Game Guides Archive

Thread: Space Expansion

JulianSpeed
Tue Feb 17, 2004 8:35 pm
#183

Darkwaveahi..I like your ideas... Guild stations in space...
Custom ship paint jobs

..I really there is at least 1 planet with snow and you are forced to wear a coat or suffer minor penalties in stats


New vehicles and pods..yes

Weapons on ship I sort of though abouth that one. Maybe during launch the weapons will be fixed, but it would be nice if you had to buy them and you were given option to cutomize. Number of weapons you could place would depend on how many hardpoitns your ship has though. ..Also hope missles will be available for purchase. Remember the last Star Wars movie when Fett used missles...nice


Walking around in ship while in transit? Fingers crossed :-)


Additional skills points was announced early on..how many who knows


Custmization of ship interiors? Seriously doubt it.


Painting houses ..good idea..would like to see more variety of house designs.


Actually it would be nice to seereal roads (trade routes) planet side paved or dirt.. With roads you could have bandits..


I hope they go to work on the Building assets..like access to some of those 15-20 story Corellian sky scrapers. I hope they rethink and redesign some the space ports. They are too plain and too similar. We need big windows in some of the Starports where you can look out and the city and see whats going on live while waiting. Theed on Naboo has alot going for it already..

JulianSpeed
Tue Feb 17, 2004 8:36 pm
#184

I obviously didnt use spell check or use grammar in the last post. :-) Happens when you are in a rush.
XintorzKarv
Tue Feb 17, 2004 9:09 pm
#185






darkwaveahi wrote:

4. New planets like Hoth and race planets





I wish so too. Imagine the devs saying: Prepare yourself! On July XXth the battle of Hoth will begin! Hundreds of NPCs (from both Rebels and Imperials) will fight on the planet. Join a faction, and participate with them into the attack.


And included in the features would be : AT-ATs and AT-STs drivable. Turrets for Rebels.



Guys, imagine that battlefield! Let's say, the devs annonce this battle like 2 months earlier, just to be sure everyone knows, and to be ready to hold that much players on the servers at the same time!

Crazyguy111
Wed Feb 18, 2004 1:07 am
#186

You have the option of both, look at the vid. As for looking at least around your cockpit I think there is reasonable thinking that we will be able to. (in the vid when turning in 1st person view you could see bits of the rest of your cockpit but not behind you so IF we are allowed looking around it might only be as far as our heads could turn in RL)


Dip, de de de,doo


And another bump for you.





Omiss Gilla - May the nerf be with you!
Valeforth
Wed Feb 18, 2004 6:42 am
#187

I have read somewhere on the forum that there will be more proffessions, extra planets for the space expansion, as well as new species in game which also be playable. As previously stated in this thread (cant remember who) , I really like the addition of a pilot class / proffesion where you would only get to fly faction ships when you attain a high level (if not master). This to me seems by far the best method, as in essence it would work the same way as say marksman does, whereby you gain differents certification for weapons when you level up. These are a few thingsI think are definately needed in the expansion..


1. Guild bases ( I would love this to be done as it would essentially provide a safe haven from the enemy. A chance to have your ship repaired and refuel etc. Guild bases could also come with a cantina, somewhere to chill or meet up with your comrades.)


2. Trading System (I think galaxies could seriously benefit from this, traders could run resources to different bases as and when it is needed, something similar to elite. This would also contribute to contraband being shipped. (The essence of being a smuggler). Ships would be scanned for contraband by Imperials (NPC) much the way it is now. What would be good if player Imperials of a certain rank could also scan ships for contraband, lets face it they are supposed to work for the empire.


3. Faction ships, should be faction restricted no way do I wanna see a rebel flying a TIE or an Imperial flying an X-Wing.



In my view this expansion holds the essence of Star Wars, and it has to be done the right way. This will make or break Galaxies in my view. But I am however optimistic.

I also think that the expansion should get a release the same time irrespective where you live. A lot of my friends are from the US and play ona US server I am however from the UK I would not want to have to wait while members from my guild are off in space.

I eagerly await any info on the expansion.







' Dark Times Require Dark Force'

Joso Sal'Arnor (Gorath Server)
Imperio59
Wed Feb 18, 2004 7:51 am
#188

Ah yes, interesting ideas about the box realease of the SE! I think they should take the time to organise a box release in the countries where they have already sold SWG...


Guild Stations? I LOVE that idea! Kind of likea Space PA hall wch could act as a mechanic center, etc.


I also thought again about the whole ship building system, here's what i came up with:


Armorsmiths who purchased the SE get the ablity to make Shield modules for ships.


Weaponsmiths who bought the SE get the ability to make Weapons for ships, as well as space mines, missiles, etc...


The new ship builder profession: These guys make the hull, the engines, the radar equipement and the power generators.


Someone new purchases a ship: He first has to purchase the hull, a basic engine and a basic power generator from the ship builder. He should also buy some radar equipement for good mesure! (Such devices as ore scanners for asteroids for instance, similar to survey tools, should have to be installed.)


A hull has different slots, according to what ship it it. A cargo freighter will have maybe one weapon slot, a small shield slot, a big engine slot and a medium power gen slot.


Let's say i buy a 1 person fighter. The hull has 2 weapons slots, a medium engine slot a medium power gen slot, 2 radar slots and a medium shield slot.


I buy the hull, engine, power generator and radars from a ship builder. I install the generator, engines and radar on my ship. I now have a ship that can fly and has a radar with 100m range! But i can't really fight or defend myself yet...


So i go to a weaponsmith, and i buy from him a laser cannon, and a missile launcher, long with 2 crates of missiles! Go back to my ship in the starport, i install the weapons, and put the missile crates in the cargo hold. I load 5 missiles into the launcher! Cool, now i can defend myself, but i still don't have shields!


So i go to an armorsmith and buy a medium shield for good price. That thing has a very high effectivenes against energy-based weapons! So i come back to my ship, and try to install it: "This ship does not have enough power to install this module" Whaaaa! I look at my ship's statistic: I only have 5 MegaWatts of power left availaible, and this shield requires... 30?! Wow, shields consume a LOT of power! Hmm.. I think for a second, and i look at my other equipement. This missile launcher is 35 power, but the lasercannon is just 10 power! So i take out the launcher (back at 40 power) install my shields (down to 10) and i go buy myself another laser cannon for 10 power! Good, i have 0 stuff left that i can install before i need a generator upgrade!


Now i can fly away! I naviguate a while, fight a bit, etc. Then i encounter a very fast but defenseless cargo freighter! I can barely stay up with him, but he keeps zig zagging and i cant seem to hit him, whatever i do... Hah, if i had my missiles... But wait! he's defenseles, so my shields are not needed! I check my ship's interface and i uninstall the shields and one laser cannon. It takes about 10 seconds for it to complete. I then mount the misile launcher, while still following my prey! So it takes another 30 seconds until it's a green light! Now i've got you! freighter scum! I lock on him and fire a volley of 5 missiles at once! I reload the launcher (wich takes about 20 seconds) but it doesn't matter, the ship is now spining out of control in the vastness of space! I approach it and fire the last 2 laser bolts at it, rendering the ship totally un-usable! (I DB it..)


I remount my laser cannons and shields before someone else blasts me into oblivion and head back home






_________________________________________________________

Eclipse: Imperia, Jedi, Sony Sensitive Grinder!
TC: Imperia
Test Center: "We test, because we care..."

darkwaveahi
Wed Feb 18, 2004 9:31 am
#189

that would be so awesome if we are able to do that.
Eans
Wed Feb 18, 2004 11:49 am
#190

Can someone give me the link to the video please?



Crazyguy111
Wed Feb 18, 2004 2:58 pm
#191

I hope you arn't on 56k. The space part is about ten minutes in, luckily it's streaming video.

I'll see what I can do about a link for you though



Omiss Gilla - May the nerf be with you!
Crazyguy111
Wed Feb 18, 2004 3:05 pm
#192

and here we are. A direct link. No more post about asking ths now plz. (that's for everyone)


http://swg.stratics.com/content/gallery/videos/html/swgdatabase.shtml





Omiss Gilla - May the nerf be with you!
Carhrid
Wed Feb 18, 2004 3:06 pm
#193

What I was looking for was a more advanced form of Elite.... With the fighteres there to fight, the frieghters there to trade and defend themselves if needed and the GCW adding a thread.


Hyperspace is easily handled, by saying that there are certain "routes" that have to be followed (Enforced by the empire) where you have to go to a "Hyperspace spere" before you can jump from one system to another... this will bring players together and provoke confrontation, plus give spots of NPS pirates to hit. You could also use Interdictor cruisers to "stop and search" people during a Hyperjump... or if your lukcy you can fight your way free and jump again.


The othrr thing is the professions. The professions for the SE should be totally seperate form the existing game. You should be given an entriely new set of skill points to spend on space skills. If you just introduce new professions into the existing system, your effectively meaning the Bouty hunters can have no flying skills!!


The two could compliment each other though(I.e BH flying skills... need to have Novice BH main skil to be able to get, Smuggling skills, Nedd Novice Smuggler, gives extra speed, better sensors etc.)


I dont think ships should land on planets.... the two should be kept seperate... When your on your ship your in the space expansion. When on Foot, your on the ground. I dont think there's any need to wander round your ship, aside from staging missions abord Star Destroyers. (even then your on foot... the Star Destroyer would just be a more advanced form of Dungeon)



*****************

Carhrid Sinaw.

Hunting down an Evil doer near YOU!
Sagen
Wed Feb 18, 2004 3:12 pm
#194

Definately have to agree, there should be hundreds, or even thousands of customizable objects on the ships if the devs want to do this right. The SE could actually make or break the game fora lot of people. Just think in the movies, how many ships did you see that looked even remotely the same? That werent star destroyers or x-wings and such?
Crazyguy111
Wed Feb 18, 2004 3:21 pm
#195

If you're going to post please read as least the same page you're posting on. It will save you a lot of typing time.



Omiss Gilla - May the nerf be with you!
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