Game Guides Archive
Thread: New Ideas for combat revamps
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SeminoleDriver
Wed Sep 08, 2004 9:15 am
#1
I think we can all agree that SWG doesn't fell a whole lot like Star Wars. Thus I offer the following ideas for all, especially the devs, to read.
1. Revamp the current overt/covert system to allow for "zones" of combat. These zones would be totally different than current battlefields. The only way to interact in these zones would be to wear factional armour/clothing and use factional weapons. Armour and weapons should be craftable by factional Armour and Weapon smiths. The zones would be certain key facilities in cities and points on planets. They would become hot zones, ie combat ready, when a certain number of one faction or another was present (a lot like planetside).
To make the zones "enticing" give benefits to being in them like +50 to weapons experimenting at crafting stations, +10% to doctor buffs etc. The ideas there are endless, but they need to be good so people will still try to control them. To control the zone you must have a high ranking factional officer in a command center, incentive to go up the command ranks. To steal more from planet side this high ranking PC officer would be able to planet and system wide broadcast to all factional members, who chose to recieve, messages.
I believe Storm Trooper armour should be the best available armour in game, 45% resist to at most 4 damage types, 20% to all others with vuln to lightsabres and one other, just like composite but not as cumbersome and not as effective. Rebels and Imperial officers clothing should be given some kind of 20 - 25% energy resist (eh come on its Star Wars). The Armour itself should have "HAM", instead of condition as you take hits the armour's HAM goes down, once it reaches zero your own HAM goes down, once that reaches zero you die. Now instead of cloning you wake up back in the command center, if your faction controls it, or outside the combat zone. To prevent "zerging" there should be a 2-5 minute wait until your armour is restored and you can then enter combat again. To make it fun you can wear armour once, die put on your officer clothing and go back out, die, rinse and repeat, but it would help cut down on the zerging of both sides coming right back out in full armour. The timers would run from death to death, so if I come out in armour die, come out in clothing and die in one minute I still have to wait another 4 minutes to put the armour on.
The zones would have a timer to keep them from constantly switching back and forth and to give those who hold the zone time toreap the benefits of holding it. There would be simmilair zones on each planet with the zones interlocking on each planet to provide added benefits.
Officer rankings could be gained by factional points or by combat zone xp, again like Planet Side. Factional weapons would be both ranged and melee, no dots. The current PVP system would stay, but I think this would add more of the Star Wars feel to it, to come off the Cnet Shuttle into a fire fight to control it.
To help prevent "lockdown" by one faction there would be non zoned cities that would allow other players to shuttle off planet, and do other things without having to waid through the fighting.
Ideas, suggestions, please post
Thanks!
Leana_Txorana
Wed Sep 08, 2004 11:14 am
#2
Couple of points.
1) Not everyone thinks the game does not feel like star wars. I think it feels very much star warsy.
2) Your points do nothing to bring more star wars into the game. Zones of control add the the PvP aspects but nothing added anything to the star warsy. Even the stormtrooper armor did not really add.
3) I like your ideas. Be sure to keep a copy. The devs will probably see this post, but when they post CGW/Combat Revamp specific threads, repost these ideas there to have the greatest effect.
Your stormtrooper armor idea is good but does not reflect the fact that player made armor MUST be the best. An alternate solution would to have faction armor player-craftable and thus have the ability to be classified as the best armor in game.
SeminoleDriver
Wed Sep 08, 2004 11:54 am
#3
Leana
Thank you for your comments and suggestions. I apologize for the generalization about not feeling Star Warsy. My intent was not for this one idea to be the end all fix all but simply another part of the game to add more of the Star Wars feel.
I agree make the factional armour craftable and customizable. To add more depth to the game, allow new "branches" to our current professions, like Storm Trooper Carbineer, or Rebel Rifleman. These giving more abilities in the combat zones.
I think one of the biggest mistake the devs made was not allowing/building in the game, the ability to actually be a Storm Trooper, or a Rebel Commando etc. It would be great to join the Empire, go through the Academy, a lot like Jedi trials, and become a Storm Trooper as well as having my "alter" ego. Instead of running countless Janta missions you could earn an income being part of the Empire or part of the Rebellion. Missions would be assigned as NPC and PC players change the enviroment. An example would could be, Rebel player A is assigned to mine a certain resource from a certain spot, this spot could be a combat zone. Imp player B recieves the order to kill and destroy the mining operation. More than one player on each side gets the mission.
Things like this where the players create their own content but still remain within the world of Star Wars, and keep it relatively even and not who has the best loot or the most money, but who has the best tactics and numbers. To be honest Im not sure how Jedi would fit into this, but I am open to more ideas.
Thanks again
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