Politician Archive

Thread: Craftable Missions proposal (please read Pappi)

KibbsSydi
Sat Nov 13, 2004 7:30 pm
#1


I Posted this on the core systems but Think I should throw it here as well to get the best feedback. I posted this on the Core Systems as well tho since I feel this couldaffect all classes of people.


Proposal for craftable Missions (at the bottom there is a section thats in bold that kinda stumped me.. I was given this outline to use as a reference on howto make this proposal so if anyone has any ideas on how to fill in those last areas please let me know.






Craftable Missions for Politicians.


Overview


Giving Politicians the ability to craft missions for other players could drastically help people thriving for constent and continuous content. A politician(s) could work together to create campaigns for their people to accomplish. Politicians would become a quite useful player.


The Vision would be to give Politicians the Capability to give players continuous content outside the already good POI content, etc. ALSO another key element would be their ability to be a power member of the community like a mayor should be, encouraging beauracracy and competition between politicians.


Salient Details


Politicians would be able to craft Missions and write the content in these missions. Politician crafters would be able to determine what type of opposition would be met. Non-Politicians would be needed also for their components to help create these missions. All crafters would be able to contribute to the loot and rewards and also be demanded for specific purposes of the mission. Artisans would provide many of the components needed to craft these missions along with Merchants and Bio-engineers. Also the Politician would need certain Materials as well to as components to craft the missions.


Politicians able to craft missions with specific content and rewards.



The Good and the Bad


The Bad points I can consider would be the obvious and possible exploit of an alternate account using the Politician to make custom missions for their alternate account. And the balancing of missions for lower level players and high end players... being that to make the big money a politician would almost always stick to high end missions. The good points would be a good way to create constent and continuous content for all players. And also good way to make Politician useful and actually a powerful person in the community like a mayor or political leader should be.


Skill Tree Changes


Misc:


Artisan now able to craft a Mission Crafting Tool


Bio Engineer able to take DNA from Players for use in PvP involved Missions.


Architect now able to create Mission Crafting Station (Hoping it to be more like a peice of furniture in design like a deck... preferably only able to be placed in the City hall)


Merchant would be able to trade Vendors to a Politician for use as the NPC's involved in missions.


Novice Politician:


Novice Politician have Craft Mission skills, Experimentation and Assembly, and the ability to use the Mission Crafting tool, capable to make simple Destroy missions.


Novice Politician has the ability to create Mission Contract lvl 1 (allowing missions to be 2 phases long at a difficulty of around 20)


Civic Policy:


Civics Policy tree holds skill increases to Crafting Mission Experimentation and Crafting Mission Assembly (progressively bigger the higher up the tree with Master holding them as well)


Fiscal Policy:


Fiscal Policy I holds the skill to create Mission Contract lvl 2 (allowing missions to be 3 phases long)


Fiscal Policy I holds the ability to create Manufactoring Process Lvl 1 phase (component for your mission contract that allow low-level crafting phases to be added to missions, examples: Medic and Artisan)


Fiscal Policy II holds the ability to create Mission Contract lvl 3 (up to 4 phases)


Fiscal Policy II holds the ability to create Entertainment Contracts lvl 1-2 phase (component for your mission contract that allow low and high level Entertainment phases to be added)


Fiscal Policy II holds the ability to create Manufacturing Process lvl 2 phase (component for your mission contract that allow higher level crafting missions up to tier 2, Elite crafting profession items Artisan to Shipwright)


Fiscal Policy III holds the ability to create Mission Contract lvl 4 (up to 5 Phases)


Fiscal Policy III holds the ability to create Pharmaceutical Applications lvl 1-2 phase (component for your mission contract that allow crafting and also healing objectives for Doctors Combat Medics and/or Bio-engineers)


Fiscal Policy III holds the ability to create Entertainment Contracts lvl 3 phase (harder and more profitable entertainment phases)


Fiscal Policy III holds the ability to create Manufacturing Process lvl 3 phase (Master Elite crafting items)


Fiscal Policy III holds the ability to create Nutrition Element lvl 1-2 phase (component for your mission contract that allow smugglers and Chefs in the phase for crafting foods or spice)


Fiscal Policy IV holds the ability to create Mission Contract Lvl 5 (up to 7 phases)


Fiscal Policy IV holds the ability to create Pharmaceutical Applications lvl 3-4 phase (harder and more profitable)


Fiscal Policy IV holds the ability to create Entertainment Contracts lvl 4 phase


Fiscal Policy IV holds the ability to create Manufacturing Process lvl 4 phase (more profitable)


Fiscal Policy IV holds the ability to create Nutrition Element lvl 3-4 phase (harder and more profitable)


Martial Policy:


Martial Policy I holds the skill to create Operation Schematic lvl 1 (An optional component for all destroy or escort missions allowing the Mayor to choose the factions involved by choosing a armored helmet to represent a faction. Example: Tantel Helmet would represent Thug-like factions)


Martial Policy I holds the skill to create Explorational Probe lvl 1 phase (Scouts would be required to collect so many hides or run a reconniassance to find someone but not be seen)


Martial Policy I holds the skill to create Escort Operations lvl 1 phase (pretty much a rescue mission at first then take the NPC somewhere)


Martial Policy I holds the skill to create Seek and Destroy lvl 1 phase (Simple Seek and Destroy Missions similiar to terminal missions in current game)


Martial Policy II holds the skill to create Operation Schematic lvl 2 (harder and more profitable)


Martial Policy II holds the skill to create Seek and Destroy lvl 2 phase


Martial Policy II holds the skill to create Explorational Probe lvl 2 phase


Martial Policy II holds the skill to create Escort Operations lvl 2 phase


Martial Policy III holds the skill to create Operation Schematic lvl 3


Martial Policy III holds the skill to create Seek and Destroy lvl 3 phase


Martial Policy III holds the skill to create Explorational Probe lvl 3 phase


Martial Policy III holds the skill to create Escort Operations lvl 3 phase


Matrial Policy IV holds the skill to create Operation Schematic lvl 4 (at this level they could choose Rebel or Imperial factions to be a part of the fight)


Martial Policy IV holds the skill to create Seek and Destroy lvl 4 phase


Martial Policy IV holds the skill to create Explorational Probe lvl 4 phase


Martial Policy IV holds the skill to create Escort Operations lvl 4 phase


Martial Policy IV holds the skill to create Paid Assasination lvl 1-4 phase (at this level would be non PvP bounties)


City Customization:


CC II holds the skill to create Bulk Base (this is the way to add optional Doodads to your phases, Example Tents and or Houses {maybe allow architects the ability to make cheaper Houses for this purpose to be used only for these missions} and if possible use Houses inside NPC cities)


CC II holds the skill to createInteraction Module(this gives the option to add NPC's from bought Vendors and modify the conversation the NPC's say when you reach them.)


CC IV holds the skill to create Mission Reward (allowing them to put any item at all in it as a specific reward for phases 8-10 but at a 10% chance of its drop {or any percentage that would be fairly balanced}. allowing the possibility of claiming the reward 3 times... or possibly not at all... A gamble)


Master Politician:


Master holds the skill to create Mission Contracts Lvl 6 (up to 10 phases)


Master Holds the skill to create Paid Assasinations lvl 5 phase (able to include DNA from a player taken by a Bio-engineer for a PvP assassination encounter, possibly limit how many times a person can get sampled by once a week or so, so its not exploited)


Master holds the skills to create Escort Operations lvl 5 phase (would hope to find a way to include PvP in this)


Master holds the skills to create Seek and Destroy lvl 5 phase (would hope to find a way to include PvP in this)


Master holds the skills to create Explorational Probe lvl 5 phase


Master holds the skills to create Operation Schematic lvl 5 phase


Master holds the skills to create Nutrition Element lvl 5 phase


Master holds the skills to create Manufacturing Process lvl 5 phase


Master holds the skills to create Entertainment Contracts lvl 5 phase


Master holds the skills to create Pharmaceutical Applications lvl 5 phase


Master holds the skills to create Illegal Shippment phase (allow smugglers to very high risk smuggle goods to somewhere)


Details


Here, we should have a basic 1-2 sentence describing the focus that defines the key details of "the big picture". Then list the details.


Update/fix Smuggler skill box descriptions


Bullet List


Bullet List


Pool of Wishlist Items


Finally, lets make a list of things to choose from so in the event that something in the core document turns out to be problematic, we have a list of things the devs can choose from as an alternative.


Bullet List


Bullet List


Bullet List


Notes:


Try to keep in mind how things work in the SWG environment. The farther away we get from what is existing, the more raw code there is. The more we use what is existing in new exciting ways, the more we can get into the revamp.


Be forewarned, we need to minimize new art assets so what we do ask for should be vital.


Please, no UI requests. That team is pretty much booked through space. I’m looking into any possibility of the ID window being re-used to some extent, but my guess is that slim left town.


Process:


1. The community should compose and have a majority endorsement of the plan. Kick around the ideas and then pull it together into a rough draft. I will lurk and pop in as needed. It’s helpful if there is one official correspondent thread. This way, SC can email me the link and I can drag it to my desktop.


2. Appoint some "devil’s advocates" to tear apart the plan and poke holes through it so we can firm it up and make it a better plan. Again, I will lurk and pop in as needed.


3. Smuggler_Caylin will take the rough draft and email it to me.




Yellow Areas are edited in parts that I missed. Thank you.




PS: sorry took me so long to finish this K-Starfire! My wife had a baby right after I said I'd get this outline done.

Message Edited by KibbsSydi on 11-13-2004 08:31 PM

vortexala
Sat Nov 13, 2004 8:06 pm
#2

pssst...it's 'Lady Pappi', not 'Sir Pappi'....



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Trean
Sat Nov 13, 2004 8:25 pm
#3






vortexala wrote:

pssst...it's 'Lady Pappi', not 'Sir Pappi'....







hehe.......



Wasn't there a rumor that player created missions or bounties were going in with the combat balance? Or was that rumor proved false?




Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

KibbsSydi
Sat Nov 13, 2004 9:30 pm
#4

crap sorry didnt know... thanks for the info

RomulusOjibwa
Sun Nov 14, 2004 6:07 am
#5






KibbsSydi wrote:



PS: sorry took me so long to finish this K-Starfire! My wife had a baby right after I said I'd get this outline done.






Woot Congrats, My Wife is due any day now
KibbsSydi
Sun Nov 14, 2004 8:48 am
#6


Awesome! haha ours was another little girl.. got 3 little girls now.


Hehe love em to death, they are little dad's girls



But anyhow... what do you think of the proposal so far?

Message Edited by KibbsSydi on 11-14-2004 07:48 AM

RomulusOjibwa
Sun Nov 14, 2004 8:49 am
#7






KibbsSydi wrote:


Awesome! haha ours was another little girl.. got 3 little girls now.


Hehe love em to death, they are little dad's girls







Hehe we are getting a little girl as well, whoot.

Message Edited by RomulusOjibwa on 11-14-2004 10:03 AM

RomulusOjibwa
Sun Nov 14, 2004 8:57 am
#8






KibbsSydi wrote:




But anyhow... what do you think of the proposal so far?






Well, I like the ideas you have laid out here. You took a lot of time thinking of this and thats a good thing. Making missions seems like a very cool idea. One drawback I can see, as you say, the coding needed to make this happen. I'm not saying they wont consider this idea or work the code for it, but it seems like a huge amount of work.


I agree politician needs something, I mean really needs something to make it stand out as a profession. I believe this may be something that would really help. Politician as it stand now is quite weak but not useless.


The only thing of your whole idea (albeit a major part of your idea) is the crafting stations. Now I'm not saying its a bad idea, just seems like an odd way of making a mission to me. I do agree that as you move up you should be able to make better missions, but experimenting on them seems like the wierd part to me, like the crafting stations too. I would say just make the mission at your city mission terminal or introduce a new type of terminal for this.


Just some thoughts and ideas that I had to hopefully help you out.


RomulusOjibwa
Sun Nov 14, 2004 9:03 am
#9






KibbsSydi wrote:



Please, no UI requests. That team is pretty much booked through space. I’m looking into any possibility of the ID window being re-used to some extent, but my guess is that slim left town.




I totally agree on this. I think this is a really good idea that needs to be utilized lots more than it is now. One of the things i believe this should be used on is slicing your items. There was other things but I cannot for the life of me think of them.

KibbsSydi
Sun Nov 14, 2004 9:56 pm
#10

well my idea behind crafting them was giving the 3 possible ways of pushing the missions


Experiment on Money, Loot, and experience


and after each phase you would get bonuses according to what you experiemented it toward. I think doing it like a craftable item would allow them to be customized (in an experimented and random way)much more then like a vendor type deal.
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