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Thread: A Suggestion

Xanatosxtreme
Wed Jan 07, 2004 2:34 am
#14

LOL 2nd post. I would be constantly wirting on my desk.


As for the poster, great idea, too bad well never hear anything from a DEV cause Jedi is TOP SECRET.


And it sux btw..lol. (Sorry made myself laugh on that one.)


XaNaToS aka BLacK-DeaTH


I could be Master, if I played.


/sarcasmoff





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[]ggn'''''''.'''''///_/''^=====//////mmmmmmmmmmm

__________.///_____ XanatosXtreme X100 ~ Black-Death


[Ì[[[[≡≡≡≡≡[F]]]°ggggggggggggggggggggggggggggggggg)


Vac102
Wed Jan 07, 2004 4:55 pm
#15

I have been reading lots and lots of theories. Ever since release. I was wondering why dont we combine People who have unlocked jedi(path) With people who haven't unlocked for instance...


I got Master Chef(Holo1)


Now jedi's that had chef. can match up the data..in order word people that post their proffession match it up so we can see if anything works.


Thanks for all comments. Good, GULP and bad...

Akakaru
Wed Jan 07, 2004 5:52 pm
#16

My first was Chef second is Smuggler I should be done with being a Smuggie this weekend. Then we shall see what the third says.
SirGnortsAlot
Mon Jan 26, 2004 12:45 am
#17






SirGnortsAlot wrote:

So i suggest giving the Jedi Masters their normal5 deaths before they get permakilled. But also give them 3 additional deaths on the first of every month. These deaths will last until the first of the next month and then they will expire and you will get another set of 3 deaths to have fun with.


So on jan 1...you are given 3 deaths in addition to the normal 5 you get with the jedi master status...if u die 3 times..then u still have the 5 deathsthat come with jedi masterdom. But if u die 4 times in that month..then that 4th death counts against the 5 death allowance provided by master status.


And thenin Feb, you have your 4 deaths..plus the 3 deaths awarded on Feb 1.







Hehehe the devs stole my idea . Their "death buffer" is the same concept as my 3 disposable deaths per month..altho the devs are alot more generous than me


Hmm..SOE should give me some compensation for stealing my idea *cough* jedi character *cough*

Sojourner
Mon Jul 12, 2004 4:50 pm
#18

Well this weekend, I polished of my old collectors edition of X-Wing and Tie Fighter, to practice my semi-dormant space fighter skills. In the process I rediscovered on of the great aspects of the games I had forgotten about, the Training Courses. In both games you can practice basic skills like piloting, gunnery, and power management while flying through increasingly difficult 3-D courses(in X-Wing there are gates on platforms, in Tie you fly through a hexagonal tube). These courses give you the option of learning how to fly different craft gradually. Unlike most space and flight sims, which tend to throw you into combat missions from the start.

This gave me an idea... I know this is rather late in the development of JTS, but could something like this be implemented into the expansion? I think it would be an excellent introduction to the non-flight/space sim SWG players. If network capacity is a problem, then perhaps a stand-alone program (with a limited number of the initial craft) could be included.

What do rest of you think?

Message Edited by Sojourner on 07-12-2004 11:18 PM



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
ForumBrdr091870
Mon Jul 12, 2004 5:07 pm
#19

something not as complicated as from a flight sim, but something added to the current tutorial to keep people aquianted with flying would be good.




Vidarc Tavus
Tarquinas Legion

Zeon_Zaku
Mon Jul 12, 2004 7:52 pm
#20

I'd assume there would be a small tutorial-- or maybe the Pilot trainer will give you a breif "over view" of how you fly your craft...



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


Janson
Mon Jul 12, 2004 8:15 pm
#21

It may be worth it to implement a tutorial such as this, though maybe not as extensive as Zeon pointed out. A small flight course and a basic run through of the firing mechanisms and power settings, etc. would be a good idea.



-- Jan



Janrith Abmarna
Current Jedi

Elder Rifleman, Elder BH, Elder Marksman
Arnold_Farris
Mon Jul 12, 2004 8:18 pm
#22

I'm actually looking forward to to having the User Interface being one more of a flight sim, complicated and complete, allowing more options when flying, such as transfering power from guns to engines and shields to run away from an opponent you cant beat, or pulling power from shields into guns to demolish another before they can hit you. The possibilities are not as many with a simple "pull trigger when the reticule lights up to shoot the enemy". Plus i need some things to put in my keymap of the new X-52 im getting just for JTL




=Arnold Farris=
|Proud Member of Silent Redemption|
Sojourner
Mon Jul 12, 2004 8:24 pm
#23


Janson wrote:
It may be worth it to implement a tutorial such as this, though maybe not as extensive as Zeon pointed out. A small flight course and a basic run through of the firing mechanisms and power settings, etc. would be a good idea.





Well, I guess it alls depends on the subjective measure of "small" is. What is small to me might be long and involved to someone else. I was just thinking that since the "twitch" aspect of JTL might be very new to some players (for a portion SWG could be their first computer game of any kind), it might be a good idea to allow them a "safe" area to hone their "twitch" skills. Such a place would be free of any possibility of PvP, and very limited PvE. Those was just my thoughts on the matter anyway.....

Message Edited by Sojourner on 07-12-2004 11:25 PM



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Sojourner
Mon Jul 12, 2004 8:36 pm
#24



Arnold_Farris wrote:
I'm actually looking forward to to having the User Interface being one more of a flight sim, complicated and complete, allowing more options when flying, such as transfering power from guns to engines and shields to run away from an opponent you cant beat, or pulling power from shields into guns to demolish another before they can hit you. The possibilities are not as many with a simple "pull trigger when the reticule lights up to shoot the enemy". Plus i need some things to put in my keymap of the new X-52 im getting just for JTL





I really liked the power managment aspect of the Lucasarts Flight sims. I felt it provided another level of tactics and even strategy that other games lacked. So I agree with you Arnold, let there be subtlity and nunance in piloting.

However, just because we might have experience at such games doesn't mean everyone will. As I mentioned in my other response, this could be the first computer game of anytype for a non-trivial number of SWG players. Throwing them in the midst of so many self-proclaimed fighter jocks is like throwing someone who can't swim into shark infested waters. I at least think they should have a place to learn how to dog-paddle before they have to deal with Makos.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Syleena
Tue Jul 27, 2004 4:59 am
#25

Just some stray thoughts and pondering that I have been sitting on for a while now......but


To truely enhance the GCW it would be best served if the current ranks actually meant more than they do currently. I am not a PvP'r and I am probably part of the majority of people who are not. Yet as it stands now, I benefit from the current GCW and Bounty system even though I rarely PvP.


My suggestions (open to discussion) are:


a) Modify / Transform the current GCW rank system so that when you reach a certain rank you obtain an Overt Status as Jedi currently have. As we know the higher in rank you obtain the more well known you would become through the commanding of troops and your exploits. It would make obtaining and holding such a rank a true achievement. In doing this you would also have to improve the benefits for maintaining a rank. Possibly allow a higher ranked Player be able to command more NPC followers based on level. ie: a Captain could possible control two NPC's while a Colonel could control say five?. (Only a suggestion).


b) Remove Bounty Hunters from the GCW. There is nothing worse than seeing an Imperial Bounty Hunter go after an Imperial Jedi. If this was to remain in place, some for of large faction hit should be taken by the Bounty Hunter. Bounty Hunters keep saying they can take a Jedi target as they feel and they are working for the highest bidder. The obvious scenario would be that the Rebellion has placed a bounty on a target. Claiming on this bounty would be serving the Rebellion, not something an Imperial Bounty Hunter would like to have to explain to Lord Vader or in Turn to Mon Mothma.


c) Introduce a bounty system for Bounty Hunters who kill multiple Jedi. The reason I propose this is that no matter what side of the GCW a Jedi sits, if a Bounty Hunter was noted for taking down many of their faction, it is pretty obvious that a call would be made to either 1) bring them to justice or 2) exact revenge. I do belive that the Bounty Hunter in this case though should know who is after him. One advantage the Bounty Hunter would have is that the Jedi seeking him would not have the ability to track him.


Just some views of mine and would like other constructive opinions. The object here is to value add to the proposal, not flame them out.



"Being able to speak your mind is a great skill - knowing when to remain silent is a skill rarely mastered" - Anon.
Strangeur
Sun Jun 19, 2005 5:13 pm
#26

I think it was a mistake in the first placefor players BHs to be madesolely responsible for minimising the Jedi population/ visiblity. For 2 reasons:


#1 - As it stands, BHs only represent a deterrent to weaker jedi (only they truly risk anything from getting on the terms). A full template Jeditotally dominates PvP, and probably only fears threat from BHs once in a blue moon - not enough to put em off flashing their sabres in public.


#2 - It causes bad feeling.


I would prefer a system whereby visiblity is handled entirely by AI. e.g. blatant use of force powers puts a Jedi at risk from NPC bounty hunters, NPC sith, NPC Imperial Assassins, etc....


Bounties would, instead,be incurred from failing missions, offending a particular faction (e.g. acquiring too much neg faction with, say, Jabba, in too short a time-period), succeding a mission even. etc... Either way. all players would thus be susceptible to attack from BHs - BHs themselves even.


I understand a system would have to be implemented so that exploiting be made impossible; i.e A target allowing a BH to slay him for the cash and then splitting it. Maybe losses of faction pts...? Gotta admit Im kinda stumped there. I'm just not too fond of the whole XP-loss ting (the benefits from your last 3 hours of gameplay have now been erased).


For me, it comes down to the fact that the current system doesn't work well. It causes an excessive amount of animosity on servers, and it actually fails to fulfill the effect for which it was put in place. I.E: Making it a struggle to become a Jedi, and insuring that it was in a Jedi's benefit to stay anonymous (of whatever level they may be). Maybe aheavy tweaking to the issue of visibility should be in order?



An idea



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