Pilot Archive
Thread: Ways to enhance/fix JTL Monsofolexius, take a look please.
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SanRa_Ledav
Mon Feb 21, 2005 3:03 pm
#1
Monsofolexius,
Congrats on the Pilot Correspondent position.
I had applied also, and below is what I cited in my application
as suggestions to help make JTL even better.
(Borders on a SW Issue) - Multipassenger Equipment issues. - #1.)
One idea floating around is to introduce level 11 and 12 ship parts
that would have mass in the hundreds of thousands, if not close to a
million mass, thus effectively making the parts multi passenger ship
only.
This would help MP ships last longer in a fight, and if implemented
correctly possibly would not unbalance the game. I'd love to discuss
this in greater detail.
(Borders on a SW issue) - MP Ship Issue #2.) The ship permissions
terminal is missing several options, one of which should be a limited
version of the "status" option in player housing, as at times it can
be difficult to keep track of how much storage space is in use.
Also, if the option of parking a ship as a semi-permanent residence
ever comes into play, an entry/ban/public/private option list would
need to be added.
Content - I understand that often times content is one of the most
difficult things to program in the game, and that SWG prides itself on
"Player Made" content. However, there is a vocal group of pilots that
are looking to do more in space. One such thing I would try to have
added is the famous Kessel run.
Using similar coding to the ground based race tracks, add a small
spaceport in kessel that you can communicate with, and have it give
you a set of waypoints throughout kessel. Convert the time into some
conversion factor (of course making sure that it is nigh impossible to
beat Han's score of "less than 12 parsecs" )
Landing - I am very well aware that the JTL Player base wants to land
anywhere they want, as seen in several movies. I'm not sure if this
is possible or not. One idea that has floated around, that I am in
favor of, is to have an Architect crafted "landing" pad structure.
Given the approximate footprint of a large house, a 1-2 lot cost and
maint fees slightly higher than a medium house, players could
experience an entirely new level of immersion.
(think along the lines of the lucky despot, or smugglers being able to
actually drop shipments off outside of town to keep a low profile)
PVP - right now, even with the no decay in Deep Space, on my server
(Bria) I can go Hours without seeing an enemy in Deep Space. Many
players are asking for PVP to be more exciting, and worthwhile.
Granted, the CURB and GCW re-vamp will help address this on the
ground, however the issue of a lack of enthusiasm towards PVP in space
is disheartening. I would propose a similar mechanism to the new
"base" system slated for the GCW revamp. Given the opportunity I
would push for a new PVP zone, that can be entered by any pilot,
regardless of level. similar in scope to deep space, however this zone
would determine how much of an imperial or rebel presence there is in
space.
Immersion - Personally, it is disheartening to look up into the sky
and see a few Star Destroyers, but know there is only one in "JTL"
Space. Much like how on the ground, there are occasional player scans
for contraband, would it be possible to occasionally "yank" players
from hyperspace (so as not to interfere with missions in progress) to
search for contraband? I'm not sure of the hardware investment that
is required for "instanced" content.
Instanced "Star Destroyer" Mission.
Will this be ground based like the corvette,
or will it be a space/ground hybrid, where players will jump to an
instanced sector, fight a bit in space, and then dock with said ship?
Comments?
Congrats on the Pilot Correspondent position.
I had applied also, and below is what I cited in my application
as suggestions to help make JTL even better.
(Borders on a SW Issue) - Multipassenger Equipment issues. - #1.)
One idea floating around is to introduce level 11 and 12 ship parts
that would have mass in the hundreds of thousands, if not close to a
million mass, thus effectively making the parts multi passenger ship
only.
This would help MP ships last longer in a fight, and if implemented
correctly possibly would not unbalance the game. I'd love to discuss
this in greater detail.
(Borders on a SW issue) - MP Ship Issue #2.) The ship permissions
terminal is missing several options, one of which should be a limited
version of the "status" option in player housing, as at times it can
be difficult to keep track of how much storage space is in use.
Also, if the option of parking a ship as a semi-permanent residence
ever comes into play, an entry/ban/public/private option list would
need to be added.
Content - I understand that often times content is one of the most
difficult things to program in the game, and that SWG prides itself on
"Player Made" content. However, there is a vocal group of pilots that
are looking to do more in space. One such thing I would try to have
added is the famous Kessel run.
Using similar coding to the ground based race tracks, add a small
spaceport in kessel that you can communicate with, and have it give
you a set of waypoints throughout kessel. Convert the time into some
conversion factor (of course making sure that it is nigh impossible to
beat Han's score of "less than 12 parsecs" )
Landing - I am very well aware that the JTL Player base wants to land
anywhere they want, as seen in several movies. I'm not sure if this
is possible or not. One idea that has floated around, that I am in
favor of, is to have an Architect crafted "landing" pad structure.
Given the approximate footprint of a large house, a 1-2 lot cost and
maint fees slightly higher than a medium house, players could
experience an entirely new level of immersion.
(think along the lines of the lucky despot, or smugglers being able to
actually drop shipments off outside of town to keep a low profile)
PVP - right now, even with the no decay in Deep Space, on my server
(Bria) I can go Hours without seeing an enemy in Deep Space. Many
players are asking for PVP to be more exciting, and worthwhile.
Granted, the CURB and GCW re-vamp will help address this on the
ground, however the issue of a lack of enthusiasm towards PVP in space
is disheartening. I would propose a similar mechanism to the new
"base" system slated for the GCW revamp. Given the opportunity I
would push for a new PVP zone, that can be entered by any pilot,
regardless of level. similar in scope to deep space, however this zone
would determine how much of an imperial or rebel presence there is in
space.
Immersion - Personally, it is disheartening to look up into the sky
and see a few Star Destroyers, but know there is only one in "JTL"
Space. Much like how on the ground, there are occasional player scans
for contraband, would it be possible to occasionally "yank" players
from hyperspace (so as not to interfere with missions in progress) to
search for contraband? I'm not sure of the hardware investment that
is required for "instanced" content.
Instanced "Star Destroyer" Mission.
Will this be ground based like the corvette,
or will it be a space/ground hybrid, where players will jump to an
instanced sector, fight a bit in space, and then dock with said ship?
Comments?
Alyxian
Mon Feb 21, 2005 3:10 pm
#2
Good ideas, however on the MP ships I think they could re-use code and just:
- Shield gen for each side of the ship
- armour for each side of the ship
- Each turret a twin cannon
These minor enhancements would go a long way tomaking the MP ships the formidable opponets they should be.
SanRa_Ledav
Mon Feb 21, 2005 3:21 pm
#3
What good is better turrets if you can't hit anything?
That is my reasoning for having 10k HP sheilds and Armor. :-)
We already have front/rear armor. Were you suggesting right and left, as well as front and rear?
That may be a huge coding issue, since I'm betting the engine just maps damage to the front or rear.
My reasoning for the level 11 and 12 items is that chances are, it would be FAR easier to code that,
versus adding double armor or shields, since to add the extra slots may require people to buy new MP ships.
The Firespray fiasco really upset a lot of players.
Thanks for the reply. Hopefully I can get some of this stuff in front of Monso, and the devs.
That is my reasoning for having 10k HP sheilds and Armor. :-)
We already have front/rear armor. Were you suggesting right and left, as well as front and rear?
That may be a huge coding issue, since I'm betting the engine just maps damage to the front or rear.
My reasoning for the level 11 and 12 items is that chances are, it would be FAR easier to code that,
versus adding double armor or shields, since to add the extra slots may require people to buy new MP ships.
The Firespray fiasco really upset a lot of players.
Thanks for the reply. Hopefully I can get some of this stuff in front of Monso, and the devs.
Alyxian
Mon Feb 21, 2005 3:43 pm
#4
SanRa_Ledav wrote:
What good is better turrets if you can't hit anything?
We already have front/rear armor. Were you suggesting right and left, as well as front and rear?
Well, turrets are not *that* hard to hit things, they are harder, which is why I am saying they should hit double hard when they do hit 
Armour, what I meant was a front left armour piece, and a front right armour piece,as well as a rear right armour piece,and a rear left armour piece. So a total of 4 pieces of armour, and then a left shield with front and rear, and a right shield with front and rear.
This puts tactics on the pilot as well, she/he would need to manuever the ship to face oncoming targets with a part of the ship that had not had the shields/armour crumple yet, giving repair crews time to get the shield back up and operational.
Just an idea, but either way, something needs to be done to make them something other than a pretty house.
Message Edited by Alyxian on 02-21-2005 02:45 PM
Ivon
Mon Feb 21, 2005 5:17 pm
#5
SanRa_Ledav wrote:
What good is better turrets if you can't hit anything?
We already have front/rear armor. Were you suggesting right and left, as well as front and rear?
turrets arent hard to hit things if your pilot knows what he is doing
SanRa_Ledav
Mon Feb 21, 2005 6:05 pm
#6
Actually, turrets BADLY need stabilizers.
And yes, while I will agree that it does take a certain level of coordination to hit things,
MP ships still need a lot of work to be of any use in a fight.
And yes, while I will agree that it does take a certain level of coordination to hit things,
MP ships still need a lot of work to be of any use in a fight.
psikobunny
Mon Feb 21, 2005 6:12 pm
#7
Personally, if this stuff was in your app to be Correspondent BEFORE posting it for public consumption, I'm glad they didn't take you. A Corr is a channel of communication first, and a source of ideas second. They may be great ideas, but are they the wish and will of the Pilot community? Not yet. Also, lurkers don't get accepted as Correspondents.
Edit- :was not the 1-star ninja.
Message Edited by psikobunny on 02-21-2005 11:56 PM
MonsofoLexius
Mon Feb 21, 2005 9:18 pm
#8
SanRa_Ledav wrote:
Thanks for the reply. Hopefully I can get some of this stuff in front of Monso, and the devs.
Heya SanRa,
I try to read 100% of the posts, just takes some time 
I looks like most pilots do agree that something needs to be on POB ships (and I am one of those fwiw)
Good info, If you would not mind I have a few stickied "Focus" threads where we are talking about many of these type of things. If you could repost some of the appropriate stuff that would be a huge help for me in taking the pilots issues to the dev's and make it easier for me to track what the posters feel about issues.
And because I personally hate it when anyone 1 stars anyone else for constructively posting ideas to better SWG, even when they disagree *****
Message Edited by MonsofoLexius on 02-21-2005 08:19 PM
SanRa_Ledav
Tue Feb 22, 2005 8:02 am
#9
Monso,
Thanks for the info and reply.
I'll try to get some of this written up.
BTW, in response to the post calling me a lurker....
I dont spam. I post when it counts. :-)
The "ideas" I present happen to be a collection of ideas
that I felt represent most of the players feelings on JTL.
I think I didnt get the job since I can be, at times rather "blunt". :-)
Thanks for the info and reply.
I'll try to get some of this written up.
BTW, in response to the post calling me a lurker....
I dont spam. I post when it counts. :-)
The "ideas" I present happen to be a collection of ideas
that I felt represent most of the players feelings on JTL.
I think I didnt get the job since I can be, at times rather "blunt". :-)
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