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Thread: Cargo holds, loadlifter droids and containers OFFICIAL PROPOSAL

TroyBPerk
Fri Oct 29, 2004 11:05 am
#1


Please add this as post launch features...


Ok, we've discussed it in ship issues (Beta forum)for several weeks with tons of player support and input and believe we have a good outline for implementing ship cargo holds for all ships with varying sizes along with many accompanying features (like an actual use for Load Lifter Droids) that could really expand the fun and functionality of JTL and add interaction with SWG ground play.



It is our hope that someone on the development team will see the need and potential for what we are proposing and forward this for consideration. It is evident by the support it gained in the ships issues forum that most testers agree that this would add needed functionality, content as well as act as a bonding agent between the space and ground games See the original post for the progression of ideas - Cargo Holds on all ships to expand gameplay (original post no longer available)



Developers, please seriously consider these features as a team and let us know if anything needs clarification or more intput. We hope the ideas have been presented in a way that could be put in place using many existing game mechanics. We believe that these additions to JTL would open up gigantic opportunities for fun and functional gameplay that is missing or impossible to do without them. Paticularly a transportation business by players that really would tie space to ground in a huge way.


Ship Cargo Holds Proposal:
Additions to the Starship Terminal – Manage screen
* Insure cargo – Items in cargo holds would be insured against decay in case the ship is destroyed.
* Open cargo hold
* Pay cargo maintenance - on cargo left in hold at starport
* Cargo status
* Assign Load Lifter Droid – Lets you add a particular ship’s cargo holds to a load lifter droid equipped with a cargo container module.


Space Loot
* Space loot items go directly into cargo holds of the ship being flown - option to send loot to Inventory instead


Effects on ships and capacities * Cargo holds should have a base mass effect on the ship they are installed on based on their classification.
MK-1 Cargo hold mass:_?_ Capacity: 25 – installable on small fighters
MK-2 Cargo hold mass:_?_ Capacity: 50 – installable on large fighters
MK-3 Cargo hold mass:_?_ Capacity: 100 – installable on largest single player ships
MK-4 Cargo hold mass:_?_ Capacity: 250 – installable on multi-player ships
* Master smugglers should be able to modify (slice) their cargo hold/s to return null when scanned by NPCs


NPC interaction
* Cargo holds should be scanned by the Empire NPC ships and stations in space for contraband at various ranges throughout sectors. Less likely in wild space and more likely near populated planets.
* The players should be stopped and checked and attacked if they do not comply, similar to the current ground game crackdown. If this occurs on a multiplayer ship, the ship is boarded (spawn NPCs) by appropriate numbers based on group size for use of force.
* NPC faction standing could allow for this to happen to Imperial players if scanned with contraband by NPC faction craft.


Professions
* Shipwrights - Basic cargo hold would be a basic part of a crafted ship and upgradeable with a shipwright’s crafted cargo module hold of higher capacity.
* Master Smugglers - Crafted cargo hold modules should be sliceable by smugglers for scanner visibility on their own ships.


* Droid Engineers – Should be able to craft binary load lifter droid container modules to enable transportation of containers to and from ships cargo holds.
* Architects - Craft cargo containers that can be temorarily placed on player lots (this requires player structure lots to be available) for loading and unloading of cargo to be transported to and from ship cargo holds by binary load lifter droids outfitted with a container module. These should be craft-able in various capacities similar to the cargo hold capacities.


Cargo hold access
* Cargo holds could not be removed from the chassis unless empty of items
* Cargo holds should be accessible as a selection in the ship manage screen at star ship terminals at the spaceport where the particular ship landed.
* Cargo holds should also be accessible while on board a particular ship allowing item transfer between cargo hold and character inventory. Fees incured for leaving items at the starport in ships should discourage "back packing".
* Cargo holds should be accessible by a binary load lifter droid outfitted with a container module when it is sent on a cargo loading task.
* Cargo should not be accessible anywhere else on the ground by a character.
* Items left in cargo holds on board a landed ship for longer than one hour will incur an hourly port maintenance fee similar to current maintenance fees, payable on the starship (manage) terminal where the ship is parked to discourage use as general storage.


Cargo hold options accessible onboard
* Open
* Dump – essentially deletes everything
* Space loot – 1.) Inventory 2) Cargo hold


Item decay Items in cargo holds at the time a ship is destroyed would be subject to decay just as items in character inventory are at time of character death.


Multi Player ships There should be a cargo hold item count/limit independent of the ships “placed” interior decoration items count limits.


Binary Load Lifter Droids
* Binary load lifter droids outfitted with a cargo container module should be able to be loaded with a container that can be transported, one at a time, from a ship landed on the current planet to a location selected via the structure builder UI (current game system) and vise versa.
* Instead of re-deeding an empty or full container when finished, the droid id then used to send the containers back to the ship. This discourages "backpacking" or general storage by being inconvenient.


Cargo containers
*Cargo containers should be a special structure crafted by architects for delivery of large quantities of items to and from ships cargo holds and planetary lots. They should take up one player lot per container when placed on the ground and require structure maintenance to be paid before re-deeding each use.
*Options on an administrator radial menu of a container would have an access list option both for the owner to add accessibility to players and a seperate opion for players who have been added to "lock" any items from the owner of the container to prevent hijacking of items. In this way the owner of the container could control the container but could not access items unless the other player gave permission.


Cargo container 1 - Capacity: 27 items (container loadable in a 25 item or larger cargo hold)
Cargo container 2 - Capacity: 55 items (container loadable in a 50 item or larger cargo hold)
Cargo container 3 - Capacity: 110 items (container loadable in a 100 item or larger cargo hold)
Cargo container 4 - Capacity: 275 items (container loadable in a 250 item or larger cargo hold)
* Empty cargo containers would use the same space as a full one in the cargo hold of a ship.


Cargo container pickup and delivery
* Pick-up - A radial menu on an outfitted LL droid would allow "Pick-up", displaying all of the player's available for pick-up containers on the planet. After one container was chosen, a second selection screen would appear with any of the player's ships with cargo holds available on that planet. The droid would carry out the task with a delay based on distance. The container and it's contents would be placed in the appropriate ship's cargo hold and the droid would return to the player's datapad.
* Placing and delivering - A radial menu on the LL droid would allow "Deliver/Place", displaying all of the player's available containers in the cargo holds on that planet. After a container is selected from a cargo hold, the structure placement builder interface would allow the selection of a lot for the container delivery. After a delay based on distance, the container with any cargo items would be "built" on the selected lot.



Thanks to CapnKate for the great Load Lifter additions and for help compiling this proposal.

Trippp Lightcaster - Rogue Recon - Starsider


Message Edited by TroyBPerk on 10-29-2004 05:23 PM



Trippp Lightcaster - Rogue Recon - Starsider
Shushoni
Fri Oct 29, 2004 1:01 pm
#2


LimbikFreq wrote:
Well done.



Well done indeed.



-=Corbantis=-
Ridd'ick - Master "Why the hell should I care?"
nefarious2
Fri Oct 29, 2004 1:10 pm
#3

This is an awesome idea, but I would think about changing

Item decay Items in cargo holds at the time a ship is destroyed would be subject to decay just as items in character inventory are at time of character death.


to be


An item in the cargo hold should be available for looting at time of destruction in the case of PvP.


This would serve 2 things, one it would make more people want to as well as serve a purpose to PvP, also it would make people not use the cargo hold as storage, and if you got a really awesome componant then you would want to land and get the item out of the cargo hold.




Khasper Wavingfly - Master Artisan/Master Bio-Engineer/Imperial Pilot - Naritus


"Are you threatening me Master Jedi?"
TroyBPerk
Fri Oct 29, 2004 2:17 pm
#4






nefarious2 wrote:

This is an awesome idea, but I would think about changing

Item decay Items in cargo holds at the time a ship is destroyed would be subject to decay just as items in character inventory are at time of character death.


to be


An item in the cargo hold should be available for looting at time of destruction in the case of PvP.


This would serve 2 things, one it would make more people want to as well as serve a purpose to PvP, also it would make people not use the cargo hold as storage, and if you got a really awesome componant then you would want to land and get the item out of the cargo hold.






The item decay idea would be ok


Not so sure about the looting when PvP destroy. Same premiss as ground game. It would probably never make it in the game because of the potential griefing.


We mainly want the idea to catch some Developer attention though so get the word out. This was a big thread in just a couple of weeks during beta





Trippp Lightcaster - Rogue Recon - Starsider
EmpireHunter14
Fri Oct 29, 2004 2:21 pm
#5

this is the only thing we need in jtl



Loohe Hunt
8Dark JediElder - ElitePvPer-ImperialAce7
8"I Find Your Lack Of Faith Disturbing."7

Vox Darkfury
8Scout Trooper Elite-Desperado-RSF Ace Pilot7
8"Get Out Of My Way Or I'll Kill You Too!"7
Mejowepra
Fri Oct 29, 2004 2:34 pm
#6

Great idea but it won't happen. "The technology isn't here today for the database to handle additional items."

[sarcasm]Sorry. Since SWG's database runs in Access on a developers desktop, no more items can be handled.[/sarcasm]




Mejowepra: Final Spec: MD/MTKA

Geral_Corasjo
Fri Oct 29, 2004 2:37 pm
#7

what about players who do not have JtL?



--------------------------
"It could be worse... ...It's worse."
-Computer Gaming World
"You can't stop the change any more than you can stop the suns from setting" -Shimi Skywalker
"You were the NGE! It was said you would destroy boredom, not cause boredom! You were to bring balance to the professions, not leave them in darkness!" -Obiwan, NGE Ep3

TroyBPerk
Sat Oct 30, 2004 12:32 am
#8

/bump



Trippp Lightcaster - Rogue Recon - Starsider
LimbikFreq
Sat Oct 30, 2004 12:55 am
#9

Well done.
TroyBPerk
Sat Oct 30, 2004 9:25 am
#10

The technology needed for most of these ideas is already in place.



Trippp Lightcaster - Rogue Recon - Starsider
TroyBPerk
Mon Nov 01, 2004 7:10 am
#11

/bump



Trippp Lightcaster - Rogue Recon - Starsider
TroyBPerk
Wed Nov 24, 2004 3:19 pm
#12

/bump - Time to get this back in the discussion



Trippp Lightcaster - Rogue Recon - Starsider
Notch13
Wed Nov 24, 2004 3:32 pm
#13

Wow I haven't seen this before and we know how the devs respond to suggestions from the player base, unless they involve making jedi more common and easier or nerfing people's fun. Stop bumping this, if it garnered real attention you wouldn't need to bump it fifty times yourself. Why not do one on locking the guns forward they seem popular.
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