Pilot Archive

Thread: Focus Thread: Master Content and Prestige Points (updated 3/3/2005)

Malcolm_CaKre
Sat Mar 05, 2005 12:15 am
#92

Use of PPs:


I agree with all the suggestions for being able to buy furniture, perks, components, and so on.


I wouldn't mind having a trade-in for FP, or having them be able to be traded for starbases or satellites of some type.


Here are some other ideas:


## Fairly Easy:

* Create a Starship Overhaul kit. This allows a Master Pilot to essentially get his entire ship "reverse engineered" to rebuild from decay. The general idea is that a prestigous pilot would be taken care of by his faction, and would see that he got access to the materials needed to keep his ship in good shape.

- Detail: A MAS creates this kit for a particular type of ship. The owner of the ship then loads it with 0 or 1 chassis, and 0 thru X of each type of component that the ship has. All components must be crafted by the same MAS, and at the same or better level as what's in the ship (except for level 10s, which apparently can't be crafted). When the kit is loaded and in pilot's inventory, the pilot spends aBIG heap of PPs to fly his ship to a spacedock. The armor & hitpoints stats from the chassis and each component in the kit replace those on the ship. The ship is unavailable for 24 hours of server time while the Overhaul is taking place. (I listed this as easy, because there would be essentially no new art for it. The logic and rules might push this into the complicated area tho.)


* NPC AI turret-gunner droid (permanent/datapad denizen or a rental). You know the guy I'm talking about. He usually rides in the Aggressor or the Gunboat, and he's mean to all the girls and boys...


* MP Ship tuning and modifications kits. This would allow pilots to add "special features" to their ships. Smuggling compartments, cargo bay extensions, backup shields, capital ship sensors package, and so on. This would basically open up a slot, and the items to be installed would have to be looted, looted & assembled, crafted, or veteran reward.


* A "Sympathetic Alignment" deed for privateers. This would let Privateers semi-declare for Imperial or Rebel friendlieness, so that members of that faction could also be permitted in the ops chair on the YT or other future Privateer MP ships.



## More Complicated:

* Orbital Bombardment. As part of the GCW on the ground, Pilots can drop ordnance from space to destroy ground base turrets, vehicles, or personnel.

- Detail: An ordnance type weapon would be created "Bombardment Launcher" or something like that. It fits in an ordnance slot and is so huge that only an MP ship or mission-built bomber can carry it.

To use it, ground and space teams must be in group together. A Squad Leader on the ground can target a hostile base structure, vehicle, turret, or group of NPCs and issue the "prepare for attack" command. This creates a WP in the adjacent space sector that the space group would have to fly to and stay within 1000m of to perform the fire mission. Hostile ships are spawned to protect the waypoint. The bombardment ship has to stay in the area and pointed toward the planet long enough to get lockon. Meanwhile, the ground base is subject to reinforcements.

Once the lockon is achieved, the attacking ship(s) can continue to launch at structures in the area without going to new WPs. The Squad Leader on the ground can continue to designate new targets.

Combatant/Special Forces status of the base determines what level of overtness is required in space, too. For PvP base takedowns, a system-wide message would be broadcast about what's going on. (*)

Accuracy and speed of the lockon and attack would be derived from the Pilot's, Squad Leader's Missile Launching skill and the SL's brand new skill for calling fire, that gets better as he gets toward MSL.

Transmitting or recieving orders to bombard costs prestige points.

This one also goes in the "master content" section.



* High-prestige cost ships


* The ability to call decorative fly-bys on planet, if your faction controls (or is neutral to) the planet.


* The ability to get the event perk space stuff for PPs


* The ability to install a Space terminal in a camp or shuttlepad temporarily (when it exprires, all ships in it either are "here" until their next flight, or revert to their previous spaceport.


* The ability to have your ship delivered to you at any nearby Space terminal (and see above).





(*) But PvP needs to be fixed to have a 90% damage reduction -- it should "feel" similar to the fighting and wearing down that happens in PvE. Both aspects of the game should be presented the same way -- either it's dogfight & wear 'em down, or it's first see, first shoot, first kill.




mal
Malcolm_CaKre
Sat Mar 05, 2005 12:33 am
#93

Master Content:


* How about including a fairly simple sub-game within JTL? Anybody remember a game called Elite? You could fly from planet to planet buying and selling stuff for profit, occasionally being stalked by pirates, and so on. Add in a commodities market (bonus points for tying it in to the ground game or proposed galaxywide vendor delivery system!), and let us fill up our MP ships with stuff to go and sell elsewhere for a tidy profit. Elite did all of this in 64k of RAM.


* Anybody remember a game called X: Beyond the Frontier? It was like Elite, but you could also buy and place space stations. And each type of station required the commodities from other types of stations to operate. Eventually, you could hire NPC ships to haul commodities around for you, but for a long time, you had to do it yourself to get your financial empire running. A scenario like this is more complicated, but still a reason to go upstairs and dink around in space.


* Instanced space zones for high-threat missions. Go find the excellent suggestion for the Kessel Run in the Smuggler forum for an example.

Or, consider a ticketed-instanced zone for various types of space missions, with objectives you have to get to and do real interactive things to. Small zones inside the missionwhere you have to land temporarily and fight, fix, charm, fast talk, deliver, or whatever.


* This one is a bit more off the wall, but... Have the ability to declare "on adventure" in space, especially in MP ships. This would be similar to declaring overt, but instead of allowing other players to come and oneshot you, it has space adventures spawn for you.

You could, for example, be put on a list for a random event-staff event.

You could be interdicted when you hyperspace.

You could be subject to an Imperial inspection.

You could be boarded by hostile NPCs!

You could be offered a space delivery mission.

You could get a distress call.

You could get two distress calls at once, and have to decide...

You could get a distress call from a slaver, with a hold full of slaves, and have to figure out what to do.

You could pick up a tribble.

You could be visited by an old guy who wants to pawn off a crystal on you. (you get a popup window with a button to space him. The "space the geezer" button flashes every time he opens his mouth)

You could pick up a survivor NPC who poses a dilemma, offers loot, attacks you, etc.

You could be close enough to a PC who's had to eject, that you pick him up and he becomes part of your crew....




Rhu
Sat Mar 05, 2005 2:37 am
#94

Two simple ideas tied together, the first being simple to implement, the second...



  1. Let the chassis dealer buy pre-built chassis back from a player. "Yeah, okay. So there's a whole lot of carbon scoring, and there are places where you can see the internal components on this old Y-Wing from the outside. Are you going to give me the ten thousand I'm asking for this junker, or not?"

  2. An MP ship purpose: Disable ships, attach tow cables, and very, very, very slowly tow them to station. If you are certified to fly the ship you towed to station... congratulations. You have a new ship that you can fly with stats whose mean values are based on their tier. If youhauled ina tier 1 a-wing, you can expect to see 50k mass and aroud 300 chassis hp. A tier 5 might average slightly less than the standard. An exceptional catch would be around what a shipwright using the best raw materials ever made would do, though even better prototype versions of the ship you want might be out there somewhere...

Maybe I played too much Pirates when I was a kid. Or maybe that was in the past couple weeks. Or perhaps it is that those smuggler eyepatch icons are getting to me... Either way, that's my submission.

Maulibaer
Mon Mar 07, 2005 5:04 pm
#95






Malcolm_CaKre wrote:

Master Content:


* How about including a fairly simple sub-game within JTL? Anybody remember a game called Elite? You could fly from planet to planet buying and selling stuff for profit, occasionally being stalked by pirates, and so on. Add in a commodities market (bonus points for tying it in to the ground game or proposed galaxywide vendor delivery system!), and let us fill up our MP ships with stuff to go and sell elsewhere for a tidy profit. Elite did all of this in 64k of RAM.


* Anybody remember a game called X: Beyond the Frontier? It was like Elite, but you could also buy and place space stations. And each type of station required the commodities from other types of stations to operate. Eventually, you could hire NPC ships to haul commodities around for you, but for a long time, you had to do it yourself to get your financial empire running. A scenario like this is more complicated, but still a reason to go upstairs and dink around in space.


* Instanced space zones for high-threat missions. Go find the excellent suggestion for the Kessel Run in the Smuggler forum for an example.

Or, consider a ticketed-instanced zone for various types of space missions, with objectives you have to get to and do real interactive things to. Small zones inside the missionwhere you have to land temporarily and fight, fix, charm, fast talk, deliver, or whatever.


* This one is a bit more off the wall, but... Have the ability to declare "on adventure" in space, especially in MP ships. This would be similar to declaring overt, but instead of allowing other players to come and oneshot you, it has space adventures spawn for you.

You could, for example, be put on a list for a random event-staff event.

You could be interdicted when you hyperspace.

You could be subject to an Imperial inspection.

You could be boarded by hostile NPCs!

You could be offered a space delivery mission.

You could get a distress call.

You could get two distress calls at once, and have to decide...

You could get a distress call from a slaver, with a hold full of slaves, and have to figure out what to do.

You could pick up a tribble.

You could be visited by an old guy who wants to pawn off a crystal on you. (you get a popup window with a button to space him. The "space the geezer" button flashes every time he opens his mouth)

You could pick up a survivor NPC who poses a dilemma, offers loot, attacks you, etc.

You could be close enough to a PC who's had to eject, that you pick him up and he becomes part of your crew....









Thesetwo are the best ideas! /rofl


No really good ideas, but I think it look more like another EXPANSION.....


And you have forgotten:


You could get a distress signal from a planet must land there and find an old shipwreck/ancient city or whatever....


One of your crewmembers get infected with an ALIEN and......... (Don't let him eat noodles at all....)




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LagunaKenni
Tue Mar 08, 2005 12:48 am
#96

Alright. i say "Yes" to the FS Conversion. Everyone is Whining about "NO JEDI IN SPACE!!!"... you're sounding like jedi whining about BH's for god sake. I Think it'd be a Healthy way for those of us that are sick of continuous GROUND GRINDING. (note that emphasis) to do something besides dish out 15-40k a day in buffs to keep the economy running.

And if all those "Glowbats" are as desperate to get a Paddy as you act like they are, they'll probally trip all over themselves in space. Space requires Skill with a Mouse/Joystick, and worthwhile Components to keep you Afloat. not 4 Cases of Brandy, and 25 Cases of Grenades.


Make the Conversion 1,000:1... 30,000:1... 1,000,000:1... Whatever. just give us guys that have gotten sick of the Ground to get a little bit of Advancement in our FS Tree. after a few of my friends being cheated out of unlocks, i'd say alot of people deserve that chance. and if the "Glowbats" want that XP for Conversion? then simply make it ONLY attainable by Master Pilots, and force them to get GOOD at something, instead of standing infront of a Starport for 4 hours, Macroing... "I G4W7 H4X0R3ED. N33D M0N3Y F0R T1CK37. PLZ B4NK T1P 50K!!!" for their Brandy and 'Nades...

Now, as for Upgrades i'd love to see... Seriously? I Have a Y-wing, and let me tell you... the mass on the thing is GIGANTIC. For God Sakes, LOWER IT. i can fit Level 5 Parts across the BOARD on this thing. i'm only 1211 Rebel Pilot!...







~.:Fain:.~
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Coran_Sienar
Tue Mar 08, 2005 6:10 am
#97






LagunaKenni wrote:

Now, as for Upgrades i'd love to see... Seriously? I Have a Y-wing, and let me tell you... the mass on the thing is GIGANTIC. For God Sakes, LOWER IT. i can fit Level 5 Parts across the BOARD on this thing. i'm only 1211 Rebel Pilot!...




Have you taken a good hard look at the stats from equivalent Tier ships across all Pilot professions? They're balanced. If you lowered the mass on the Y-Wing, you'd have a ship that is no longer viable when you're an Ace. There's no Rebel ship (with the notable exception of the Z-95) that you'll outgrow and their stats reflect the fact that you will still be using them when you're an Ace and can utilize Level 10 components. Eachship has distinct advantages and weaknesses. Yeah, the Y-Wing has a decent amount of mass. But it maneuvers like a pig and has only one gun slot for the pilot. Try out the other ships before making a blanket call for a nerf.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
KaiRan
Tue Mar 08, 2005 9:56 am
#98





1) Force sensitive trade? No. Why? As a Master, in a few short weeks I have obtained litterally millions of prestige points- this would create many of the issues the ground game has seen with grinding: Dozens of FS players clogging the best locations with little or no actual interest in the Pilot profession other than an XP grind.


2) Instead of FS, I would like to see a different possible "endgame" path available for pilots at some later date, trading Prestige for Ace "ranks", similar to the way in wihich FP can be used for GCW ranking. Add to that special access for "Ace", "Double Ace", etc pilots. Areas, missions, content for upper-level only masters. (like Spice runs in Kessel, for example). Other options include a seperate "FS Pilot" line, should the Jedi remain insistant, where prestige points are only expendable on FS boxes directly effecting space. Instead of abilities, a Jedi fighter and equipment would be the goals for each, and perhaps some minor "specials". I make that last statement only after considering that the Jedi players hold a huge weight to their voices in this game. It is presented only as a consession to their eventual influence in space, in the hopes that the idea can minimise their impact on the space lanes.


3) Prestige points are not particularly usefull for Privateer pilots at this moment, as Deep Space does not currently provide the FP gains available to Alliance and Imperial masters. Changing this one small item would open the door to much more content for a vast number of Pilots, allowing them into a decayless area for GCW rewards, instead of risking the decay of their equipment every time they take to the void.


4) High-prestige-only squadrons: Missions and NPCs only open to pilots with large numbers of current prestige points. Possibilities include Tier 5 duty missions from Jabba, Valarian, Vader, Leia.


EDIT:

5) Player-placable landing pads. Crafted by Archetects, placable only by masters in a Metropolis, costs enourmous amounts of prestige to activate deed, and perhaps even costing both credits and prestige points to maintain. These would be factionally alligned, and would limit access to only members of the profession matching that of the master who places them, with the likely exception of Neutral. Limiting their placement to highest-level cities only, and possibly capping a planet's total allowable number of player landing pads would cut down on swamping each world with them. I would also add that they should only allow for landing and takeoff, no component management, as they might otherwise be seen as overkill. Lastly, unlike cantinas, these should not persist after the city drops below the size needed to maintain one. There is no need for an international airport in a deserted city.


Message Edited by KaiRan on 03-08-2005 12:08 PM

Message Edited by KaiRan on 03-08-2005 12:10 PM



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XanKrieger
Sat Mar 12, 2005 10:15 am
#99








First off a question: Force Sensitive Trade in? Yes or No and why.






I'd have to say yes, purely because I and alot others spend a fair bit of time in space grinding for money and prestige, why not turn that into fs xp? BUT i feel it would have to have a high exchange rate which i dont mind personaly but i feel that space xp and prestige xp conversion should ONLY be allowed to TRIPLE aces, i'm on my second and this would mean u'd have to work alot more to convert the xps, so yes but ONLY after cetain actions have been taking.


My two cents






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BeakerMike
Sat Mar 12, 2005 8:38 pm
#100

FS trade in for Prestige Points no...


I think Prestige Points should be used much like Faction Points are to a point. Namely allow us pilots to trade in points for useful items, deco items for Multiplayer ships or even new ships or parts for a ship.



Ashen Katarna
Ace Rebel Pilot
JOHNWOOD
Wed Mar 16, 2005 5:43 am
#101

I would love to see shuttle service to a few planets halted by the empire or the rebellion. Also have a squadron of big bully ships attempting to stop, search and destroy all or any ship that gets close to the squadron, which is patrolling the off limits sector. This would force more people to make use of master ships and finally get some crew mates.Maybe change the off limit planets once a week due to strikes on the space port, this would coincide with the planets faction lead. Afterall this is how han solo and luke met. The empire could blame the rebellion and vise versa. If the devs really wanted to get creative, if the pilot stops or is forced to stopand allows or is forced to allow the stormies or rebs to then board the players ship and begin searching peeps and a battle could begin right on the players ship between the npc's and the crew. If the players winthey can break away and land atthe desired destination. If the players lose or the pilot dies all are returned to the closest friendly planet with wounds as if the ship was destroyed in battle. I think this would start to bring jtl into the ground game as it is now it's just a free space port tokeen to alot of people.
JOHNWOOD
Wed Mar 16, 2005 5:45 am
#102


I would love to see shuttle service to a few planets halted by the empire or the rebellion. Also have a squadron of big bully ships attempting to stop, search and destroy all or any ship that gets close to the squadron, which is patrolling the off limits sector. This would force more people to make use of master ships and finally get some crew mates.Maybe change the off limit planets once a week due to strikes on the space port, this would coincide with the planets faction lead. Afterall this is how han solo and luke met. The empire could blame the rebellion and vise versa. If the devs really wanted to get creative, if the pilot stops or is forced to stopand allows or is forced to allow the stormies or rebs to then board the players ship and begin searching peeps and a battle could begin right on the players ship between the npc's and the crew. If the players winthey can break away and land atthe desired destination. If the players lose or the pilot dies all are returned to the closest friendly planet with wounds as if the ship was destroyed in battle. I think this would start to bring jtl into the ground game as it is now it's just a free space port tokeen to alot of people.
Talst
Wed Mar 16, 2005 8:15 am
#103

Droids - new droids/modules to allow them at apply repairs on MP ships "Get that bucket of bolts to work or we're gonna blow!"


3 factional space locations for meeting up - cantinas in the sky sort of thing - gives us a moreindavidual comunity and lots of rp general stuff mission gathering opertunities - this is where the guy you sell you space junk should be, not at every starport. Would be preferable to have the "repair ship" to be a little more time consuming than just "click, click, done!" at a starport - "look buddy, I don't know who you upset butsome turbo laser you tagled withripped off your blasters, fried your droid, and shot your capacitor to pieces - I can put her back together, but you've got to give the droids a while to clamber over her - you wouldn't want them to make a mistake now would you?" Same as shifting BF and wounds done on the ground - even a couple of minutes of repair time would make all the difference to building a space comunity.


Linked missions - just finshed the small linked mysterious ship/Massai missions, very nice - more of that, in fact lots more.


Please please let the new expansion live up to my mental pictures - monitored mining opperation (runing the mining lasers at the limit to gain extration rate), mp mining ship - that cost prestige to buy perhaps??? This is a potential good link to the ground game that could get more peeps up in space - lets hope so.


Prestige for furniture / space artifacts - yes please.


FS trade - no risk = no fs gain. Nuff said. (and yes, I know about Polit, and cheap nade tactics, but just because that is silly, doesn't mean that we should be too)


Boarding opp MP ships - we all want this, can we have it please? Docking in general could be a great upgrade to the game - swaping crew, meeting for events on mp ships - all that good stuff previously mentioned by other smart people on this thread.


PVP = needs a revamp as bad as the ground game needs CU, we need to be able to affect the war up here, or at least have our own seperate vesion of it. Some sort of chasiss degrade for PVP death? Need to be able to hurt opponants a little more meaningfully. One shot kill to be stamped on, hard, if not harder. Teh uber parts - a general scan to check for exploited parts wouldn't be amiss - worked with double slice problems - not sure if it is really a big deal up in space yet, but there seem to be a few rumblings.


There are SD's above Tat in on the ground - why can't I go hook up with them in space? Obvious links from group to space need to be implimanted, if only for continuitys sake.


Without a doubt the one things that JTL does brilliantlyis to link the proffession progression to missions that feel like your getting better, and getting somewhere in the wing that you've chosen - no other proffesion in SWG has anything this good - the rest are all pure grind. Implimenting a system of mission above master would be carrying on the good work, leaving them out intiially was understandable, but with another expansion and more publishes on the way, to leave things that way leaves us with an expansion that effectivelly "finishes" as a game once the excellent skill gain missions are completed.


Jeez only 4333 and all that to say





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FrankLee
Wed Mar 16, 2005 4:30 pm
#104



Talst wrote:
FS trade - no risk = no fs gain. Nuff said. (and yes, I know about Polit, and cheap nade tactics, but just because that is silly, doesn't mean that we should be too





You guys (not singling this poster out) are all missing the point. Prestige to FS trade in is not Prestige to Jedi trade in. FS != Jedi. Jedi have no benefit (idiotic possible spaceframe additions notwithstanding) in space. Jedi take no risk in space. This has little or nothing to do with converting one kind of experience to FS experience.

There is also no risk with medic exp, slicing exp, crafting exp, politician exp, and other types of experience that don't actually require combat. In fact, if the 'they can't be hunted by a BH, or lose Jedi exp' sentiment is what you mean by risk, then NO type of experience presently has any 'risk' associated with it; you can't lose Jedi exp until you're a Jedi, and you can't be a Jedi until you've finished the FS system.

To my mind, FS experience was meant as a way to measure and reward a player for actually playing the game. They needed a counter who's scale could adequately reflect a huge set of variables in difficulty and accumulation, so they made the conversion system.
Any, and I mean ANY type of experience that can't be converted to FS needs some kind of investigation. If FS is a measure of time and efficiency of play, failure to include a conversion is a failure to recognize time.

I fully understand the sentiment that you may or may not have regarding the proliferation of Jedi. But let's call a spade a spade.



FrankLee
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