Jedi Archive
Thread: The problems with swg and the nerf bat ( possible solution )
I think options number 2 should be avoided at all costs, as the profession system, although difficult to balance, is one of the greater strengths of SWG.
Option 1 is better, but note that even before the CU there was a level system to everything, only it was a bit more hidden. I think it will do a lot for making the grind feel less like a grind if only players would gain on killing different things depending on their level, and not be forced to kill the same creatures from CL1 to 80.
Message Edited by MsNiL on 10-11-2005 12:27 PM
MsNiL wrote:
What I was thinking: Remove all "Improved" and "Advanced".
Add a skillmod to each box in all professions, such as:
Novice Doctor = Doctor Specialization +1
1000 Doctor = DoctorSpecialization +2
2000 Doctor = DoctorSpecialization +3
2030 Doctor = DoctorSpecialization +5
Novice Force Wielder = Force Wielder Specialization +1
0044 Force Wielder = Force Wielder Specialization +9
Then make all the specials in that tree completely depending on that skillmod.
Suppression/Snare can have timer or range extended.
Damage bonuses can have higher multipliers.
Defense modifiers can have higher defensebonus.
For example, if you just pick up 0100 TKA you now get Improved Center of Being.
But with this system, to max-out CoB you really need Master TKA:
+18 TKA (TKM) = +250 Defense to Center of Being (500 defense)
+9 TKA (Like 4400 TKA) = +125 Defense to Center of Being (375 defense)
+1 TKA (Like 0100 TKA) = +14 Defense to Center of Being (264 defense)
+18 Swordman = 60% armorbreak
+9 Swordman (Like 0044 TKA) = 30% armorbreak
With this you can still dabble. The powers you get will be helpful, but you cannot purchase the "best" with only a few skillpoints, and Masters will always be better in their specialization, but less suited for different situations thanthey are specialized in.
Message Edited by MsNiL on 10-11-2005 12:27 PM
Nice ideas ![]()
But what about crafters ? pure crafters who cannot get to their harvesters or factorys because joe bloggs group has just grabbed a lvl 80 mission and its spawned next to the crafters factory etc ?
Or those surveying on planets, or going to harvestors on more dangerous planets. These players still get no help from the current system.
I was on my alt the other day, she is master artisan / chef / armoursmith. I got killed 9 times trying to leave coronet by meatlumps that had spawned everywhere.
I can see for those people it would be extremly frustrating, not to mention the decay ( it doesn't seem to matter if i insure items or not, i still get 5% decay when i die )
Crafters already have 2 values: Assembly and Experimentation. You need master for the best product even if you may get your Schematic in Tier I.
Leiowyn wrote:
MsNiL wrote:
What I was thinking: Remove all "Improved" and "Advanced".
Add a skillmod to each box in all professions, such as:
Novice Doctor = Doctor Specialization +1
1000 Doctor = DoctorSpecialization +2
2000 Doctor = DoctorSpecialization +3
2030 Doctor = DoctorSpecialization +5
Novice Force Wielder = Force Wielder Specialization +1
0044 Force Wielder = Force Wielder Specialization +9
Then make all the specials in that tree completely depending on that skillmod.
Suppression/Snare can have timer or range extended.
Damage bonuses can have higher multipliers.
Defense modifiers can have higher defensebonus.
For example, if you just pick up 0100 TKA you now get Improved Center of Being.
But with this system, to max-out CoB you really need Master TKA:
+18 TKA (TKM) = +250 Defense to Center of Being (500 defense)
+9 TKA (Like 4400 TKA) = +125 Defense to Center of Being (375 defense)
+1 TKA (Like 0100 TKA) = +14 Defense to Center of Being (264 defense)
+18 Swordman = 60% armorbreak
+9 Swordman (Like 0044 TKA) = 30% armorbreak
With this you can still dabble. The powers you get will be helpful, but you cannot purchase the "best" with only a few skillpoints, and Masters will always be better in their specialization, but less suited for different situations thanthey are specialized in.
Message Edited by MsNiL on 10-11-200512:27 PM
Nice ideas
But what about crafters ? pure crafters who cannot get to their harvesters or factorys because joe bloggs group has just grabbed a lvl 80 mission and its spawned next to the crafters factory etc ?
Or those surveying on planets, or going to harvestors on more dangerous planets. These players still get no help from the current system.
I was on my alt the other day, she is master artisan / chef / armoursmith. I got killed 9 times trying to leave coronet by meatlumps that had spawned everywhere.
I can see for those people it would be extremly frustrating, not to mention the decay ( it doesn't seem to matter if i insure items or not, i still get 5% decay when i die )
My Idea is to replace the Devs with destructive ideas...
with Devs that have constructive ideas
Message Edited by Leiowyn on 10-11-2005 03:45 PM