Jedi Archive
Thread: Rearranging deck chairs on the Titanic
TheBusta wrote:
Teioh wrote: 5 posts in two years. slow down man!I used to post on a one of my other accounts. I have canceled all but 1. Maybe zero soon.
Sadly, your not the only one I know who's done that.
/agree with kamujin
Kamujin wrote:
1st - SWG has the potential to be an awesome game.
That being said, the amount of energy SOE spends on tweaking the game is rediculous. Every time they rebalance, 95% of the population accepts it, and 5% leaves. Why? Because they never give anything. There is never anything to get really excited about.
There are some HUGE unimplimented features that this game needs.
1) Smuggling as a real profession - By this I mean smugglers who smuggle. Tip "House Packup" is a stupid idea even if its convenient. It breaks onepossible game mechanism. IE, how can you smuggle when someone can put a house work of goods in their pocket and jump on a shuttle.
2) Guild Run Capitol Ships - Think of all the possibilities for PvP raids and ground / space interaction here.
3) Player controlled "tanks" - AT-ST's, AT-AT's, and some rebel variants. These are what commandos are meant to kill. I don't care if they are hard to impliment, thats your job silly. Figure it out. Don't spend 2 years and tell me you can't do it. Other games seems to have mixed these vehicle types.
4) FRS - I went to the light enclave last night. How sad to see such a cool building empty. BTW, why can't I land my starship there? I can land my starship at the rebel base on dantooine.
Also, please stop with the stupid obvious game breaking items like ADKs. The noobiest of noobs could have predicted their game breaking impact. Yeah, its really cool that my pre CURB saber with awesome tuned premiums never decays. Believe it or not, I can see through my own selfish wants and realize that the lack of a need to maintain my gear is hurting the game.
/agree with Laforge
Ruffy3 wrote:
/agree with kamujin
Kamujin wrote:
1st - SWG has the potential to be an awesome game.
That being said, the amount of energy SOE spends on tweaking the game is rediculous. Every time they rebalance, 95% of the population accepts it, and 5% leaves. Why? Because they never give anything. There is never anything to get really excited about.
There are some HUGE unimplimented features that this game needs.
1) Smuggling as a real profession - By this I mean smugglers who smuggle. Tip "House Packup" is a stupid idea even if its convenient. It breaks onepossible game mechanism. IE, how can you smuggle when someone can put a house work of goods in their pocket and jump on a shuttle.
2) Guild Run Capitol Ships - Think of all the possibilities for PvP raids and ground / space interaction here.
3) Player controlled "tanks" - AT-ST's, AT-AT's, and some rebel variants. These are what commandos are meant to kill. I don't care if they are hard to impliment, thats your job silly. Figure it out. Don't spend 2 years and tell me you can't do it. Other games seems to have mixed these vehicle types.
4) FRS - I went to the light enclave last night. How sad to see such a cool building empty. BTW, why can't I land my starship there? I can land my starship at the rebel base on dantooine.
Also, please stop with the stupid obvious game breaking items like ADKs. The noobiest of noobs could have predicted their game breaking impact. Yeah, its really cool that my pre CURB saber with awesome tuned premiums never decays. Believe it or not, I can see through my own selfish wants and realize that the lack of a need to maintain my gear is hurting the game.
You mean something like this?
Kamujin wrote:
"Here it comes! Back up! Back up!"
"Watch your LoS! Don't stand there and die people! Get some cover!"
On the horizon, an AT-AT flanked by 2 AT-ST's and numerous ground troops aproach Theed to quell another rebel uprising. The AT-AT driver spots some rookie rebel troops who have never faced the might of the Empire. He opens up on them. Heavy blasters impact the area where these foolish troops were clustered. The AT-ST's see the oportunity and lay more fire onto the enemy troops.The snipers on the ground finish the job as these incapacitatedrebels pay the ultimate price for their betrayal. As the AT-AT moves in front of the starport, the last of the rebel vermin scurry indoors to find temporary safety.
"Now!"
Rebel Jedi swarm from inside the starport and engage the Imperial forces. The AT-ST's turn to face the new threat. Their job is to defend the AT-AT and they know even footsoldiers are not to be discounted, especially these religious fanatics.
"Ok, the Jedi have engaged, get the AT-ST's first!"
Out from the cloning facility, a squad of commandos emerges moving with purpose and clarity.
"Get the legs!"
Heavy weapons fire errupts and the AT-ST realize they are in trouble. The commando's have targeted the legs on their walkers and they cannot turn to engage their new and more dangerous enemies.
"OK, finish the job"
The commando secure their victory by destroying the AT-ST's. The AT-AT opens the doors to allow the troops inside to engage this growing threat. Many Dark Jedi emerge to join their comrads. While the loss off the AT-ST's is troubling, the combined forces of the Dark Jedi and ground troops will surely overwhelm the rebel scum.
"OK, fellas its our turn. Remember,get behind the AT-AT and stay there until the commando have dealt with it. You job is to elimate those ground troops"
The AT-AT driver knows the situation is deteriorating. As he sees another wave of rebel rifleman emerging from the medical center, he knows he will only get 1 shot. He aims for the center of mass and fires.