Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

Thunderheart
Mon Jun 28, 2004 3:38 pm
#1





Welcome to the weekly In-Concept Open Discussion thread.



Last Week's Discussion Thread:






http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=53765






This thread is so community members can share their ideas about what they would like to see in the game that is not currently being planned. Game development issues that are being planned will have their own In-Concept “focus threads” listed in the In-Concept forum.



I noticed a lot of new posters and a lot of great new ideas posted in the last couple of weeks. Thanks very much. Don't forget, we archive these threads for reference in the Dev Cycle Archive.





Kurt "Thunderheart" Stangl
Community Relations Manager
BRP1
Mon Jun 28, 2004 3:42 pm
#2


Ok, I'd like to post a whole bunch of ideas for the future Galactic Civil War patch.


I will appologize in advance if this is not the correct place to post this, and also if I post too much but I have a lot to say on this subject.


First, to make the galactic civil war more interesting, cities should be able to declare (as a whole city!) for imperial or rebel... The city government decided to throw in their support for one side or the other. To do this correctly there should be several other things that need to be added to the game.


Cities areNOT required to declare, but it is an option that has both benefits and penalties associated with it.


Forts as they relate to the city.

BENEFITS

1): imperial and rebel forts should be able to be donated to a city. the mayor can then place them, and they will not take anyones individual lots.

2) Since these are owned by the 'city', there are no troops, vehicles etc attached to the fort. All troops for the fort have to be donated to the fort by the citizens of the city. When the cap for units in the fort have been reached (say 40? units) then another fort could be placed by the city. Troops would respawn after a designated (relatively long) period of time.

3) For each fort placed by the city, that city would get a set amount of cash from their affiliated government for city maintanence etc. (for example just say 50k per week per fort).So instead of costing players lots and maintenance, the city would get a reward for having them. This way when a city has 5 forts or soin the city, the city maintenance would be approximately free.

4) Militia members of the city would get a bonus payout in cash from the empire for everyenemy they killed within the city limits.

5) ONLY members of the same faction (rebel or imperial) can use any of the facilities in the city. If a member of the opposing faction dies (whether overt or COVERT!), they are not able to clone inside the city!. Also, they are not allowed to go into the city limits (by the game not person banning them) for a certain time period (this avoids the loner attacking over and over and over, cloning at nearby facility and constant harrassment).

6) Any trooper, at-st etc killed by an enemy within the city limits would give you double the faction you normally receive.


PENALTIES (for city residents)

1) Allmembers of the city (with declared residences) are automatically overt when they enter their city, and remain overt for the 1 hour time period after they leave the city. All city structures including residence houses could be theorectically destroyed so they need to be conscious of defending the city (see below).


CITY MODIFICATIONS

1) Cities should be able to build walls, at least 3 different types. The low level walls are simple barriers, mid level walls allow the troops from the fort and the players to 'man' the wall by walking around on them (and giving a bonus slight bonus to ranged attack and a bonus to ranged defence when on them. Melee attacks made against people on walls wouldnt be able to work becauseof'distance' to hit the target. The high level walls should do same as mid level, with the addition of allowing a small turret to be placed at every segment (say 20 m). There should also be 'towers' that can be placed where you can put large turrets into them. This will afford the city with greater protection which it will need (for below reasons).

2) All buildings including the forts (except city hall) can be targeted and destroyed by enemy troops No more putting in codes etc for the forts. they can be directly targeted much like a mission and destroyed. This includes the forts, the towers, the city walls, the shuttleport, and personal houses inside the city. All of these should NOT be easy or quick to be destroyed, but they can all be destroyed by shooting at them, hitting them etc (not the current slice terminal etc method).

3) The cloning facility, vendors, shuttleport, cantina etc areONLY available for use by members of the same faction (overt or covert). This avoids rebels using shuttleport or cloning to pop up directly in middle of your city.

4) All physical structures (buildings etc) should have a very high 'Health' bar, with pretty high resistances. This means that taking out a building would take a long long time for a single individual to do, or would require organized groups to accomplish. Putting money into maintenance for a personal structure will be used to replenish the health bar, but only 1x every 24 hours.


BENEFITS (for attacking parties)

1) Double faction points for every soldier etc you kill.

2) Lots of faction points for every wall or city building etc that you destroy!

3) The opportunity to truly wreak complete havoc on a city.


BENEFITS (for defenders)

1) Fortifications will slow enemy parties down before they can get into the city.

2) Since fortifications cant be run through, enemy will have choice of running a gauntlet at the city entrances, or blasting they way through a wall etc.

3) Faction points given for all the kills they make from people raiding city.

4) Free city maintenance if they have enough of a faction presence in the city. This could even be carried over to all individual houses etc getting maintenance paid for by city if faction presence is high enough.

5) Cash rewards for militia defenders who kill enemy PC fighters.


BENEFITS (To game balance and game content)

1) Enables cities to go all out for rebels or imperials

2) Encourages PVP on large scale

3) Encourages group combat and group activities (thus helping encourage more players).

4) Gives forts, troops, at-st's, and faction points in general a more practical and beneficial use.

5) Would strongly! make the war personal and affecting everyone (or potentially loosing your home etc).

6) Would Balance the Melee and Ranged fighting Professions. (explained below)

a) Encourage PVP using different skills besides the fencer tkm combo that is common.

b) make commandos, and riflemen much more useful

c) alter combat medic so they are best using stimpacks and poison/disease but not good at all using wound packs, Docs are buffers and very good at wound packs but not good at all at stimpacks.

d) Ranged fighters would have significant advantage when fighting against city walls, and when a wall etc is breached then the melee professions would cause tremendous dmg up close.


Thunderheart, I would love to hear some comments from you on this concept, if itwould bepossible to do in game etc. Also, if anyone else has comments to make on this subject I'd like to see them.

Valoris of Tarquinis server...
Thunderheart
Mon Jun 28, 2004 3:43 pm
#3

Nope - - this is the place and I see it



Kurt "Thunderheart" Stangl
Community Relations Manager
Genrader
Mon Jun 28, 2004 3:44 pm
#4

I want more quests with meaning, that are often hard, and quests that can eventually lead to minor differences players can make in the game's story. I would also like to see the game eventually start moving towards the Empire Strike Back, with some events related to it with the devs.

Also, I really would like to see us be able to rent one of the limited number of expensive apartments in the cities, which would bring more people to spread out in the cities, so no ghost towns and lagfests.

Being able to take over more minor towns as Rebels and Imperials would be very interesting too.

BRP1
Mon Jun 28, 2004 3:44 pm
#5

Thank you!!! you actually exist hehe... I'd love to see something like this happen, the cities would have to decide they want to be declared etc not automatic..

I think it'd really pull the game together.


Valoris
JoahSaett
Mon Jun 28, 2004 3:50 pm
#6



A revamp of the Mission system entirely would be nice:


- All Npc Spawns could be removed from the wilds,to bereplaced with a randomlyplaced 'mission spawn point's'that would generate a trigger for a limited amount of time, disappearing after a time, or until a mission is taken by a player; then this place exists until the player succeeds or fails.


A mission spawn pointgenerates a trigger such as:

- Acamp, ahovel, military base, crashed speeder, etc. This is a location for the Npcs that will give out themission generated at the same time as the trigger.


TheMission Giver(s)

- Npc's thatare present at the triggerfor the purpose of handing out the task. Except in the case of Protection Missions when more than one Npc is threatened by a group of Npc adversaries, and mission success is determined by how many survive.


Random Mission Types

- Step one, the system would randomly generate the mission type and pick an appropriate catagory dependent on the type of trigger, and alsoifthe mission is at this location or another. The system would check the Power level of the Character to generate appropriate adversaries, and have a chance of combining suitable mission types.


Destroy:Simple, you must destroy a single, or more tan one targets, report back to the mission giver and collect your reward.

Catagories could include: Military Targets, A mining Instillation, Vermin, Aggressive Npcs (Gangmembers/ thugs, Tax collectors, Spouse, Neighbor, etc.)


Defend:Npc(s), or locationare threatened by a group of Npc adversaries, and mission success is determined by how many of the mission giver's Npc alliessurvive.

catagories could include: Defend the Mission giver, a Military Target, A mining Instillation, against a hord of Vermin, Aggressive Npcs (Gangmembers/ thugs, Tax collectors, Spouse, Neighbor, etc.)


Escort (and Defend):A group of Npcs, or a single Npcis threatened by a group of adversaries, and mission success is determined by safe escort of the Npc to the mission giver, the escortee is incapable of combat and will not defend themselves.

Sometime this mission type is combinedwith healing (If the mission Generator determines the PC is capable of healing at mission generation)

catagories could include: Lost child,Find a Mother lost whilePickin' Shrooms of the musty sides of Vaporators, My pet Robas gone, waaaahhh!, a lost R2 unit (combined with aRepair mission )



Healing:An Npc(s) are in need of healing either at this location or another, usually combined with another mission type.

catagories could include: Plaguevictem, Injuries, An ill child, Overrun Fort with wounded (combined with defend).


Repair:An object or installation is in need of repair, This could be at the mission givers location, or remote.

catagories could include: My Prosthesis is feeling kinda funny, My speeders broken, I need the Vaporators on the south ridge up and running or there will be hell to pay, Broken Droid, Transmitter, you get the picture.


Upon completion of the mission, a reward based on the scale of success would be given by the mission giver when you return to them. It could be Credits, or Crafting Components, Resourses in a 100 stack randomly taken from what is spawning, or a random, non-junk Loot Item.


Oh, and by the way, this could make mission terminals nothing more thanjob boards, remotely triggering a spawn as it does now, but tying it in to dialogue from the npc that 'posted' the job.


Joah Saett

Corbugtus

Message Edited by JoahSaett on 06-28-2004 05:04 PM



Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
Ariven
Mon Jun 28, 2004 3:56 pm
#7

I have only one question TH, exactly how long is this "temporary" nerf of the jedi bounties going to last? Please be specific... a lot of very disgruntled and irritated bounty hunters, all paying their $15 a month want to know..
Angetenar
Mon Jun 28, 2004 3:57 pm
#8

I want a server with no PC Jedi.



-Baccaror
Webels do it with the lights on.
GotBlueMilk
Mon Jun 28, 2004 4:01 pm
#9

Since someone's mentioned the GCW, whatever happened to the old Zones Of Contention idea? That was by far the best notion I've ever heard regarding the GCW. It involved everybody in what was going on but didn't necessitate that they fight, it seems like it would've made the world more dynamic, and make GCW-ers feel like they were changing the world.


Is there any chance of that turning up again? Or was it determined to simply be a technical impossibility?



GotBlueMilk (-777, -4041)
"I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid... and I went ahead anyway." -- Crow T. Robot

On 9/11/05, Holocron posted: "In plain language, we believe that letting you know of possible changes so that you can affect them, letting you know exactly what is going to change and why, giving you details so you can try out changes in testing and make sure they go smoothly, and making sure that all changes are well-documented is critical to good service."
silversaber
Mon Jun 28, 2004 4:02 pm
#10

I would like to see:


1) Setting the size of the font in the chat window would become permanent and not reqireing me to keep setting it every time I log in.


2) Have the same auto-login capability of chat channels as is in EQ. If the auto-login doesnt see the channel, it automatically creats a channel of that name so that others can automatically connect to when they log in.


Having toset these up manuallyevery time I log intoTCis getting old real fast.
Squidwalker
Mon Jun 28, 2004 4:03 pm
#11






Thunderheart wrote:







Last Week's Discussion Thread:






http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=53765






This thread is so community members can share their ideas about what they would like to see in the game that is not being currently planned. Game development issues that are being planned will have their own Concept “focus threads” listed in the In-Concept forum.



Dev Cycle Archive.








How about a Ranger Revamp? I know GreenMarine is doing smuggler next, and then the SL are getting one. But is GM the dev for SL? If not, then I think he needs to roll over to ranger after the smugglers are done. He has already done chef and DE that he is the dev for. And according to you TH, scout, GreenMarines other profession, is a complete profession and a novice so not getting any major changes.


Ranger has been sitting quitly and patiently not getting pissed off and flaming like soooo many other professions. I can't tell you how many players of all professions come to ranger and say we are so cool, calm, and reserved, we think about the big picture, we have some good ideas, and we really need some lovin.

But we don't even know if we are the radar for getting some work. Worse yet, we started to get some way way back when, and got caught short in the middle of it. Talk about frustrating. We know we are not a combat profession, but neither is SL. We are a support class, and are the primary profession bringing organic resources into the community. We have soooooo many good ideas floating around the ranger forums, its rediculous. We often think about other professions when coming up with stuff, and whether or not it should go to us, or how profession x might feel, or should they also get this etc.


It would be nice to get some acknowledgement, and be given a timeline of when we will get a full revamp. We are slated for some "coorespondant issues" for like after publish 11. But what the heck is that? Our coorespondant issues are that we need some work, and have a long time. Like many professions.


If there are multiple professions per dev, and multiple devs for this, then why is only one profession being worked on at a time? I really don't see why we cant get some work done on us, and also given a time when we will get it.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Lorell
Mon Jun 28, 2004 4:04 pm
#12

For the last time, please throw Rangers and Creature Handlers a bone and give them an idea of when they will get some positive attention from the devs. And if you do reply, please reply without the words combat rebalance because that doesn't tell us anything nor answers our questions.



Sneaky Scout, Captain of Scoundrel's Luck
Rifleman, Marksman, and CH
S-MART General Supply of Tatooine
Our location is in Mos Tyrenia right next to the Shuttleport.
Waypoint 5685, 4584

Remember to shop smart...shop S-MART!



Haden Blackman: "Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums."
TrickyRussian
Mon Jun 28, 2004 4:05 pm
#13

we need walls for player cities. those peasant type guys at wayfar were making fun of me because wayfar has walls and my city doesnt...



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