RysinLexicon Posted February 28, 2006 Share Posted February 28, 2006 FYI, I quit play Galaxies about 2 months about (after 2.5 years of playing) as the game (IMO) had just turned into something that was no longer fun. The MMO aspect of a Star Wars game is just limitless, but with the CU then the NGE you were always having to relearn to play the game and the game just never seemed to develop into the "Star Wars Enviroment". In fact, it seemed to always go backward then forwards. So, with that. I started thinking what I would I do. As I like many aspects of the Pre CU game, many aspects of the CU game, and some of the aspects of the NGE. Here is what I came up with (for what it is worth). Creating the Star Wars Galaxy To start, this galaxy would need to be much smaller then it is now. In other words, just start with a few planets to start with (Naboo, Coronet, Tatooine, and Rori). The point here is to get a few planets to start with, add the planet specific quest and mission, get them to work right before adding more plants (with new missions and quests) later. Generals Cities and housing Each major NPC city (3 of the 4 NPC cities) would allow for Player Housing within the city limits. You would have to be aligned with the faction that owned the planet (or neutral) in order to live within the city. You could only have housing (including Guild Halls) within these designated cities. Player Houses and Guild Halls can only be placed in player cities. Player Cities are capped at 5 per planet and cannot be within 1,000m of a POI or 2,000m of another city (Player or NPC). Player Cities would have a maximum 1,000m radius. These player cities can declare their faction which would increase the number of NPC troops patrolling the city (for a fee). The higher the fee, the more troops. Only Player cities that have declared their faction can place Faction Bases. Note, that declaring your city may attract unwanted attention form rival faction NPC and players. The point is encourage players to get evolved in player cities and the GCW and not penalized them for doing so. Imperial Planets & Cities Naboo and Coronet would be the main Imperial Planets. These two planets would be dominated by the Empire, with troopers EVERYWHERE! The main cities with the Star ports (4 total) would be heavily patrolled and almost impossible for Rebels to survive. CL 80 troopers would patrol the city. The capital city would be filled with CL level 80 troops, basically impossible to penetrate. The other 2 cities would be patrolled by CL 50 – 80 troopers, difficult to siege but not impossible. Being a Rebel and heading to these planets would be a REALLY bad idea. It would also be almost impossible for a Smuggler (carrying contraband or on a quest) to get out of these cities without getting caught. There would be one obscure city on each of the planets would be a “weak” link that would not be controlled. This would allow rival factions to use as a staging ground or for Smugglers to get to the planet without being discovered. Rebel Planets & Cities Rori would be the main Rebel Planet. This planet would be dominated by the Rebellion. Obscure from the Empire and completely controlled by the rebellion. Rebel Troopers would be EVERYWHERE! The main cities with the Star ports (4 total) would be heavily patrolled and almost impossible for Imperials to survive. CL 80 troopers would patrol the city. The capital city would be filled with CL level 80 troops, basically impossible to penetrate. The other 2 cities would be patrolled by CL 50 – 80 troopers, difficult to siege but not impossible. Being an Imperial and heading to these planets would be a REALLY bad idea. It would also be almost impossible for a Smuggler (carrying Imperial Merchandise or on a quest) to get out of these cities without getting caught. There would be one obscure city on each of the planets would be a “weak” link that would not be controlled. This would allow rival factions to use as a staging ground or for Smugglers to get to the planet without being discovered. Neutral Planets & Cities Tatooine would be the main Neutral Cities. This planet would not be free of its issues as it is controlled by Jabba the Hutt. Hutts gang members are EVERYWHERE within his city can palace! Neutral cities would be a little different. There would be one main city owned and controlled by the Neutral faction that ran the planet. But the other cities would be obscure and could include other neutral factions. Thought it would not be uncommon to see Imperial Forces appear in these obscure cities and flex some muscle. The Rebel Troops would also appear from time to time in these little cities (but not the main city controlled by the faction leader). Expanding Planets Over time, more planets would be added, with Imperial always being 2X rebel and rebel and neutral being equal (this is a galaxy controlled by the Empire). With each new planet comes new quests and cities. It would also be a great idea to add HOTH. A planet centered around the GCW, with 6 cities. 2 cities would be hard core faction (one Imperial and the other Rebel) while the other 4 cities could be fought over by the players. Faction could be cheaper for the faction that controlled the planet. To control a city, the attacking faction must talk out all the NPCs and faction structures and set the detonation commands. Once executed, the city switches sides and will then spawn new NPCs and Faction Structures for that faction. Implementing a Combat System 1) Start with the CU as the template for combat o The 3k health is great, bout should be based on skill point allocation not CL level Full template crafter should have the same 3k health as a full template fighter o The Accuracy and Defense Mods in the CU for the individual professions were very well balanced Also, the incorporation of General Ranged and Melee stats was great! o The incorporation of Action cost was a good way to encourage tactical fighting over spamming o Incorporation of “recoveries” was good also to counter Stats o Addition of the Max distance application was good, but need to add a MIN distance for Rifles and Carbines 2) Incorporate Pre-CU elements Cross over specials did not have the desired impact (a special can be fired with any weapon). Once you add the Min range for Rifle and Carbine, limiting specials to the specific weapon (profession) will really balance the huge disadvantage that Pistols had compared to Rifles It is a good idea to have some cross over specials, but the specials that define that profession (ie Stopping Shot for Pistoleer, or Crippling Short for Carbineer, or Head Shot for Rifleman) should not cross over. This will also make it easier to define combat roles with front line, mid line and rear line troops. It will also require players to be more tactical in combat switch between weapons and using their template skills to their Also, the combat range would need to be extended to 80m • Melee 0 – 10 • Pistols 0 – 40 • Carbines 20 – 60 • Rifles 40 - 80 Keep the way Accuracy and Defense Mods affect the “To-Hit %” • The CU changed the way accuracy and defense affect hitting in a bad way. • In the CU, Accuracy increased damage and Defense decrease damage done; this made little sense • More Accuracy should increase my chance of hitting and more defense should decrease the chance of getting hit, not impact damage • 100 Accuracy verse a 100 defense should have a 50% chance of hitting Dizzy Stat should prevent you from getting up from a KD or Posture Change. • When the CU just made stats like Dizzy only impact accuracy mods they removed the tactical application of them and rendered them useless • If you are dizzy and are KD, you should first have to recover from the Dizzy and them recover from the KD • This would give a good tactical advantage to a KD / Dizzy combo, which didn’t exist in the CU Same with Blind and Stun. • Blind should reduce accuracy by 50% • Stun should reduce defense by 50% Combat Level should not impact damage • For whatever reason, your CL level caused you to do more damage depending on how much lover or higher your targets CL was, this too is does not make sense. • Damage should be based on the Weapon Damage (with special bonus) verse Armor Stats and nothing more. • All the CL should do is help gage the difficult of the NPC / Creature you are attacking • Higher level creatures and NPC should have higher health and higher damage • A CL 50 NPC should not fire a shot and do 100 damage to a CL 80 player but hit for 200 verse a CL 50 player. They should do 100 to both (or 200 to both)! The main disadvantage of the CU system was that it really killed off Hybrid professions. Not only did they not get to CL 80, but they didn’t get 3k health and they did little damage. It created a way too complicated system that simply did not make sense to anyone. Simplify while keeping the depth. If I pick 2 combat profession and someone else is a Hybrid (one combat and one non combat) then I will already have an advantage with my higher accuracy and defense, no reason to stack on to of that CL differences and Health differences. Not to mention the other specials I will have an more combat verity I would have as the dedicated combat template. What Basic Professions would be in the game 1) Reduce the number of Basic Professions • Combat Specific Templates: Keep Pistoleer Keep Carbineer Keep Rifleman Combine Swordsman & Fencer into one profession Combine TKA & Pikeman into one profession • Variety Templates Combine Doctor & Combat Medic into one profession Combine Ranger / Creature Handler / Bio Engineer into one profession • Non Combat Templates Combine Crafting Profession into 2 Types (Armorments & Structural) Combine all Entertainment profession into one profession (including Tailor) • Remove Squad Leader, Bounty Hunter, Smuggler, Commando, Jedi and any other ICON profession as a “Starting Professions” • Remove Marksmen, Brawler, Scout and Medic • In the end, each individual combat profession would be equal. Keep in mind, that if you combine 2 combat professions you will be stronger then someone that only has 1. Also, if you combine two “like” combat professions (both ranged or both melee) you should have more accuracy with that type of weapon then someone with a mix of ranged and melee Pure Combat Template (both similar combat templates) > Hybrid Combat Template (1 ranged, 1 melee or 1 combat, 1 variety) > Combat Based (just 1 combat and 1 non combat) > Non Combat Template. 2) Players would be allowed to Master any 2 basic professions (no skill points) • This would equate to a CL 80 Template, assuming they complete the master of both Full Combat Specific Template would be CL 80 Full Non-Combat Template would be CL 80 3) Keep the “Icon” profession concept, but add it as a deeper level as a “career path” beyond the basic professions In other words, you start off and get to CL 80 as your chosen basic profession template Then you pick 1 ICON Career path Bounty Hunter, Smuggler, Storm Commando, Field Soldier, Merchant, Entertainer, Squad Leader, Force Sensitive Padwaan • The ICON professions would not require any skill points or give any addition mods, they would just provide deeper content. • They would have additional “specials” that help you accomplish / define their career path • You should be able to pick another career path, but you would have to surrender all your skills and start back at CL 1 with no basic skills trained What would the Career Profession would be? 1) Field Soldier a. This profession would require at least 1 combat profession in their template b. This Career Profession would be the general Army for their side of the GCW (either Imperial or Rebel, cannot be neutral) c. Soldiers could be Covert or Overt and change between them depending on whether or not they want to be on the active roster (ready for combat) d. Specific Content for this profession would be General Faction Missions and some Faction Quests (as well and grouping with other Career Professions to complete their quests) e. Advancing up the chain of this career path would be based solo on XP gained for Faction Mission. 2. Storm Commando a. This profession would require both basic professions to be of the Ranged Combat type b. This Career Profession would be for the fully dedicated soldier for the Empire, you cannot be a Rebel if this is your profession c. Storm Commandos do not have the option of being Covert while engaged in combat, they are on active duty 24 / 7. They can however go “Enactive” but they would not be permitted to use any of their faction gear or Commando armorments d. Specific Storm Commando Content would be General Faction Mission and Commando Quest associated with destroying NPC and Player Faction Bases e. Advancing up the chain of this career path would be based on XP gained for Quest Based Mission. XP advancement would be high and as you profess your Career Based Specials would become more potent. 3. Squad Leader a. This profession would require both basic professions to be Combat Based (either all ranged or a mix of ranged and melee) b. This Career Profession would be for the fully dedicated soldier for the Rebellion, you cannot be a Imperial if this is your profession c. Squad Leaders do not have the option of being Covert while engaged in combat, they are on active duty 24 / 7. They can however go “Enactive” but they would not be permitted to use any of their faction gear or Squad Leader armorments d. Specific Squad Leader Content would be General Faction Mission and Squad Leader Quest associated with raiding Imperial Facilities, Cities, and NPC and Player Faction Bases. • Bonuses granted for number of members within the group e. Advancing up the chain of this career path would be based on XP gained for Quest Based Mission. XP advancement would be high and as you profess your Career Based Specials would become more potent. 4. Force Sensitive Padwann a. This profession would require both basic professions to be Melee Combat Based b. This Career Profession would be for the dedicated to the Rebellion, and restore peace and order to the Galaxy (cannot be Imperial) c. FS Padwaan’s do not have the option of being Covert they are on active duty 24 / 7. They cannot go “Enactive” d. Specific FS Padwaan Content would be General Faction Mission and FS Padwaan Quest designed to “learning” the ways of the force and helping to stop the Empire. • An example of an FS Padwann based quest would be to discover X number of Imperial Outpost (NPC or Player bases) and get the vulnerability times (using their FS Skills to sneak in the base). • The completion of this quest would then generate a Squad Leader Quest to take the bases down • Failure to complete the quest (getting caught) would generate a Storm Commando Quest to take out the base the FS Padwaan got the mission from. e. Advancing up the chain of this career path would be based on XP gained form Quest Based Mission. XP advancement would be high and as you profess your Career Based Specials would become more potent. • This Career path does not lead to a “Master Jedi” or “Jedi Knight”, just an individual with heightened FS skills 5. Entertainer a. This profession would require the Entertainer basic profession and the Structural Crafting Profession b. This profession would be required to remain Neutral c. This Career Profession would have specific skills related to Imagine Designing, crafting clothing items, and performing and providing “entertainment” to weary patrons • Entertainer give Combat Enhancing Buffs, XP Bonus Buffs, Crafting Bonus Buffs and heal battle fatigue • Image Designing allows people to change their cosmetic appearance d. Specific Entertainer Content would allow entertainers to build macros to create their own Dance routine or music concerts • Specific moves would be individual and the player could write their own routine and / or music 6. Merchant a. This profession would require both basic crafting profession: Armorments and Structural b. This Career Profession would have to be either Imperial or Rebel • Note that each faction would have unique craftable items • However, Merchants do not have the option of being Covert they are on active duty 24 / 7. They cannot go “Enactive” c. There would be unique items that could be crafted for your faction: • Weapons and Armor • Faction Bases and Outpost • Faction Vehicles and “Pets” • Faction Based Space Craft d. Specific Merchant Content would be access to an advanced crafting system and material / component harvesting system • Merchants can use unique droids to survey a specific planet (from a remote planet) and identify resources of a specific type. • The advanced crafting system would give them a schematic view of the surveyed planet and they would have to analysis the results of the droids survey and determine the best location to extract the resources. • These “unique” resources would give bonuses and allow them to make better weapons and armor and more durable vehicles and structures (lower rent) e. Because Merchants are Overt 24 / 7 and are not combat capable, they would need to hire a “Smuggler” to place the Harvester and acquire the resources when the harvester has completed its extraction. 7. Smuggler a. This profession would require both basic professions to be of the Combat or Variety type b. This Career Profession would be required to be Neutral c. Smugglers specific content would be based on completing General Neutral Faction Quest from specific factions and Specific Smuggler missions from Merchant players • These Smuggling Missions (from NPC and from Merchants) would require the smuggler to reach multiple waypoints and avoid either rival neutral faction guilds and/or Imperial Searches and/or Rebel check points. • Waypoints would be in space and on ground and would require escaping combat (or winning combat) in order to complete the mission • Failure to complete a smuggling mission or quest will result in bounty to be placed on the smuggler d. Advancing up the chain of this career path would be based on XP gained form Quest Based Mission. XP advancement would be high and as you profess your Career Based Specials would become more potent. 8. Bounty Hunter a. This profession would require both basic professions to be of the Combat or Variety type b. This Career Profession would be required to be Neutral c. Bounty Hunters specific content would be based on completing General Neutral Faction Bounties from specific factions and Specific Player Bounties missions • Bounties will be placed in Smugglers that fail missions, Bounty Hunters that fail too many consecutive bounty attempts, and highly successful Squad Leaders. • Bounty Hunters are no stranger to check points or Imperial Entanglements, beware that Imperial Checkpoints and Rebel Checkpoints could become a problem if one does to much business to either side. • Might be advised that successful Bounty Hunters avoid heavily faction control cities. d. Advancing up the chain of this career path would be based on XP gained form Quest Based Mission. XP advancement would be high and as you profess your Career Based Specials would become more potent. How to get Experience 1. General City Mission a. Every NPC city would have Mission Terminals that provide missions for players to go on. b. The intent of the missions is to keep the habitats of indigenous creatures from overgrowing and endangering the lives of the citizens. c. The Missions would scale based on the size of the group and the CL of the players i. Higher CL players equal higher CL creatures ii. More players equal more difficult creatures 2. Quest based system for the Career Professions a. Advancing up the chain of this career path would be based on XP gained for Quest Based Mission. b. XP advancement requirements would be high and as you progress your Career Based Specials would become more potent. 3. Faction Mission a. General Faction based missions can be given too b. Rebel, Imperial, and Neutral (Hutt, Nym) would have specific missions against the other factions that could be run c. The Missions would scale based on the size of the group and the CL of the players i. Higher CL players equal higher CL creatures ii. More players equal more difficult creatures 4. Planet Based Quests a. Each planet would have unique and planet specific quest that you could take for XP b. Some quests could take you through caves or abandoned facilities i. Tatooine would have quest that are unique to Tatooine, like Hutt missions and / or quests that you get from him ii. It would also have quest about the uncovering of Tusken Raider activities and the like c. The Missions would scale based on the size of the group and the CL of the players i. Higher CL players equal higher CL creatures ii. More players equal more difficult creatures Link to comment Share on other sites More sharing options...
HUGOMAND Posted February 28, 2006 Share Posted February 28, 2006 Great stuff, why don't you mail it to them Link to comment Share on other sites More sharing options...
RysinLexicon Posted February 28, 2006 Author Share Posted February 28, 2006 They do not accept unsolicited offers. LOL Link to comment Share on other sites More sharing options...
HUGOMAND Posted February 28, 2006 Share Posted February 28, 2006 They accept good ideas like yours Link to comment Share on other sites More sharing options...
RysinLexicon Posted February 28, 2006 Author Share Posted February 28, 2006 Thanks, have a link for me to send it to? Link to comment Share on other sites More sharing options...
HUGOMAND Posted February 28, 2006 Share Posted February 28, 2006 Can't remember, it should be somewhere on http://www.starwarsgalaxies.com Link to comment Share on other sites More sharing options...
Mossa Posted April 14, 2006 Share Posted April 14, 2006 You know what... I more wants to start a Developing team making that game dude... Why dont we do that? Link to comment Share on other sites More sharing options...
HUGOMAND Posted April 14, 2006 Share Posted April 14, 2006 Hehe you'll need to ask LA first, and guess what they'll say... Link to comment Share on other sites More sharing options...
Mossa Posted April 15, 2006 Share Posted April 15, 2006 Yeah, I know but I have considered this idea every time I typed a peice of code or made started a new tutorial in my Modelling program... Damn the License THING! But ohh well, at least we have the KOTOR Series which they are hope in them at least! Even through LA have made it go bad too... Link to comment Share on other sites More sharing options...
RysinLexicon Posted July 9, 2006 Author Share Posted July 9, 2006 Yeah, I know but I have considered this idea every time I typed a peice of code or made started a new tutorial in my Modelling program... Damn the License THING! But ohh well, at least we have the KOTOR Series which they are hope in them at least! Even through LA have made it go bad too... Say no more, say no more. Looks like some people have had enough of the NGE and are making an SWG EMU. The Pre-CU game is coming back. they are fixing some of the bugs and going live here in a few months! See you all there! http://forums.swgemu.com/index.php Link to comment Share on other sites More sharing options...
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