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Ideas for SWG...again *yawn* LOLFollow

#1 Feb 06 2004 at 9:02 AM Rating: Decent
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Here are some ideas...if I get a good response here, maybe I'll post it on the Official SWG Forums:

1. A new system of leveling and training w/o the over-used XP grind model. For example (and I have a few of them), for brawlers, there should be places in each city where a brawler can go to train. This training center, call it a dojo or a gym, can have areas for each branch of brawler (swords, pikes, unarmed, etc) and if you wish to train, you can fight training combat droids (which are in the Star Wars books) or just practice a move over and over again, swinging your weapon in the air and learn your moves. You'd get XP for the amount of training you do there, maybe with an added bonus or two. For Marksmen, a center to practice shooting, like a shooting range, or fighting training droids. Same deal as before.

This does not mean you can still go out and blast creatures for points, but this type of system would add a nice touch of realism in the fighting system. I mean, soldiers in any RL army can't just buy a machine gun, go running around in the woods killing bunnies and squirrels, and then go join the army LOL. These fighting systems in SWG should actually be practiced, not given to you for the number of things killed.

2. A crafting system where you actually see and handle the item or items you are crafting. For example, for a weaponsmith crafting a laser rifle, he should have a work area, maybe a factory or a work bench in the back of their houses, and he should be hands on with all of the required materials, not just click and pull from one icon and place it on another part of the screen. The weaponsmith could actually have a weapon or their materials graphically shown on the workspace provided, like each separate part of the gun on the table. Then, to finish it, a screen would come up with a zoomed image of each of the parts, and with a tool of some sort, that could be moved via the mouse, could be used to *****/bolt/weld/stitch or otherwise connect the pieces together and create a finished product. Give a certain amount of XP, maybe broken up throughout the whole scenario, and there you go. And these weapons, crafted with such intimate care and determination, would be used, rather than grinded and trashed so that after losing your mind grinding through levels, you are a master and can make weapons that people would use.

Lather, rinse, repeat for the other crafting professions.

3. I'm not done with the crafting system yet! There should be factories and manufacturing companies from the Star Wars books actually in-game, and crafters could go there and get work, like better artisan missions that could be seen as jobs. I mean instead of sitting at a crafting station and grinding, you could be told to craft 200 whatevers and turn them in at a terminal for X amount of credits, gaining xp along the way.

Oh boy, I've written too much LOL. I'd better stop :)

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#2 Feb 06 2004 at 9:38 AM Rating: Decent
1.) Although they are probably unlikely to get rid of the XP model (and probably unable to due to engineering) I REALLY like that idea. You would skill have to spend a similar amount of effort to gain the exp, but If you think about it, it's already this way with item creation. There's a practice mode. The only downside I would see is the lack of danger in combat (i.e. Combat skills could be raised without danger). The model could be adjusted to where only a certain percentage of exp from each block could be gained in practice and the rest would have to be practical exp. I will make a note about your "buy a machinegun and run around shooting bunnies" comment though... :) Most of the weapons you can use at the low end of the game are light weapons... civilian, if you will... and since Star Wars is almost a frontier with technology game, I liken it to going small game hunting IRL :) I grew up in the country...

2.) I think this would be neat as heck :) But I worry that it would be too complex for people that don't like as hands on an approach as we'd prefer :(
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