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Thread: Idea
The way some address this is by creatively working the flourish system. You can be a "composer" here, after a fashion, because music is more than just the ability to dexteriously plunk notes. You've got to have a "reason". From there spawns the "mood" and the "feeling".
It's not perfect, but it's a whole lot better than what other games allow.
I am all four entirely user-generated music. Toss Finale, or some other music notation at this program. SOE could probably afford the entire MIDI library, including all instruments, if they thought it'd be worth it. I'm not sure they do, and I'm not sure I disagree, because the amount of people that would do anything more with it than just hack/dabble cacaphonies for a few hours is arguably pretty small.
What I would really like to see though is a Contest. I'm sure this has been mentioned many a time, but I'd love them to allow for periodic music submissions. It's have to be almost entirely done, including all 12 (16?) tracks of MIDI complete with instrument assignment. And it'd have to be unique. No recreating Stairway to Heaven or other protected property.
This would allow their Legal Department to periodically review the winners forpotential use. Even getting candidates posted for players to vote on would need to be passed through Legal.
The Legal problems aren't about using MIDI, it's about the potential for players to sell and distribute recognized protected songs from companies that make SOE look like my Dad's plumbling business
It has to go through their Legal Department to be even considered for the multi-gajillion dollar game they're raking in money on. As much as they protect their intellectual property, they recognize others do as well.
Ok, this is not a complaint, it is a suggestion. I am an architect, and I do get, what is in my opinion too many critical failures, especially on end items. The problem is that in the architect field when this happens we take a severe beating in terms of resources. It is very upsetting when it happens, and I am clinching my teeth every time I start to craft. I like a challenge, but I have no control over this, therefore the challenge is really out of my hands.
Perhaps there is a way to make the resource loss more balanced between the professions on criticals. The end product requires a nominal amount of resources compared to the component items, which are in great quantity (50 structural modules for a medium house). We have done the work and successfully built the component items, and then we lose those in the final construction as well as the resources that it requires. Now why doesn't the end item just ask for the resources for those components in its schematic, rather than asking for the completed components which can fail? My thought on that would be that when you have a failure with the end product, it is not as devastating because you keep the components that you made already, otherwise it is pointless to build all the other little modules separately.
I would really like to see that happen. Please Devs, if you don't want to reduce the critical failure rate, then allow us to keep all of those component items that we worked so hard to make if we have an end item failure. Take the actual resources that we put into it (2250 ore for a medium house), but leave us our storage modules, wall units, and power core units that we put into them. We already succeeded in making them, and should not lose them if the end item fails.
If others would like to see this done as well, please jump in on this post. If we can show that there is a geniune desire for this, then perhaps it will get updated. I don't want to say fixed, because it isn't necessarily broken.
I absolutly agree that some kind of salvage needs to be available after a crit fail. The idea has been brought up a couple times and I would love to see some kind of work around in place.
The fact that we risk so much more then other professions and have the chance to loose 3 or more worth of work due to 1 failure is redictulus(sorry spelling). Another thing I would like to see is the Corenilla houses made to be on par with the Naboo houses in size. As it is now the medium house is not much bigger then the small and is so drab some one could go clinically depressed when staying in there too long.
I mean really look at the Naboo house it has 3 floors, vaulted celings HUGE amounts of space and more rooms then you can shake a stick at! The Coreneilla house is 1 floor 2 rooms about the same size as the small house but the trade off is the space you got from the hall in the small house is taken away and put in to 2 very small round room. Total 4 room very bland. I dont know if the devs where pressed into getting the house design done or if they have some crazy ass concept that every one is going to live on Corenilla so the houses need to be smaller in size but come on! There is no difference between Generic and a Corenilla house is nothing. I dont know why we even sell Corenilla houses when you can pack up your Generic house and take it with you when you move to the next planet.
/rant off - Selling Medium size Corenilla house 12k...
thought the game has tons of bugs and all.. I would like to see what others think about this.. not sure if i should post it in the merchant or architect forums but oh well..
MAIL BOXES! take 5 of my storgae spots on my house make them into a drop area for people. So a friend can dorp an item or two in it you can empty it. you can even make them like vendors and add costs or something. The only problem i see is griefers filling the box all the time with junk but that's not that bad considering they have to run by your house to due it everytime you empty it. I think this would be great! just wanted to see what you thought ![]()
Good idea for those who dont have business III or merchant skills.
As it is, I have a resource drop vendor in my shopand buy all my resources.. havent operated harvesters in 3 weeks other than a few gas extractors outside my front door (since not many people harvest that).
Hello, let me first off start by saying I’m not a ranger and do not check the ranger portion of the forums often at all, that being said if this idea has already been brought up for description I am sorry. From what I have observed rangers do not have to much to offer, no offense to anyone who is a ranger currently. They have camps, traps, and some decent concealment things as of this last patch. Don’t believe this puts them in line with other classes since they have to master scout.
So back to my point, I was thinking about some form of bear fall trap, it would be applied to a creature’s lair and periodically skin creatures placing a certain type of resource in the trap. The type would be determined by the trap you make and the amount determined by how advanced the trap is and how well made. Obviously as you raised in ranger you would get the ability to make more advanced traps and be able to make them better. Also a limit set on how many you can have out at once maybe two at novice ranger and at master ranger six. As for the base amount of resources was figuring 250 per hour, once again this can be changed by how well the trap is made, if the ranger does not come back in the certain amount of time the trap is destroyed or by players who are doing missions and the resources lost.
I believe this would help armor crafters and others who use hide/bone and give the rangers a little more depth as a class. I hope you respond to this well, any constructive criticism is much appreciated.
I was thinking the other day about some of the radar suggestions and came up with an idea. What if Squad Leaders had a tool like an artisians survey tool to scan the area and get a better picture of what is on the radar. I'm not talking we replace the Rangers and their skill, but more complement it. They figure out what is out there and a general direction and we can figure out how far. There should be a timer on it (5 minutes)and the information only displays for a certain period of time (30 seconds). As you progress the timers decrease/increase, the information is more accurate and perhaps farther like the survey tools.
Also another idea what if we had a radar jammer to jam our signal on the radar. Also as a counter Squad Leaders could use the same device as above, but if thet came across a signal that was jamming theirs, they would know someone is out there. A master SL should be able to jam a novice's signal with out the novice really knowing so those logisitcs would need to be worked out, buta master would be able to detect a master obviously.
I appreciate your comments