Items And Loot Archive

Thread: Hows this for a new playe loot idea? please read (devs too)

-Incubus-
Tue Jan 18, 2005 8:53 pm
#1


I think that first of all each and everySEA needs to be fixed and in working condition. This isnt fair at all that various attachments for each profession dont work, creating a disadvantage for that player's profession. A new loot idea I have would draw interest for each player of any profession, and create a more useful way to spend time in SWG. Instead of fixing those .. you could do this


My idea is to create Skill Implants (SI's), a loot that drops off random NPC's, probably as common as adhesives do currently. These SI's start out at a basic level (Level 1) . These implants have any of the mod types that SEA's do, but only 1 mod per implant. YOU CAN ONLY ATTACH 2IMPLANTS ON YOUR TOON.When the implant is looted it starts out at level 1. Lets say the implant was modifying Dodge. When you loot the implant and equip it, you get +1 dodge to start. Now, since the Dodge mod enhances your combat performance, you must grind combat experience or any combat profession experience (ie Rifleman) in order to level up your implant. The amount of experience required for each level is definitely up for discussion, this is only my idea. As your implant's level rises it provides an increasing amount of modification to the skill of the basic implant. Lets say it requires 200,000 weapons experience or 20,000 combat experience for level 2. After you attain the required experience you bring up the radial menu on your implant and click on the "Level Up" command. You can then transfer the experience into the SI and attain lvl 2. At level 2 the mod of your SI increases by +1. So you now have dodge +2 in your SI. You can level this SI up to +30, though it will require an a great amount of grinding, but it will prove very rewarding inyour entire combat experience. Now the experience requirements are completely up for discussion, it doesnt have to be that much, this is just an idea after all.


Now, after attaching an SI, it is permanent. The only way to take it off is to destroy it, losing all experience acquired for that MOD, and losing any modification bonuses that the SI provided. You can only attach 2 implants on your toon.


Also these SI's arent only for Combat.There are SI's for medics docs, scouts entertaineretc. Thereare also SI'sfor all you crafters out there too.You have to grind crafting exp in order to level up your crafting SI.Though finding an Armor Experimentation or Medical Experimentation SI will obviously be more scarce than aMedical AssemblySI. Same for combat, you will most likely find a 1h accuracy SI before you find a 1h Speed or 2h speed SI. These SI's are also for melee def, Ranged Def, pretty much any current mod thats out there will be in the SI system.


As you can see this will keep everyone interested, busy, and in the end provide rewards for all the hardwaroking players out there, and you cant complain this wil provide you all with the loot you need for your profession which mods would cost you millions of credits normally to buy from someone. Everyone gets a chance,the only catch is, its all up to you. These Si's cant be traded, sold, or transfered to another player in any way, shape or form. If you want the benefits you must work hard for them.For allthose hardcore FS grinders out there, this should be a piece of cake compared to your Jedi Grind.


This will also put a whole new perspective in place when constructing your template, and will virtually make no one person the same. Its all up to you how you choose your SI's, so your template will be as great as your knowledge of pvp


Any imput is welcome, i hope this gets to the devs, i would love to see this live.


Thanx for reading

Message Edited by -Incubus- on 01-19-2005 10:30 PM

Durinthiam
Tue Jan 18, 2005 8:55 pm
#2

I whole heartedly agree that the SEA's should be fixed, it takes the pish really.

This is a well thought out idea, I actually like it very much, 5 stars for you chap



KTHXBYE!
25179427/Durinthiam - Battlefield 1942/Vietnam/Hidden & Dangerous 2(Saber Squadron)/Raven Shield
Acct. With SOE Cancelled, until the dev/management team get fired, lost or get found dead in a ditch and replaced with a team who actually know what they're fucking doing
-Incubus-
Tue Jan 18, 2005 9:37 pm
#3

Hehe thanx .. tell that to kfcchicken on the jedi forums, he thinks im loco or somehing : D
Durinthiam
Tue Jan 18, 2005 9:48 pm
#4

It does seem a BIT insane, but I think it would be quite good really



KTHXBYE!
25179427/Durinthiam - Battlefield 1942/Vietnam/Hidden & Dangerous 2(Saber Squadron)/Raven Shield
Acct. With SOE Cancelled, until the dev/management team get fired, lost or get found dead in a ditch and replaced with a team who actually know what they're fucking doing
Grisbilen
Wed Jan 19, 2005 2:04 pm
#5

Wow, one of the best ideas ever, 5 stars





A-Tek Weapons
[Corellia -130 -5500] [Dantooine -250 2720] [Tatooine -2645 -2400]
Ashiva Imavea: Jedi Knight | Aminia Imavea: 12pt Force Weaponsmith
- I like pie
DarthScin
Wed Jan 19, 2005 2:46 pm
#6

Technically, cybernetics ARE Star Wars canon - just look at what's-his-name in the Empire Strikes Back. This is a decent idea that the devs should seriously consider.



Karetyr Sales and Services Network
SWG Veteran Since June 28th, 2003
Fingerofthrawn
Wed Jan 19, 2005 4:18 pm
#7

I have to say, one of the bestnew ideas I've seen in awhile 5* for you




No flashy sig here, move along.... move along.
Physkoris
Wed Jan 19, 2005 8:21 pm
#8

Cool idea. But I think that rather than destroying them you should just be able to remove them and keep the mods you have. Just think of all that hard work for pvp'ers who switch professions alot. I think this would be bad in the end because it would almost force people to keep the professions they have rather than try new ones. Maybe it would cost extra xp to remove and save an implant? Just a thought.. but overall I like this idea! Nice job!









Scylla Physkoris Elder Jedi
Scylla Australis Macroburst Elder Swordsman Spy
Starsider Australis Macroburst Spy
"Pay attention, because you know you'll have to pay either way.."
-Incubus-
Wed Jan 19, 2005 8:30 pm
#9

thanx guys ima keep bumpin so everyone can read
-Incubus-
Wed Jan 19, 2005 9:05 pm
#10






Physkoris wrote:

Cool idea. But I think that rather than destroying them you should just be able to remove them and keep the mods you have. Just think of all that hard work for pvp'ers who switch professions alot. I think this would be bad in the end because it would almost force people to keep the professions they have rather than try new ones. Maybe it would cost extra xp to remove and save an implant? Just a thought.. but overall I like this idea! Nice job!





Na im not sayin u have to stay the same profession. You can do any prof u like and keep your SI. Im sayin that you cant have 3 SI's initialized in your inventory( this will prevent just switching SI's in the middle of battle after you know what your opponents weakness is)


i.e. of what im tryin to say (this is what you cant do)-- you are a fencer / rifleman. you have4 SI'sriflespeed+ 15, rifle accuracy +23 , 1h speed + 14 and 1h accuracy + 27. if your opponent has barely any ranged def so you would then equip your rifle speed and accuracy SI's for that battle. This is not my intention. My intention is that you can only initialize, or activate 2 at a time meaning your can have as many SI's in your inventory but you cant activate another until you have an open SI slot, therefore you would have to delete one that is equipped. In my plan, you cant have a 1h spd 1h accuracy rifle spd and rifle accuracy SI's that are leveled. only 2. So if in the case you did have a rifle speed and you changed professiosn this would do you no good after you surrendered skills, which is why skill the less uber skill mods like dodge and melee def would be more to your advantage in the long run.


I hope you understood all this, i dunno if i explained it well enough






-Incubus-
Wed Jan 19, 2005 9:57 pm
#11

-Incubus-
Thu Jan 20, 2005 1:42 am
#12

-Incubus-
Thu Jan 20, 2005 4:10 pm
#13


Page 1 of 2
Previous Next