Pilot Archive
Thread: PILOT POLL: List your top issue for the new year.
DOUBLE POST... PLEASE IGNORE. LITHIUM=GARBAGE
Message Edited by AnzelVincir on 12-29-2004 12:41 PM
NajaPallida wrote:
/struggleIntoFlameResistantSuit
An "increase" of decay rates for Deep Space Combat.... NOT to the levels previously held.... but something higher that arcade-style freebie levels.
I will allways fly overt inKessel (until some dev decides to remove decay from there as well). However, with the current removal of alldecayafter death, I absolutely refuse to fly anywhere in Deep Space.
My philosophy is simple:
If I get popped in PvP, I want to know that, because I was stupid enuf to permit myself to die, that I'll learn, and learn WELL from that error.
/standWithBackInCorner
Then exit deep space and have someone kill you to decay your parts as pennance, don't ask to nerf other player's fun. Accessable and free play is something everyone who flies can enjoy. It boils down to the fact that it is not fun to have to constantly buy new equipment. It shuts the casual gamer completely out of the game and forces them to work harder than they should be able to just to participate. Right now a system has been created that allows the master pilot to load up, get up, fly and have fun in space without penalty save the possibility of having to face another player. It's a breath of fresh air that SWG desperately needed.
The player economy will certainly survive through this kind of innovation, and there certainly are things that can be done to stimulate it in space. Dramatically increased missle strength is just one way, and the playerbase surely can think up others without crushing the casual gamers spirit. Involving the shipwright in a decayless repair process is another way. In the space of a few seconds I've come up with two ways to keep the economy going and casual gamers flying without a monotonous grind or losing equipment that may make it possible to fly their ships with restrictions of finite mass.
In fact, I'd argue this new approach could make it's way to the ground as well, without impacting the player economy negatively. Bonuses to combat should cost the player, equipment to do it should not, or at least not much. Does this perhaps spell the end of the multi million dollar crafter and the one stop shopping mall? Maybe. Maybe that's good for the game though.
My apologizies for the digression...
My #1 issue is lack of a space PVP ranking system, the ground game has it, why not space? Add a kill leader board to the Space Terminal interface. Add a prestige leaderboard for people who only PVE. For extra fun, give the leader of each respective leaderboard a token to display. Be it a sash, different color faction wearable, whatever. Perhaps make it droppable in a house but only wearable by a leader. That way players can display their trophy indefinately, but only wear it out and about if they are the current leader.
My #2 issue would be to increase the variety of ships in deep space and across the game in general. Let's see some MP ships with escorts replace some gunboats or vettes. Perhaps even freighters with escorts, and other SWG cannon ships. Attackable Nebulon B's, attackable/captureable faction bases outside of deep space with tangible faction benefits for doing so. Perhaps docking capability. Perhaps free decayless repair.
Message Edited by quadwh0re on 12-29-2004 12:00 PM
Pirate Trap 2 calls tier 1 ships and cannot be called again after the five minute delay/being destroyed.
Turrets are REALLY hard to control the the ship is moving. I've seen many posts before about possibly moving the ship independant from the turret. That way the turret will only be affected when the ship moves beyond the turrets hemisphere of fire.
Can NPCs miss every now and then? It seems no matter how much I juke and jink, dodge and dive, flip and roll, I always get hit. I have one of the best engines I've ever seen, yet I still cannot move fast enough to avoid a shot.
More to come later if I think of anything else.
Several missions now have been the same way, stay away and let a wingman take out the guns on them as going in there is suicide, like on Imp Storm Squadron Tier 4 Sattelite patrol mission for example.
Now i enjoy a hard mission as everyone else, but i feel that i am exploiting crappy AI just to be able to clear the missions (as tanking two nova couriers at imp 4333 is just not possible as it is now).
I know people are gonna be mad at me for saying this but.... Assault gunboats... Are they supposed to just sit there letting you shoot them from the blind spot? It seems like they should maybe take evasive action once in a while