Musician Archive
Thread: Song >> Buff type
Interesting thought....
My only concern is that it might end up encouraging a ton of spam in the cantina of bots saying:
"Now buffing Riflemen! Step up, Riflemen!"
"I'm buffing Pikemen! Listen to me!"
"I'm buffing TK's - and TK's only!"
"Now buffing Bounty Hunters, just watch me!"
Hmm, what about flourish-specific buffing?
/flo 1 = Rifleman/Carbineer buffs
/flo 2 = TKM buffs
/flo 3 = BH/Pikeman buffs
and so on....
Now, the kicker would be to make these profession-specific buffs randomized upon starting a buff session. In other words:
A player starts listening to you. You use /setperformance on them.
They are a Rifleman and accordingly say they'd like a Rifleman buff.
You type /flo 1 and as you flourish, a system message says, "Use flourish 8 if you want toenhance aTK/Swordsman/Fencer."
You don't want that, so you type /flo 2, a system message says, "Use flourish 8 if you want toenhance a BH/Smuggler/Pistoleer."
Still not right, you type /flo 4, a system message says, "Use flourish 8 if you want toenhance a Rifleman/Carbineer."
Success!You found the right buff - so you do /flourish 8. A message says:
"The Rifleman/Carbineerenhancement is now being applied, flourish as you like."
We'd then get a "warm-up timer" as the buff is being applied, until it's full and changes from a moving yellow line to a solid green line - without that annoying wind-up sound of course...i don't wanna hear that, I want to hear my music.
The Rifleman does a /stoplisten and goes about his business, tipping generously of course lol.
Let's say a NEW Rifleman comes in.
Same deal, but now when we start playing music and do a /setperform, the "Rifleman/Carbineer buff flourish"isn't flourish 4, now it's flourish 7.
There's no way to set up pre-conceived macros of what buff to apply, as the profession-specific buff requires the proper intial "2 flourish sequence" to be played, in order to be activated and applied.
This method, obviously, would require any missing flourishes fordances to be put in, assuming Dancer buffs behave the same way - perhaps Dancer buffs could incorporate a wider category within certain dances with less flourishes. This method might require Dancers to do a dancing move they loathe, though(the "jiggle" for example). That's just a couple problems I've come up with, with this system.
In addition, I STILL want to play the Rebel theme and the Imperial theme for GCW-specific buffs (of course, that Entertainer must be a Rebel Combatant or Imperial Combatant to apply them and play the tunes).
Maybe each "flourish specific buff" could influence factional item purchases (a good mood rubs off on others - maybe the factional NPC gets in a good mood and cuts 'em a deal because of their smile or something), factional point gain above inspiration buffs (it's a long climb up those ranks, and for buying bases), damage modifiers versus factional NPC enemies, stuff like that.
I like the general concept of your idea. I would vote for the ability to buff various different things based on level, but make the function like a /setperform.
Upon request, you /setperform on the player, a popup just like the one to select what song or dance pops but has all the various buffs you have abilityto givelisted. You select the proper one, system message: "you are now applying a TK resistance buff to %NT". If these only took a minute for a master level entertainer, you could still get a group custom buffs, and out on their way pretty fast too.
That seems easy doable code, no group interference, and I don't see how you could AFK that....but I've been wrong before....
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