: Republic/Imperial armour.
- Weaponsmiths: Republic blasters are in the game, where is the Imperial Blaster?
- Tailors: Republic/Imperial Uniforms.
- Droid Engineers: Faction specific droids. RX-7 (Republic) and Death Star Droid (Imperial) as examples.
3a. Droids> Pokèmon
- 10 available droid-types, but how many creature-types are available as pets?
- Droid CL should be higher than CL. Creatures have a will; Droids are a pre-programmed set of routines with no "will to live"
- Allow either more than one droid out at one time, or remove the formation commands from the radial menu. It looks horrible to see that on a menu when it is useless.
- Return the Pre-nerf, "Legacy" Probots armour. If you can't do this, than do this to everything. I have houses I built when I was an architect that can't be placed on planets other than what they were created for. If you can go in and remove armour from a droid that old, then you can modify everything else old to reflect new.
3b. Make droids do what they should do.
- Protocol Droids should translate languages. Remove the ability to learn languages, or make them cost skill points.
- LE Repair Droids should repair droids. This droid should be callable no matter the other droid you have out, so you can actually repair your own droids, and not waste money on a droid that repairs everyone elses droids.
- Power Droids should recharge droids (this is currently implemented and fine.) This droid should be callable no matter the other droid you have out, so you can actually recharge your own droids, and not waste money on a droid thatrecharges everyone elses droids.
- Surgical Droids should heal players. Make this a Doctor/Combat Medic droid only.
- Binary Load Lifters should allow you to carry a larger amount of items inside of it automatically. Make this droid work as a harvestor and/or resource "container".
- R2 astromechs should give a bonus to slicing and to later inclusion of X-Wings.
- R4 astromechs should give a bonus to the later inclusion of Y-Wings.
- Probe Droids should be Imperial only. Their primary function isn't combat, it's recon. Give the Probot the ability to travel to xx / xx waypoint, and provide the ability to "view" from the Probots current location, in a 360 degree view.
3c. AT-ST
- Give us a way to repair our AT-ST already.
- Give us the option to trade in our AT-ST. Some of us purchased ours at the start of the game, and would not have bought one had we known how bad you were going to screw them up.
4. Addition of Hutt faction (the game is programmed for it already.)
- Rebel and Imperial forces may attack known (or overt) Hutt aligned faction players.
- Hutt aligned forces may attack Rebels and Imperials that are known (or overt.)
- Placement of a new negative faction system.
- Introduction of "Player Bounties/War Crimes"; Once a player hits -5000 faction(if a new negative systemwere implemented,) a mission would be given out randomly to 3 players to kill them. In order to prevent a bounty (Hutt) or a war crime (imp/reb) from occuring, players could seek out an NPC and pay them X amount of credits in order to "raise" their standing with said faction. Negative faction should also "decay over time," giving a player the choice between spending credits to keep on slaughtering, or "taking a break" from their crimes.
5. Addition of new "faction capture points."
- These points contain Cloning, Insurance, Healing, Missions and a "Declare" terminal.
- These points cover a radius of 1-300m. Faction who controls capture point receives a bonus to defense while in the area of the capture points.
- Doors on any entrance for the control point.
- Doors must be destroyed whichX of time.A Master Smuggler can slice thru it 50% faster.
- Each point captured counts toward the /GCW
- Capture points to execute "NPC events." (think Bestine Political Quest.)
- Allow "Detention Center" feature w/i control points. Similiar to the warning of Battlefields, a player could be given the choice to take part in a "prison break" feature, or could also pass on the feature, if they did not want to feel "punished" by the game for error.
- Instead of a Picture of a Jawa with information on Selonians maybe we could find a tad more "immersion" to chuck in.
- "animated" load screen depicting planet lift-off/landings
- "animated" load screens depicting town-to-town shuttle flights. (small video plays of flying over the vast, vacant deserts on Tatooine as Mos Eisley appears on the horizon, etc.)
7. Variety is key.
- If you must use a solitary corvette model as our only planet-to-planet ship, can we at least have different coloured stripes/markings based on planet? At least try to make us think there's more than 1 corvette out there.
- Shuttles should vary in striped/markings colour as well.
- Spaceports shouldn't look the same on every planet. Are all spaceports pre-fabs from the same manufacturer?

8. Scripted Events.
- Tatooine: Sandcrawler should be moving across the desert from the Jawa Fortress to another point, then return. Imperial Patrols should be found patrolling outside of cities/deserts with Dewbacks. Slave-1 should be seen arriving to/leaving Jabba's Palace. Sand Skiffs dumping hapless victim into Sarlacc, etc.
- Endor: Imperial Speederbike patrols should be seen all over theplanet. Ewok hunting parties raiding enemy camps, etc.
- Dantooine: Imperial presence should be more visible. AT-ST patrols, AT-PT/AT-AT patrols.
- Dathomir: Larger, sweeping Imperial presence near the Prison. Nightsisters dropping slaves into the Lesser Sarlacc, etc.
- Corellia: Larger, sweeping CorSec presence. Shuttles arriving/leaving Hidden Rebel Base, etc.
9. Add Imperial/Rebellion Banners as faction-purchased items from the Recruiter.
10. Immediate Concerns/Priorities needed in order to at least make this game playable.
- Bugfixes > New Dungeons.
- Bugfixes > Content.
- Hotfix Line of sight.
- Hotfix shooting thru base walls.
- Hotfix covert/dead/feign death base shutdowns. Enough is enough.
- Hotfix "poison/disease" decay incap for Combat Medics.
- Hotfix "Greater than 64m" poison/disease throwsfor Combat Medics.
- GCW > Jedi: Jedi is the minority, Galactic Civil War is the majority. GCW publishes should take priority over Jedi path publishes.
(Oh, and give us control of our cities again, as I posted previously.) I find new things to add to this every week, so let's see if anybody in charge is listening. ![]()
Is anyone else sick of seeing OvertImperials running around in miss matched armour? Is anyone else sick of seeing Rebels fighting what apears to be more Rebels? DEVS honestly do you think Mr. Palpatine would let his forces run around without any unity at all? I think it is time that Stormtrooper armor is no longer bea faction perk. Stromtrooper armor should be a requirment to becomming overt. I
CM's need to finally see a 75% PvP reduction. I say this every week and it is ignored every week.
Barring them receiving a PvP reductiont hen 2 things need to happen:
1) Better mind damage heals
and/or
2) An area cure for doctors.
The simple fact of the matte ris CM's are STILL able to multi-stack DoTs..soemthing every other combat proff has now been denied. Furthermore they can area-stick it. 1 CM can poison enitre groups of people. Doctors can only cure 1 person at a time. Furthermore mind damage is pretyt much still unhealable. What this leads ot, is by the time Doctors get to patients D, E and F they have already lost 3/4 of thei rmind pool, which cant be recovered like other damages.
if this is NOT a problem.....then explain why the numbe rof CM's or CM/Riflemen participating in PvP on my server is so high? If this is not the case and CM's are balanced just fine....then why are there more of them, or more hybrids of that class participating in GCW activity than ANY other class (barrign riflemen)? When I am out PvPing I see mroe riflemen and CM's than anyone else....the reasons for this is the effectiveness of these classes over other classes. Its unavoidable truth.
there have been many suggestiosn on how to fix this...and i had heard that there was soemthing in the works on dealing with mind damage healing better. But it has still remained an issue with a great many players for months now. YOu dont necessarily have to nerf CM's to come upw ith solutiosn to this (as creating area cures or better mind damage healing are two such non-nerf suggestions).
I also like the racing idea. There needs to be soem way that speeders can be made differently and with customizeable parts, etc so theres actually a differenc ein speeds and whatnot. Until then Swoops will always outrun Landspeeders, etc etc. There has to be a way to tweak them so that you cna have a better ride than sum1 else giving you an edge in a race.
and hey, how about pods? do a little bit of pod racing, would give soem people a sideline 'profession' to take part in.
Another thing that has bene on my mind are guild-level events, quests, and missions. To this date there is no real bonus to being in a guild, rather than just the usual of having a group of peopel to hang with. To receive support, financial help, and other aid from a group of comrades. Thats great and all....but I believe belonging to a guild should also give soemhting more.
There needs to be a mission terminal in every PA hall. This mission terminal is only accessible by the Guild leader, who is able to tak eout a high-paying mission (perhaps 100k or so) that requires a group participation to accomplish. Soemthing liek getting paid 150k to fly to endor and kill a gorax. Or going to tatooine and killing an Ancient Krayt.
There should be quests that guild leaders can be given in the same type of sense.
I think the Nym Scavenger hunt was a great concept for cities. These types of things should be instituted for guilds on a more regular level....possibly, as stated, through use of quests given out by NPC's.
In short, there just simply needs to be more activities for guilds to do at a guild level. yes, I organize weekly hunting and POI activites. Yes, soem of us get involved in PvP activities. yes, players drive their own content to soem extent. What id liek to see is a few more 'tools' available to us guild leaders so that we can come upw ith more content for our guilds to do.
After a whiel the novelty of doing guild hunts, etc wears off and become sold. Theres only so many POI's to visit etc. Events are being planned such as tournaments and races and the like.......but I, and probably others, would probably liek to see more things available at guild levels to make it amore enjoyable and lasting experience.
Next Friday Feature: Jedi Masters on all servers!
after years without masters, new ones appeared on all servers.
give the jedi guardians 4444 the apprentice exp they need.
Ok I just Got finished getting smoked by a rifleman .... I have mastered over 20 professions and I am currently stuck with pistoler master and Commando with 4,0,4,2 ... Today a Master Rifleman, master Fenser, master doc , master medic puke came into the imp outpost and wiped the floor with like 4 or 5 people ... This is getting totaly out of hand .... This class is near invinsible with the damn rifleman exploit with equiping the rifle and taking it off or crap ..... I couldnt even hit him while standing right next to him with a damn flame thrower ...... Here are some combat nerfs that in my opinion are totaly fair ....
Rifleman = LONG RANGE COMBAT
PISTOL = SHORT RANGE COMBAT DOH !!!!!!
Ranged classes that are running should suffer MASSIVE penalties to hit ........
Pistolers suffer a small penalty while moving due to a pistol being a small weapon .....
Carbiners suffer a medium penalty to hit due to carbines being medium sized weapons ...
Rifleman suffers a huge penalty to hit while moving due to the long barrel moving up and down while they run .....
It only makes since and its only fair .... The range on pistols is horrible so in reality pistolers suffer the most in combat because people are constantly running around ............
Another thing Special attacks that give an affect like dizzy or such should not be spammed in pvp .... If I resist a dizzy I should be immune to it for 20 seconds or so ....... Carbiner is way to powerfull in pvp due to the fact they can dizzy at long range and keep spamming it until it sticks .... and Im not just picking on carbiner ...... I dont think any ranged classes should have dizzy in my opinion .... Its the only edge a melee class has when someone that is a ranged combatant has when you get close to him
this is my 2 bit cents .........