Game Guides Archive
Thread: Space Expansion
What I meant was "I Hope". The devs change their minds ALOT. Example, the 1% decay is now back on again. So much for Publiosh 6.
As for 7million dollars a fighter, thats way too much for the average casual gamer. they should cost no more than 40k. The main point being that no one would pay 7.5 mil for 5min of space battling entertaiment only for you to have your spaceship blowup in a fiery expolsion. But the price of capital guild ships should be around 15+ million since a capital ships should be taken lightly. And that a stardestroyer fleet can desimate a planet from orbit. And only guilds sould be able to have one. Besides the maintenance would be enormous, cosidering the huge crew needed to maintain such a vessel more than a kilometer long
i didnt read every post but i think i was the one who brought about names.
Czar_Tim wrote:
sry bout last 2 posts i dont know wut happend, as i was saying... ok i was thinking the devs will never allow custo,m ships, justg like the houses wich r spicific to planets, ships should be spicific to proffesions. when u become a novice of one of the profisions (not the masin ones) u have the cert. to the prof. spicific ship, then when u become master u get the cert for a better one u can buy. so a ch ship would have like a stable on the ship to store aniamals, smuggglres would have a "hidden closet" doccters would have a mini hospital musican cantina etc. fighter clssses would have guns buuilt in, non fighters would not. so thast way peopele could look at a ship and know that guy is bh, or carbine, or mucian, etc. now u would only be able to have 1 ship per proff. as for ties and xwings those would be factonaly bought and u can have 2 of thossse or somthing. i was also thinking that they could have combine ships like me im gunna be a master smuggler/master wepon smith/novice merchant/novice medic mabey my ship could have hiddejn depart ments a place to make and storer weopons a vendor and a small hopital. wut do u think bout that?
the problem with class specific ships is two fold.
1)sometimes people dont want to be known as a certain profession ie smuggler, if i was a smuggler i wouldnt be driving a "smugglersship" i'd be picked out and jailed if i was that dumb. so i dont think class specific ship certification is a good idea, however, the idea that a say master dancer could put a stage or something on a ship would be kewl. or a smuggler could put secret compartments on your ship, even if yer not a smuggler. thats a better idea.
2) limiting players to a class specific ship violates some kind of freedom thingy in the terms of aggreement, i think. limiting players to a certain ship or type of ship is like limiting players to place a house.
as for Capital ships personnaly i wouldnt get too excited, unless you've read some ifo stating that players will have capital ships. its too uber and people would cry nerf so fast. NPC capital ships is of course god, because then you could assault it with a group of friends, i think thats what the devs will shoot for when it comes to capital ships.
now a BIG question surrounding SE is, twitch or no twitch. this will ultimately decide the fate of SE. a new profession say, pilot, SHOULD NOT be introduced. hence i am for twitched based combat. but that is still to be decided....
ThePirateKing wrote:
I hope the combat system is more like the ground based system except you move automatically. Dont get me wrong, I am a huge fan of X-Wing, I even own the original copy. But for the issue of lag difference between players, you might be shooting at something that no longer there. Althought I would love the complexity of space flight to be realistic so to speak. Like taking a couple of minute to punch the hyperdrive coordinate and calculating vectors, and while in hyperspace take some time to chill with your friends. And while in subspace, using the nav computer to auto-pilot new courses, adjusting shield, engine and weapon power, sending docking clearance, sending codes to Imperial capital ships to be able to pass, doing the occasoinal in space repairs, getting the ship fueled, engage the orbital thrusters. And for take off, i would like to send takeoff cleareance, engange the thrusters, do the cool liftoff spin and then engage the main thruster. Even though I would love to decorate my ship in my own space fairing apartment, what would happen if it was destroyed in space. Ships shouldnt be player built, since players would over-charge, they should off teh shelf at npc vendors but players should craft upgrades to them. New hyperdrives, subspace engines, entertainment, communications, stolen clearance codes(which would expire), new weapons, cloaking devices(only for large ships), new shields, new armor, new power supply, fuel, new sensors, customization kits.
These are some great ideas. However, we already know for certain that the SE will be mostly "twitch". The devs have at least stated that much about it. Space combat will be drastically different than ground-based combat, as well it should be. What I mean when I say that there should be a piloting profession, is that it should allow you to do things in the ship better than everyone else. For example, someone who puts points into being able to pilot freighters will be better able to pilot them than someone who puts those points into being able to pilot fighters.
Message Edited by Maverick315 on 02-07-2004 11:57 PM
kamireborn wrote:
as for the "things we know" how often have the things we know turned out false? if the devs read this it is important that they know exactly what we want, otherwise we may very well end up with a horribly borring system of space combat *cough*hologrinding*cough*
plz everyone, we all have opinions so try not to nock ppl for saying theirs they have as much right as you do.
The SE has been working before beta even started. They aren't going to make it turned based, since twitch has already been implemented. Check the video on SWG Stratics.
Also, I wasn't knocking anyone's suggestions. I am just telling you what is in place.
Message Edited by JCatano on 02-07-2004 11:59 PM
In terms of the empty Underworld line, it's my hope that we'll get a new branch to replace it.
Hopefully, the empty boxes wouldbe filled withsome shady Pilot-specific skills/abilities like Cloaking Device, Secret Storage Compartment, etc. Make it all stackable with upcoming Pilot abilities for the Space Expansion, like pistol moves are between Pistoleer and Smuggler. And if there are contraband checks in the Imperial Crackdown, put the skills to avoid them in here, if they aren't distributed like Creature Level throughout the skilltree (I tend to think they should be the reward of training a lot of Smuggler skills, not just one branch).
Maybe call the new branchsomething likeContraband Transport.
Some Thoughts:
Ships maybe should take up lots, or some similar system. Especially if I want to store items in it, make it look pretty and declare it my residence so to speak.
New Professions:
- Pilot - Basic profession.
- Ship Engineer - Elite off artisan.
The Pilot Profession:
Essentially, the higher you climb here through space combat/whatever, the higher your skill. The more times you take off, land... Spend in control, the more exp you accumulate. Gaining more skill boxes could give you abilities like...
- New Ships, as some are harder to fly than others.
- Defensive bonuses while piloting. Such as a passive defense bonus helping negate damage
- Offensive bonuses while piloting. Making your shots more precise, reflected by increasing the damage your weapons do perhaps.
- Opens your access to some of the new worlds. As its harder to plot courses to some planets than others.
The Ship Engineer Profession:
These guys build and maintain ships. Higher the skill, the more ships they can build. The better the materials, the higher the durability and greater the ability of the ship as well as the amount of people it can hold. Materials can also effect how much a ship can be 'tampered' with, which I want to be more of a smuggler skill.
Very interdependant profession. Would depend on Armorsmiths for the ships armor perhaps and weaponsmiths for the ships weapons. Droid engineers for some of the computer components and targetting systems, perhaps even how fast they can get the nav coordinates to jump to hyperspace, architects for the pilots chairs and whatnot for the pilot to sit down on and maybe influence the interior design of the craft.
Differant ships would be only capable of being equipped with certain levels of armor and weapons. Computer systems and certain arhitectural flare perhaps. That way you cant have a basic, low class figher with level 6 shielding and starcrusher torpedos. Certain ships would also be considered more able to be tampered with by smugglers...
The most obviously offensive powered ship, would not necessarily mean it could be tampered with to any large extent. The possible tame ship could be tampered into a formidable opponent, like the YT-1300 Millenium Falcon.
I would not like to add permanent destruction of ships, because some people can really grow attached to them. I want them to be so expensive though that it kinda offsets the fact they wont have to buy a new one if they get shot down. The maintenance costs should be really high. I don't want some 12 year old with an anger management problem to catch me afk for a second and send my multi-million credit investment down the tubes and spam 'Hahaha pwned' or some other intellectual statement.
New Planets:
I do believe there should be new planets for players to enjoy and interact with. As a smuggler I am particularly interested in seeing these places.
- Nal Hutta - The Hutt Homeworld.
- Nar Shadaa - Nal Hutta's moon, known as the smuggler's moon I believe.
- Kessel - Kessel run of course, incorporating spice runs and glitterstim.
Space Anomalies:
I want to see the Maw Cluster, and if I'm a good pilot on my side, be able to navigate my way inside the cluster to see the imperial research facility inside. I just better pray I have urgent business to be there. Make it a cool faction perk of being an imperial officer perhaps if I dont want to find myself dogfighting with TIE's.
Space Combat battlegrounds:
I want to be finding a largescale NPC battle in progress, where I can participate and possibly assist one side in victory. My kills equaling more experience and maybe even a faction reward.
Space Stations:
Merchant locations, dockable space ports. All those fun things without having to land on a planet.
Smugglers:
If it came down to it, I would like to at this point make Spices a completely smuggled product, and remove the crafting process from the smuggler skill tree and replace it with a pilot centered skill line. Piloting XP allowing it to progress.
It would enable us to fly a vessel or two, that are not exactly combat oriented, but only a couple types. The YT-1300 Freighter is a freaking given at master smuggler for me. That's our freaking ship
It should also be able to be tampered with to an amazing extent. If you dont like the fact the YT-1300 is an outdated ship, they can call it the YT-2000 for all I care, but it better look like the falcon.
This new skill line could allow us to tamper with certain aspects of our craft, to make it perform above the normal. This would be only for our own personal craft, if it was transfered, all bonuses that we installed should no longer exist. That way smugglers have an edge there.
Here we could install:
- Contraband shielding in our ship, make it more difficult for contraband scans of our ship and its occupents from an external source be successful. The higher the skill of the smuggler, the better the shielding. Underworld skills in deflecting sensors could also assist in this matter.
- Defensive boosts outside of normal paramaters... again, higher the skill, better the bonus.
- Offensive boosts outside of normal parameters... again, higher the skill, better the bonus.
The ship we use these skills on would also get a boost, or a minus. The YT-1300 freighter acquired at master smuggler able to be tinkered with beyond comprehension.
Contraband Checks:
The Imperial blockades, patrols, all those other fun things, would initiate contraband scans on passing ships. I don't care what rank you are in the Empire, you will get scanned. If they find evidence of illegal cargo, it could be seized and sent to an impount lot where, if you wanted to retrieve it, you would have to pone up the credits there. You would be fined severely if contraband was detected as well. If they have a strong suspicion you might even be rebel agents, you could find your ship boarded.
In the event of boarding, players inside the ship would need to fight off the boarding party to have a chance to escape or find themselves killed. Ships not successfully defended would need to be retrieved from the imperial Impound center, at the closest planet where you were brought down. There you could buy it back at one heckuva price.
Pirates and other NPC forces should be able to initiate boarding parties as well. So you should always be on the look out
Conclusion:
These were just a few thoughts that I took a couple minutes to put up. Hope you liked a few of them.
Some Thoughts:
Ships maybe should take up lots, or some similar system. Especially if I want to store items in it, make it look pretty and declare it my residence so to speak.
New Professions:
- Pilot - Basic profession.
- Ship Engineer - Elite off artisan.
The Pilot Profession:
Essentially, the higher you climb here through space combat/whatever, the higher your skill. The more times you take off, land... Spend in control, the more exp you accumulate. Gaining more skill boxes could give you abilities like...
- New Ships, as some are harder to fly than others.
- Defensive bonuses while piloting. Such as a passive defense bonus helping negate damage
- Offensive bonuses while piloting. Making your shots more precise, reflected by increasing the damage your weapons do perhaps.
- Opens your access to some of the new worlds. As its harder to plot courses to some planets than others.
The Ship Engineer Profession:
These guys build and maintain ships. Higher the skill, the more ships they can build. The better the materials, the higher the durability and greater the ability of the ship as well as the amount of people it can hold. Materials can also effect how much a ship can be 'tampered' with, which I want to be more of a smuggler skill.
Very interdependant profession. Would depend on Armorsmiths for the ships armor perhaps and weaponsmiths for the ships weapons. Droid engineers for some of the computer components and targetting systems, perhaps even how fast they can get the nav coordinates to jump to hyperspace, architects for the pilots chairs and whatnot for the pilot to sit down on and maybe influence the interior design of the craft.
Differant ships would be only capable of being equipped with certain levels of armor and weapons. Computer systems and certain arhitectural flare perhaps. That way you cant have a basic, low class figher with level 6 shielding and starcrusher torpedos. Certain ships would also be considered more able to be tampered with by smugglers...
The most obviously offensive powered ship, would not necessarily mean it could be tampered with to any large extent. The possible tame ship could be tampered into a formidable opponent, like the YT-1300 Millenium Falcon.
I would not like to add permanent destruction of ships, because some people can really grow attached to them. I want them to be so expensive though that it kinda offsets the fact they wont have to buy a new one if they get shot down. The maintenance costs should be really high. I don't want some 12 year old with an anger management problem to catch me afk for a second and send my multi-million credit investment down the tubes and spam 'Hahaha pwned' or some other intellectual statement.
New Planets:
I do believe there should be new planets for players to enjoy and interact with. As a smuggler I am particularly interested in seeing these places.
- Nal Hutta - The Hutt Homeworld.
- Nar Shadaa - Nal Hutta's moon, known as the smuggler's moon I believe.
- Kessel - Kessel run of course, incorporating spice runs and glitterstim.
Space Anomalies:
I want to see the Maw Cluster, and if I'm a good pilot on my side, be able to navigate my way inside the cluster to see the imperial research facility inside. I just better pray I have urgent business to be there. Make it a cool faction perk of being an imperial officer perhaps if I dont want to find myself dogfighting with TIE's.
Space Combat battlegrounds:
I want to be finding a largescale NPC battle in progress, where I can participate and possibly assist one side in victory. My kills equaling more experience and maybe even a faction reward.
Space Stations:
Merchant locations, dockable space ports. All those fun things without having to land on a planet.
Smugglers:
If it came down to it, I would like to at this point make Spices a completely smuggled product, and remove the crafting process from the smuggler skill tree and replace it with a pilot centered skill line. Piloting XP allowing it to progress.
It would enable us to fly a vessel or two, that are not exactly combat oriented, but only a couple types. The YT-1300 Freighter is a freaking given at master smuggler for me. That's our freaking ship
It should also be able to be tampered with to an amazing extent. If you dont like the fact the YT-1300 is an outdated ship, they can call it the YT-2000 for all I care, but it better look like the falcon.
This new skill line could allow us to tamper with certain aspects of our craft, to make it perform above the normal. This would be only for our own personal craft, if it was transfered, all bonuses that we installed should no longer exist. That way smugglers have an edge there.
Here we could install:
- Contraband shielding in our ship, make it more difficult for contraband scans of our ship and its occupents from an external source be successful. The higher the skill of the smuggler, the better the shielding. Underworld skills in deflecting sensors could also assist in this matter.
- Defensive boosts outside of normal paramaters... again, higher the skill, better the bonus.
- Offensive boosts outside of normal parameters... again, higher the skill, better the bonus.
The ship we use these skills on would also get a boost, or a minus. The YT-1300 freighter acquired at master smuggler able to be tinkered with beyond comprehension.
Contraband Checks:
The Imperial blockades, patrols, all those other fun things, would initiate contraband scans on passing ships. I don't care what rank you are in the Empire, you will get scanned. If they find evidence of illegal cargo, it could be seized and sent to an impount lot where, if you wanted to retrieve it, you would have to pone up the credits there. You would be fined severely if contraband was detected as well. If they have a strong suspicion you might even be rebel agents, you could find your ship boarded.
In the event of boarding, players inside the ship would need to fight off the boarding party to have a chance to escape or find themselves killed. Ships not successfully defended would need to be retrieved from the imperial Impound center, at the closest planet where you were brought down. There you could buy it back at one heckuva price.
Pirates and other NPC forces should be able to initiate boarding parties as well. So you should always be on the look out
Conclusion:
These were just a few thoughts that I took a couple minutes to put up. Hope you liked a few of them.
Posted it in the IC thread, but I'll post it here too. I'm praying to god that there isn't just ONE class who can make spacecraft.
The last thing I want to do is pay real money for the expansion, just to have to pay 6 million credits for a ship, just so I can utilize the 40 bucks I spent on the expansion itself. If it were up to me, I'd have either new schematics dropped into exsisting professions, for components for starships, then perhaps a Starship Engineer or something of the sort compile and tweak said components.
Stolen from a post in the IC thread: Armorsmiths to make the hulls armor, Weaponsmiths to make the turrets, perhaps Architects to create the interior of the structures. But past that I just do not like the idea of one class controlling the market on something that I'm paying real money on.
Even if, with the expansion, we got a very small selection of weak, slow, but functional ships to choose from. Similar to the goggles in the Limited Edition SWG. We could then upgrade or buy new ships. I would not be adverse to even seeing a fabeled NPC vendor for this. Then having smugglers customize ships. Or ship engineers upgrade certain parts. Again I just don't like the idea of having to spend money twice, call me crazy.