Smuggler Archive
Thread: I have a treat for you...
SWG-Goliath wrote:Holsters..I have seen this many times in this thread. Not sure what this does for the game besides look pretty though, do u have any additional information?
JarusSarn wrote:
Now let's get back to talking about SMUGGLERS and SMUGGLING on the SMUGGLER forums... oh, and Goliath, since you are a Smuggler, and an RPer and an artist... and a Dev and since we're asking your opinion on just about everything, what's your take on holsters, and the effect they could possibly have on the game?
I posted this a long time back... it's been modified a bit I think, but this along with what Wes said would be great... oh, and built in SKILL MODS for pistols and such. They really could be useful. As for your opinion as an artist Goliath, how feasable do you think this would be, speaking of modeling/texturing/animating and such? I've been wondering that for a while...
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It's my opinion that this game needs holsters, I heard from a beta tester once, that there were holsters in the game at one time, furthuremore I have uncovered an old pre-launch screenshot and 360 screenshot showing a bothan wearing a holster.
http://starwarsgalaxies.station.sony.com/images/screenshots/20010801002.jpg
http://starwarsgalaxies.station.sony.com/media/qtswg/bothan_male.htm
Where did they go, and why? Anyway, I have some theories on the asthetics of the holster. Everyone has been talking about making the game more Star Warsy. Holsters would help a lot I think. Take for instance these two characters, the first picture is me in-game, without a holster; as you can see I have the Han Solo-esque outfit, but wait somethings missing! Now look at the second picture, the smallest change can make the difference between smuggler, and Joe Nobody.
http://www.geocities.com/sarnspices/noholster.jpg
http://www.geocities.com/sarnspices/holster.jpg
Doesn't the holster add some sort of Star Warsy feel to the otherwise bland outfit? I also have some ideas about the mechanics of the holster.
Madfish wrote some time back: I think they should be done as containers (like a back pack) with only one slot. Only a pistol item can be placed in it. It could take up a current slot, like the leg armour slot, since you can't have a holster over armour... though isn't this slot also used by trousers? Perhaps bandolier or jacket slot for chest holsters, belt slot for waist holster and finally a new slot (the hard one) for thigh holsters. They'd be a Tailor item only, and could be done in various colour leathers as required. Using this approach, treating them as clothing, you could have all three (hip, waist, under arm) on one character - that'd rock.
For the most part I agree, there should be three kinds of Pistol/Carbine holsters, Slings for Rifles, and two kinds of Scabbards for Swords. The three pistol/carbine holsters would be shoulder holster (bandoleer slot) belt holster (belt slot) thigh holster (new slot on thigh). The sling would take the bandoleer slot, and all Rifles would have a sling by default. The scabbards would take up a belt slot, or a bandoleer slot.
-Pistol Mechanics-
Now how do we get the pistol in the holster, good question, here's a solution. You equip the pistol of choice, this would make it appear in the holster you currently have equipped. The hosters would take the shape of whichever pistol was currently in it. Once you enter battle, you make a drawing motion, and the pistol leaves the holster, which stays in the shape of the last gun to be placed in it, or reverts to a default shape (whichever is easiest). The pistol is now in your hand, once you are finished fighting, you holster it, and it will stay there until you unequip the blaster, or equip a new pistol.
-Sword Mechanics-
The sword and scabbard would work the same way as the pistol, and the scabbard would take the same shape as the sword that was currently in it.
-Rifle Mechanics-
The rifles sling would be very simple. The rifle that is currently equiped, would be slung across your back, if the player simply wants no weapon on his back, he must unequip the item.
SpinningCloud wrote:
hehe, yeah Tiggs was getting beat up pretty bad for ignoring us...though I doubt doing an introduction post then disappearing again without talking to us about our issues is going to do much for her in our eyes.
Come back Tiggs...engage us.
Wili wrote:
OT Question: When will we hear more about the Combat Uprade?
an interesting read, even if your not a combat professional:
oops
Message Edited by GarVa on 12-01-2004 01:20 PM
SWG-Goliath wrote:
Wili wrote:
OT Question: When will we hear more about the Combat Uprade?an interesting read, even if your not a combat professional:
http://forums.station.sony.com/swg/board/message?board.id=correspondent_development&message.id=2110
Problem is, we can't access that board.
SWG-Goliath wrote:
Wili wrote:
OT Question: When will we hear more about the Combat Uprade?
an interesting read, even if your not a combat professional:
http://forums.station.sony.com/swg/board/message?board.id=correspondent_development&message.id=2110
/bonk! your evil don't tease the people who can't read it!
Tiggs wrote:
SpinningCloud wrote:
hehe, yeah Tiggs was getting beat up pretty bad for ignoring us...though I doubt doing an introduction post then disappearing again without talking to us about our issues is going to do much for her in our eyes.
Come back Tiggs...engage us.
I didn't think I needed to babysit this thread, while I do not post much in the profession forums it does not mean that I am not reading them *lurker*.
This thread was meant to introduceyouto someonethat is as passionate about the game and Smuggler profession as you are that works for the company (not saying the rest of the Dev team isn't as passionate). You do have a correspondent that is here to gather your feedback and concerns and pass that on to TH and I and we take whatever issues he presents to us to our Dev team meetings.
The problem has been raised lots of time Tiggs, we don't know what the issue we provide to you become, we don't know what the your dev team meeting decides about the issues, we don't know a single thing. And that's why we keep on teasing you. I asked it before, i ask it now, and until i get an answer i'll ask it again. What happens to all these issues? Can we have a status of pending issues? We do provide feedback as mush as we can, probably even far more than you can handle, but if we don't even know if it's being considered tell us why we should go on?
Aren't you fed up ebing asked about the crate auto-pulling issue? i'm sure you are at least as much as i am about asking, the simplest way to get rid of redundant questions is to answer them.
We're not talking about revamp matters, about breaking the CU NDA, we're talking about bugs being adressed; or at least acknowledged and inserted in a schedule.