Entertainer Archive
Thread: Entertainers: How to breathe life into the classes
Message Edited by Petron on 10-09-2004 10:48 PM
I like it. It gives us an actual objective, after we've reached Master.
Petron wrote:
This could be linked up with the spy class. The spy class could be the ones who provide entertainers with the initial way points to try and dig up clues and rumors for them - the same way that scouts provide hides for tailors and armorers, although a system to provide infrastructure would absolutely required.
Either with or without the spy class, this could be used to provide a system for generating player-to-player missions. With the evidence that an entertainer has gathered properly shaped together, they could produce a mission, so that as well as visiting the cantina for your battle fatigue, you would now also visit it to get mission deeds from entertainers.
fett3041 wrote:
I like it. It gives us an actual objective, after we've reached Master.
Petron wrote:
This could be linked up with the spy class. The spy class could be the ones who provide entertainers with the initial way points to try and dig up clues and rumors for them - the same way that scouts provide hides for tailors and armorers, although a system to provide infrastructure would absolutely required.
Either with or without the spy class, this could be used to provide a system for generating player-to-player missions. With the evidence that an entertainer has gathered properly shaped together, they could produce a mission, so that as well as visiting the cantina for your battle fatigue, you would now also visit it to get mission deeds from entertainers.
I think this should be the core of Bounty Hunter player/Jedi missions. No seeker droids. Only the Hunter's own network of spies and informants.
For example:
BHJoe gets a mission for UberJeti, and passes the word to his informants via email to be on the lookout for this fiend of the Empire. While BHJoe is waiting for word of a sighting of UberJeti, he can still take standard NPC missions, which droids can still be used for.
It could take hours, days, weeks, or months to finally get word on this Jedi. In that time, the Bounty Hunter can either keep taking NPC missions, or can turn around and dump the player mission. Or, another Hunter's network spots the prey first, and BHJoe fails the mission.
Maestr'o is performing with a grand troupe of entertainers in a cantina. In walks UberJeti, who asks for a buff, unaware that Maestr'o is on Joe's payroll. Maestr'o completes the buff (after all, UberJeti tipped), wishes UberJeti well, and contacts BHJoe.
Joe hotfoots (hotfeets? *shrug*) it to Maestr'o's cantina just in time to see his prey dash away. THE CHASE IS ON.
Maybe BHJoe kills the Jedi... maybe it's the other way around. What we DO know, is that all of a sudden Jedi really have to be careful who they approach (they ARE supposed to be in hiding afterall), and we get some great interraction between two very neglected classes.
Please allow me to change this scenario just a bit:
fett3041 wrote:
I like it. It gives us an actual objective, after we've reached Master.
There is something I failed to stress in my original description: It is mostly a matter of "disgusing" the combat system that SWG already has, aliasing things like "stun" as "amuse", dizzy as "sadden", etc, etc. In almost every other sense it remains like combat. But instead of killing your target, you are trying to win your audience over.
A whole plethora of ideas can be built on this system, none of them crucial to its success, many of them modular - e.g. the link in to the spy system and bounty hunters, etc, etc.
Quick finger-in-air example would be a way to take a particular factional player action and tokenize it into a mission generation. It doesn't need to be overly fancy, just store a recent history of events, and randomly, when an entertainer takes a mission, choose one of the player events to inject into his mission. When he completes the mission, the named player may end up on a bounty hunter or jedi or spy player mission. There are some hoo-has to be thought out in this one, for sure; but think of the community building potentials that are at the end of it. Imagine looking at a mission and seeing it says "Punish Dar'fel for Jabba" and Dar'Fel happens to be a friend of yours. Imagine if the system allowed you a couple of choices as to what kind of mission to make it. You can give the mission to a bounty hunter to find and kill Dar'Fel, or you can give it to a spy/smuggler to "warn" dar'fel...
(These could be tied to NPCs too, of course, and that might allow for "defend the npc" type missions that we know already exist).
It would also be neccessary for the design team to sit down before starting on this and choose how far they want it to go; otherwise it may create unpleasant changes in play-method as they extend it. For instance, if they want to go the whole hog and base a large chunk of player-to-player mission exchange, then there is potential for a lot of social-exchange seeding system.
That last part is all about sequencing, which just means make the core of it robust. Consider
Bounty hunter instigates investigation -> pass on to -> multiple spies track down "rumors" -> pass on to -> multiple entertainers aquire gossip/facts/etc, while spies/bounty hunters/entetainers all get to track down "evidence" -> pass to "spies" to "craft" into "reports" and "stories" -> pass back to bounty hunters.
As long as the resulting mission farm that this generates always has the potential to be a success on its individual merrit but a failure in terms of contributing to the overall originating mission story line, there is a huge potential for a ton of simplistic mission steps building into a larger something interesting.
There's a significant amount of content to add there, mostly its all text tho and a few new mission sequences. Most of it can use very simple tokens to rapidly build into something with a lot of variety.
As long as the overall path is chosen early, you can probably easily implement this in a nice, modular fashion.
The concepts here are:
- reuse the combat system,
- reuse the mission system,
- reuse the crafting system.
=)