Shipwright Archive
Thread: New Ideas for SW activites
Sank_Rata wrote:
Hello,
I m a Master Shipwright for 2 weeks, on Kauri. I read messages posted here and there.
I get stucked when one of my customer told me if iwould be able to craft ROTW ships (Jedi Starfighter, Grevious's fighter, and the Arc 170). I waited until the release, and discover it was only deeds reward.
This is not points of my post. Others did it yet.I try to give ideas to dev, because i want to believe i won t waste my time.
So, what do you think about these suggestions ? (excuse my english, im french)
1/RE and rewards
SW can RE components. What about RE ships? People get their deed, but nobody as same caracteristics. You can have your ship and say "i have the coolest one". But you can also decide to improve your bus, and ask a SW to RE it.
It means, SW can buy and collect differents deeds. Casual players can have a nice Arc 170, hard gamer can pay to have "real best" one.
First, I can't see people giving up a quest reward just to combine it with others. You realize that you only can obtain one of these.
Second, ship chassis of the type type all have the same stats. Thus, what exactly is it that you want to reverse-engineer?
2/Decay
I have to pay to drive my swoop. Dev want to pull more people in space. Here is a solution, accepting ship has decay
Instead of paying because I USE my ship, i would admit my ship decay BECAUSE I DON T USE IT!!
RP speaking, we can say SW stuff needed to be used often to avoid decay.
And, if it happens, i have to fix it with SW help.
I'm not sure I entirely understand your meaning here. Ships do decay. Repairing a component causes a decrease in its max hitpoints--this is very similar to the way armor and weapons work. In addition, every time you eject or your ship is destroyed, everything undergoes decay.
As for having shipwrights repair decay--forget it, I have enough to do already. Players can handle their own repair just fine. In addition, this works the same way as repair to vehicles, weapons, armor, and clothing. Consistency is good.
3/Faction in space
Free can t use Imp ships. OK
We may imagine fixing step to change this. What about a Bio-enginered stuff, installed by a SW, to pilot an X-Wing with my Freelance? RP speaking:BioE to turn out Rebel Electronic Security...
SOE will then help BioE players, who are not overhelmed.
But, this isn't the way things worked during this timeframe. Let's not mess with this.
Here you have few ideas. Please give your advice, andgive your suggestions.
And maybe, Dev will hear, even lesson to us...
I said i want to believe this....
I hope my thread will help .
Sank
Kauri - Bestine
MSW
i try to find new ways of playing. And propose to change rules for a better game.
Sank_Rata wrote:
Hello,
I m a Master Shipwright for 2 weeks, on Kauri. I read messages posted here and there.
I get stucked when one of my customer told me if iwould be able to craft ROTW ships (Jedi Starfighter, Grevious's fighter, and the Arc 170). I waited until the release, and discover it was only deeds reward.
This is not points of my post. Others did it yet.I try to give ideas to dev, because i want to believe i won t waste my time.
So, what do you think about these suggestions ? (excuse my english, im french)
1/RE and rewards
SW can RE components. What about RE ships? People get their deed, but nobody as same caracteristics. You can have your ship and say "i have the coolest one". But you can also decide to improve your bus, and ask a SW to RE it.
It means, SW can buy and collect differents deeds. Casual players can have a nice Arc 170, hard gamer can pay to have "real best" one.
First, I can't see people giving up a quest reward just to combine it with others. You realize that you only can obtain one of these.
I believe you can get more than one of these. You would also only need one of the deeds if the CSRs made it so you only needed one. I like this idea
Second, ship chassis of the type type all have the same stats. Thus, what exactly is it that you want to reverse-engineer?
er mass and hitpoints are the same ???
2/Decay
I have to pay to drive my swoop. Dev want to pull more people in space. Here is a solution, accepting ship has decay
Instead of paying because I USE my ship, i would admit my ship decay BECAUSE I DON T USE IT!!
RP speaking, we can say SW stuff needed to be used often to avoid decay.
And, if it happens, i have to fix it with SW help.
I'm not sure I entirely understand your meaning here. Ships do decay. Repairing a component causes a decrease in its max hitpoints--this is very similar to the way armor and weapons work. In addition, every time you eject or your ship is destroyed, everything undergoes decay.
it appeared to me, without too much difficulty, that Sank already acknowledged that ships have decay but was attmepting to introduce a new idea in decay.
As for having shipwrights repair decay--forget it, I have enough to do already. Players can handle their own repair just fine. In addition, this works the same way as repair to vehicles, weapons, armor, and clothing. Consistency is good.
maybe the new decay could be repaired with the use of ship repair kits that are already in play?
3/Faction in space
Free can t use Imp ships. OK
We may imagine fixing step to change this. What about a Bio-enginered stuff, installed by a SW, to pilot an X-Wing with my Freelance? RP speaking:BioE to turn out Rebel Electronic Security...
SOE will then help BioE players, who are not overhelmed.
But, this isn't the way things worked during this timeframe. Let's not mess with this.
appears unlikely to me that imps cant fly reb ships and rebs imps and freelance everyone elses etc. How did Han (who i dont recall been an imp) fly the imp ship in the film??
Here you have few ideas. Please give your advice, andgive your suggestions.
And maybe, Dev will hear, even lesson to us...
I said i want to believe this....
I hope my thread will help .
Sank
Kauri - Bestine
MSW
Nice to see someone post their ideas despite the difficulties of using a foreign language. Do not apologise for your poor english Sank as it is certainly better than my french. Do not be disheartened by the reply you got to your post, some times even with a good grasp of english it is difficult for someone to reply to someones ideas and appear constructuve and helpful whilst also not agreeing with your ideas. Sometimes people come across curt, dismissive and unconstructive all by accident.
Message Edited by CorporalClegg on 05-10-2005 05:49 AM
Thanks for your post Caporalclegg.
Actually, i may have to be more explicit.
Sank_Rata wrote:
3/Faction in space
Free can t use Imp ships. OK
We may imagine fixing step to change this. What about a Bio-enginered stuff, installed by a SW, to pilot an X-Wing with my Freelance? RP speaking:BioE to turn out Rebel Electronic Security...
SOE will then help BioE players, who are not overhelmed.
Please no. I really hope people stop this cross faction ship suggestions. We are having a hard enough time keeping space a diverse place with all the new overpowered loot ships, lets not make it so everyone uses the same.
I like having ships I cannot fly, like that my enemies know thier ships way better than I know them andI have to compensate for that. Besides, Rebels in TIE's and Imps in Krayts...it would not be fun or Star Wars like.
you may be right.
waht about REing Ships (especially rewards one, admitting SOE give them random stats) and "non use" decay?
These two ideas may help to gather people in space, no?
PS: majorcleegg, i realy appreciate your support and your help!!
I dont see the point in REing chassis. I dont think you mean it should be able to RE an ARC with the imperial guard TIE.
So if you RE with the same type of ships and since crafted stuff cant and shouldnt be REd, all chassis would have the exact same values.
Decaying ships when not using them would be bad, I think that would keep even more players from flying. Ground-based players dont want their ship to be destroyed if they decide to launch once again after some time has passed.
Regarding decay, what about starship fuel? Why not let the ships spend fuel over time. Shipwrights or Artisans could make that fuel with possible improvements to the ships stats determined by experimenting. Some basic fuel could be offerend at starports and space stations. They could even implement some extra fuel storage in the cargo hold slot or fuel explosions on component damage (when much fuel aboard). I dont know if the starwars ships even use fuel - sorry if they dont and the engines are solely energy-powered.
SOE could give(for ex)ARC rewArd ship with random stats, and allowed SW to RE same type chassis.
Fuel sounds good.Like "space buff" for ships. I like it!
Sank_Rata wrote:
I would like your advice about these ideas. PLease post.
Sank_Rata wrote:
SOE could give(for ex)ARC rewArd ship with random stats, and allowed SW to RE same type chassis.
Fuel sounds good.Like "space buff" for ships. I like it!
Fuel does sound good, but as a "requirement" not a buff. We need to be *really* careful with upseting balance with different types of buffs. I like the fuel ideas, and having ships burn fuel at a rate based on reactor drain of the engine, speed of the engine, and mass of the ship. the faster, heavier, and more reactor drain, the more fuel you burn sort of thing...interesting, as long as fuel could be kept to a reasonable price.
I would really hate to see people quiting space because they can't afford fuel.
Message Edited by Alyxian on 05-12-2005 11:04 AM