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MMORPG.com Discussion Forums

Stargate Worlds

Stargate Worlds 

General Discussion  » To make this game a success

16 posts found
  darknights

Novice Member

Joined: 11/13/05
Posts: 7

 
6/03/07 5:10:12 PM#1
to  make this game a success they have to make it the almost opposite of LOTRO. they have to make it so you can join many or at least 2 different factions for pvp but they should also have neutral or so factions for people that dont like pvp.
  Aseenus

Novice Member

Joined: 8/17/05
Posts: 1844

6/04/07 10:55:33 AM#2
lol 2 years and this is ur first post kek

anyways back on topic, im gonna disagree mate :)
  Liliane

Novice Member

Joined: 9/22/06
Posts: 580

6/11/07 2:41:05 PM#3
Against who You would PvP in Stargate Worlds?

I like Stargate movies/series, but hate anykind of PvP. Because in the end it's just I owned You attitude and not Stargate World lore like. Good character customation and some skill system would go far. But of cause they gonna be idiot and make it level griding game like everyone else.

In the base Stargate was all about exploration.

MMORPG.COM has worst forum editor ever exists

  Eichenkatze

Novice Member

Joined: 4/19/06
Posts: 340

Public forums. You will never find a more wretched hive of scum and villainy. We must be cautious.

6/12/07 5:39:41 AM#4
The hardcore stargate fans who play games and have the funds available for an MMO will no doubt sign up regardless of what the rest of the community feels. However if they truly want this game to make a huge hit.. They'd have to do a number of things..

  • Build and enforce a large community that revolves around itself and is primarily player controlled/drive.
(This would mean that by creating an economy or player community it would have to give players a say in what happens and when it happens. Ideas could be player driven markets, player-driven item ehancements and ideas around SWG's old Entertainer/Musician.)
  • Generate Stargate Worlds with a load of content, be it a neccesity to the story or not.
(By doing this, it keeps the player base and individual player involved and entertained with the game. Players don't want to replay the same quest line over and over again or to replay the same old mission time and time again. Diversity and new stuff draws in long-term players)
  • Exceptional or at least excellent customer service
(if you've got a problem and theres no one there to help you. Why would you be enticed to stay with a company you feel ignores you?)
  • Expansive enviroments and customizability
(Players on a general basis love uniqueness and identity. No one wants to look like the guy starting next to you. They love detail and difference in appearance. The more options the better. This also goes for the environment. A game where every planet looks the same but holds a different texture and some new creatures gets old fast. Unique environments with reasonable standards gives players things to look at and holds the imagination.)
  • A good basic story line.
(Simple. If you can get players to play through a story line and drool at your doorstep for more, you're on the right track and you're going to hold their interest.)

  • Roleplay
(Some people prefer PvP *See below* and others prefer RP, or roleplay. If you want the most players you can get, drop in and craft as much of both worlds as you can into the game. Even the casual player loves to use a huge databank of emotes and styles. Its not just the hardcore player who loves the /smile , /wave, /dance , /thumbsup, /no, /laugh, /growl, /shakehead emotes. They can be used for so much more than to just roleplay. For instance conversation. If you can help build a stronger community involvement and interaction. Do it.)

  • Player-vs-Player
(Just as Roleplaying, PvP is an important aspect of any game. There are tons out there that feel the need for blood. If they do it well, add a solid system for players to rank up against and perform against other players.. they can't do any evil here. Give those PvP-junkies a reason to fight their enemies and a reason to draw blood. Add a fun and involved experience to that with rewards and primarily equal grounds and you'll make some happy campers.)

  • Listen to the public.
(One reason developers don't generally listen to forum posts and you get posts popping up like "The developers don't care about us!" Is because there are too many opinions out there and alot more people with their own opinions. However, this doesn't mean developers need to cut off their base entirely. Post polls, gather ideas, give out ideas, suggest things to the forum and hold meetings on it. The more you listen to the general populus and the more you take from it.. the more people you can make happy. Just be smart about it.)

  • Don't change your plans
(One mistake alot of MMO developers make is they change their road plans mid-trip. Don't do this. If you notice the forums are lit with excitement over your current system and content.. for the sake of your wallet and game success... DO NOT CHANGE THIS. Regardless of the pressure on companies, this can be a huge death-spell for your game. Stick with the origional plans.. unless they're so ungodly unpopular.. then switching is available. Just don't hit that red button like a maniac if no one wants you too. Especially if they're going to buy your game and pay your subscription fee.

  • Don't change developers mid-life or even mid-development.
(When this happens.. all hell breaks loose. Players don't like a staff change. If the company feels they don't like their current developer employees and lay them off.. the odds of some jerk-wad getting the king's chair is very, very high.. so don't do it. He/She will likely run the game into the ground.)

  • Don't limit your staff
(This is a hard one.. but don't limit your staff on who they are. Gather the most crazy and most creative people you can find and add them to your utility belt. They may be a little odd and have no business skills.. but their ideas are worth a gold mine. These people can often make or break a game franchise. Their ideas can stretch far around most people's imaginations and thats what most games need.


Thats all i can really think of right now.


Everquest - 2000 - '02
Anarchy Online - '01-'02
Earth and Beyond - '02-'04
Star Wars Galaxies - '03-'06('07)
World of Warcraft - '04-'07
Age of Conan - '08 - shelved.
-Waiting on-
Star Trek Online
SW: The Old Republic

  ImTheDoctor

Novice Member

Joined: 12/29/06
Posts: 27

6/12/07 9:19:45 AM#5
Originally posted by Eichenkatze
The hardcore stargate fans who play games and have the funds available for an MMO will no doubt sign up regardless of what the rest of the community feels. However if they truly want this game to make a huge hit.. They'd have to do a number of things..

  • Build and enforce a large community that revolves around itself and is primarily player controlled/drive.
(This would mean that by creating an economy or player community it would have to give players a say in what happens and when it happens. Ideas could be player driven markets, player-driven item ehancements and ideas around SWG's old Entertainer/Musician.)
  • Generate Stargate Worlds with a load of content, be it a neccesity to the story or not.
(By doing this, it keeps the player base and individual player involved and entertained with the game. Players don't want to replay the same quest line over and over again or to replay the same old mission time and time again. Diversity and new stuff draws in long-term players)
  • Exceptional or at least excellent customer service
(if you've got a problem and theres no one there to help you. Why would you be enticed to stay with a company you feel ignores you?)
  • Expansive enviroments and customizability
(Players on a general basis love uniqueness and identity. No one wants to look like the guy starting next to you. They love detail and difference in appearance. The more options the better. This also goes for the environment. A game where every planet looks the same but holds a different texture and some new creatures gets old fast. Unique environments with reasonable standards gives players things to look at and holds the imagination.)
  • A good basic story line.
(Simple. If you can get players to play through a story line and drool at your doorstep for more, you're on the right track and you're going to hold their interest.)

  • Roleplay
(Some people prefer PvP *See below* and others prefer RP, or roleplay. If you want the most players you can get, drop in and craft as much of both worlds as you can into the game. Even the casual player loves to use a huge databank of emotes and styles. Its not just the hardcore player who loves the /smile , /wave, /dance , /thumbsup, /no, /laugh, /growl, /shakehead emotes. They can be used for so much more than to just roleplay. For instance conversation. If you can help build a stronger community involvement and interaction. Do it.)

  • Player-vs-Player
(Just as Roleplaying, PvP is an important aspect of any game. There are tons out there that feel the need for blood. If they do it well, add a solid system for players to rank up against and perform against other players.. they can't do any evil here. Give those PvP-junkies a reason to fight their enemies and a reason to draw blood. Add a fun and involved experience to that with rewards and primarily equal grounds and you'll make some happy campers.)

  • Listen to the public.
(One reason developers don't generally listen to forum posts and you get posts popping up like "The developers don't care about us!" Is because there are too many opinions out there and alot more people with their own opinions. However, this doesn't mean developers need to cut off their base entirely. Post polls, gather ideas, give out ideas, suggest things to the forum and hold meetings on it. The more you listen to the general populus and the more you take from it.. the more people you can make happy. Just be smart about it.)

  • Don't change your plans
(One mistake alot of MMO developers make is they change their road plans mid-trip. Don't do this. If you notice the forums are lit with excitement over your current system and content.. for the sake of your wallet and game success... DO NOT CHANGE THIS. Regardless of the pressure on companies, this can be a huge death-spell for your game. Stick with the origional plans.. unless they're so ungodly unpopular.. then switching is available. Just don't hit that red button like a maniac if no one wants you too. Especially if they're going to buy your game and pay your subscription fee.

  • Don't change developers mid-life or even mid-development.
(When this happens.. all hell breaks loose. Players don't like a staff change. If the company feels they don't like their current developer employees and lay them off.. the odds of some jerk-wad getting the king's chair is very, very high.. so don't do it. He/She will likely run the game into the ground.)

  • Don't limit your staff
(This is a hard one.. but don't limit your staff on who they are. Gather the most crazy and most creative people you can find and add them to your utility belt. They may be a little odd and have no business skills.. but their ideas are worth a gold mine. These people can often make or break a game franchise. Their ideas can stretch far around most people's imaginations and thats what most games need.


Thats all i can really think of right now.
All I can say is I agree 100% I've seen quite a few MMO's not follow this and well it makes the game not worth playing. You should write guide lines for all MMO's

Future Alliance Leader in the Upcoming MMO StarGate Worlds

  Eichenkatze

Novice Member

Joined: 4/19/06
Posts: 340

Public forums. You will never find a more wretched hive of scum and villainy. We must be cautious.

6/12/07 10:00:28 PM#6
Originally posted by ImTheDoctor
All I can say is I agree 100% I've seen quite a few MMO's not follow this and well it makes the game not worth playing. You should write guide lines for all MMO's

Lol, why thank you! I'm glad you agree. Theres plenty more i could add to that list, but what i have there gives the pretty basic idea. Its just a shame most companies don't use these suggestions from not just myself but common knowledge and other players out there.

Its not about what the developer wants. Its what the player wants.

If the player wants a blue rabit with a machine gun. Thats what they want. They could care less if the developer wants a purple dinosaur with friendship. If its not blue and doesn't riddle the wall with holes while eating carrots and cackling.. they're not going to buy it.


Everquest - 2000 - '02
Anarchy Online - '01-'02
Earth and Beyond - '02-'04
Star Wars Galaxies - '03-'06('07)
World of Warcraft - '04-'07
Age of Conan - '08 - shelved.
-Waiting on-
Star Trek Online
SW: The Old Republic

  Phaz3

Novice Member

Joined: 6/19/07
Posts: 3

6/19/07 11:07:15 AM#7
While it is true, that they have a huge fanbase for the series, counting on only that would be a huge mistake. How to give what the fans want at the same time as getting non-SG-fans to the game is going to be hard. So numerous MMO's are coming. At the present time, it seems that they are listening to the fanbase quite actively, and this is certainly a positive sign. Unfortunately too little information about the game has been released yet to make any sort of conclusions about the quality of the content. So what is it that sets it apart? There will have to be MANY things that set it apart from others, in a good way. Many MMO's seem to be developed with 'we have this one trick on our sleeves and we believe it will bring us huge success'. That wont cut it. Basically every area of gameplay needs to be excellent - and there needs to be 5-10 original, well working aces on the sleeve. If that is accomplished, the gaming community will follow the great reviews. Well now we have the diehard-stargate-fans and the gaming-community. To make a great success, and not just lukewarm dollars, they need to address the non-gaming public and the moderate stargate fans. Even people who have never watched a single episode of any SG series or movie. How do you do that? One thing Blizzard was good at was advertizing. You just coulndt miss the half-naked nightelf at the medias. Lotsa cash poured in that area, to all sorta segments. Unfortunately SGW doesnt seem to have that sexy girl (which made wow and tomb raider famous). Somehow i dont see Samantha Carter in there with only underwear. So creative advertizing is needed. Then ofcourse they have to make the game easy to use, so that people will not be driven out from the first experience. EVE wasnt the best in this, although the tutorial these days is good. Ease of use brings alot of teenagers in, and even if you happen to hate that idea, it brings in dollars - and thus better resources to continue developing and promoting the game. Alot more could be said, but ill pass it for now. EDIT: Hmm... why doesnt my post have linebreaks, even if they are in the editing window?
  sellhigh55

Novice Member

Joined: 5/26/07
Posts: 39

6/22/07 3:22:32 PM#8

To make the game great, the above ideas are EXTREMELY sound.  Couldn't have said it better myself.

However, to make the game a SUCCESS, the developer is going to have to appeal to people who have never watched the series before.  They need to make it clear that you will understand the storyline, like the characters, and enjoy the game when you have never seen the show.  It has to peak the interest of a wide audience, not just current fans.

It looks to me like it's shaping up to be a great game, I really like what I see.  But I know the show.

  sledog

Novice Member

Joined: 12/17/06
Posts: 30

7/03/07 2:56:00 PM#9

I think that the game will be a success.. they will appeal to those that want a modern millitary game,  and of course us stargate fans too..      athough i totally agree with whats been said about the MMO rules.. *such as don't  change your game because some people whine .. * if you don't follow them .. then of course the game will not be a success.. but since I don't see CME doing that I think that this game will be more then a success . 

sledog Xfire Miniprofile
  Rollotamasi

Apprentice Member

Joined: 12/20/06
Posts: 910

7/03/07 3:07:01 PM#10

I think this game would be great at breaking the "norm" of what we have been seeing in games up to it.  For starters.

Economy.  People have been talking about player ran economies and so fourth.  I think it would be interesting if they tried NO economy.  Think about it.  If I work for the SGC they are going to issue me my P90 and uniform, I am not going to have to buy it.  Same with the Asgard.  They don't run down to the local Best Buy and pick up a time dialation field, it is provided by their governing body.  As far as getting gear (technology) from other cultures it could work like this.  As you build faction with those cultures they offer to GIVE you technology in trade for perhaps completing tasks for them.  This would also solve the problem of gold farmers and you don't ever have to worry about ruining a economy that doesn't exist. 

PvP.  This would be a great game for land control or should I say planet control.  They are always talking on the show about how X faction control's Y planet.  This is the perfect universe to be able to take and hold planets for resources.  Lets say that the Free Jaffa nation control's a planet that has a large supply of Naquada.  They can then produce higher quality staff weapons for their warriors.  If the SGC takes control of the planet they can produce special rounds using the same resource.  There are hundreds of possibilities. 

 

Just a few idea's I had while reading the various posts in the forum.

-Currently looking forward to FFXIV

-Currently playing EvE and Global Agenda

  sledog

Novice Member

Joined: 12/17/06
Posts: 30

7/03/07 3:11:20 PM#11

Originally posted by Rollotamasi

I think this game would be great at breaking the "norm" of what we have been seeing in games up to it.  For starters.

Economy.  People have been talking about player ran economies and so fourth.  I think it would be interesting if they tried NO economy.  Think about it.  If I work for the SGC they are going to issue me my P90 and uniform, I am not going to have to buy it.  Same with the Asgard.  They don't run down to the local Best Buy and pick up a time dialation field, it is provided by their governing body.  As far as getting gear (technology) from other cultures it could work like this.  As you build faction with those cultures they offer to GIVE you technology in trade for perhaps completing tasks for them.  This would also solve the problem of gold farmers and you don't ever have to worry about ruining a economy that doesn't exist. 

PvP.  This would be a great game for land control or should I say planet control.  They are always talking on the show about how X faction control's Y planet.  This is the perfect universe to be able to take and hold planets for resources.  Lets say that the Free Jaffa nation control's a planet that has a large supply of Naquada.  They can then produce higher quality staff weapons for their warriors.  If the SGC takes control of the planet they can produce special rounds using the same resource.  There are hundreds of possibilities. 

 

Just a few idea's I had while reading the various posts in the forum.

 

The PVP idea I like  although the economy Idea I somwhat disagreee with..   .. and the only thing I disagree with on the economy side is that the scientist class is a class that is suppost to  be the crafters of the game .. and well.. wheres the use of crafters when there is nothing to craft  its kinda like if they make the game a pre sg1 season 1 game ...with the intent of you guarding the gate.. which I think most if not all of the people here would say taht would not be fun 

sledog Xfire Miniprofile
  Rollotamasi

Apprentice Member

Joined: 12/20/06
Posts: 910

7/03/07 3:26:35 PM#12
Originally posted by sledog

 

Originally posted by Rollotamasi

I think this game would be great at breaking the "norm" of what we have been seeing in games up to it.  For starters.

Economy.  People have been talking about player ran economies and so fourth.  I think it would be interesting if they tried NO economy.  Think about it.  If I work for the SGC they are going to issue me my P90 and uniform, I am not going to have to buy it.  Same with the Asgard.  They don't run down to the local Best Buy and pick up a time dialation field, it is provided by their governing body.  As far as getting gear (technology) from other cultures it could work like this.  As you build faction with those cultures they offer to GIVE you technology in trade for perhaps completing tasks for them.  This would also solve the problem of gold farmers and you don't ever have to worry about ruining a economy that doesn't exist. 

PvP.  This would be a great game for land control or should I say planet control.  They are always talking on the show about how X faction control's Y planet.  This is the perfect universe to be able to take and hold planets for resources.  Lets say that the Free Jaffa nation control's a planet that has a large supply of Naquada.  They can then produce higher quality staff weapons for their warriors.  If the SGC takes control of the planet they can produce special rounds using the same resource.  There are hundreds of possibilities. 

 

Just a few idea's I had while reading the various posts in the forum.

 

 

The PVP idea I like  although the economy Idea I somwhat disagreee with..   .. and the only thing I disagree with on the economy side is that the scientist class is a class that is suppost to  be the crafters of the game .. and well.. wheres the use of crafters when there is nothing to craft  its kinda like if they make the game a pre sg1 season 1 game ...with the intent of you guarding the gate.. which I think most if not all of the people here would say taht would not be fun 

I see your point about scientists being useless but I probably never would have laid out the classes like they did.  I more then likely would have done a game based on skills instead of class/lvls.  I think it would have worked out perfectly.  Look at carter.  While she is a formidable soldier, she is also a brilliant scientist.  I would have had science skills (Carter), language skills (Jackson) and then had a good many weapons skills.  Fire arms, staff weapons, melee combat, ribbon devices, etc.  Then instead of having a class you would join a faction and that would dictate the technology you started with.  Start as a jaffa and you start with high skills in staff weapons.  That doesn't mean you couldn't learn to use firearms if you wanted to (In the later seasons teal'c uses a firearm a lot more then he uses a staff weapon) it would just be a skill the player would have to train up to use effectively. 

-Currently looking forward to FFXIV

-Currently playing EvE and Global Agenda

  sledog

Novice Member

Joined: 12/17/06
Posts: 30

7/03/07 3:31:45 PM#13
Originally posted by Rollotamasi
Originally posted by sledog

 

Originally posted by Rollotamasi

I think this game would be great at breaking the "norm" of what we have been seeing in games up to it.  For starters.

Economy.  People have been talking about player ran economies and so fourth.  I think it would be interesting if they tried NO economy.  Think about it.  If I work for the SGC they are going to issue me my P90 and uniform, I am not going to have to buy it.  Same with the Asgard.  They don't run down to the local Best Buy and pick up a time dialation field, it is provided by their governing body.  As far as getting gear (technology) from other cultures it could work like this.  As you build faction with those cultures they offer to GIVE you technology in trade for perhaps completing tasks for them.  This would also solve the problem of gold farmers and you don't ever have to worry about ruining a economy that doesn't exist. 

PvP.  This would be a great game for land control or should I say planet control.  They are always talking on the show about how X faction control's Y planet.  This is the perfect universe to be able to take and hold planets for resources.  Lets say that the Free Jaffa nation control's a planet that has a large supply of Naquada.  They can then produce higher quality staff weapons for their warriors.  If the SGC takes control of the planet they can produce special rounds using the same resource.  There are hundreds of possibilities. 

 

Just a few idea's I had while reading the various posts in the forum.

 

 

The PVP idea I like  although the economy Idea I somwhat disagreee with..   .. and the only thing I disagree with on the economy side is that the scientist class is a class that is suppost to  be the crafters of the game .. and well.. wheres the use of crafters when there is nothing to craft  its kinda like if they make the game a pre sg1 season 1 game ...with the intent of you guarding the gate.. which I think most if not all of the people here would say taht would not be fun 

I see your point about scientists being useless but I probably never would have laid out the classes like they did.  I more then likely would have done a game based on skills instead of class/lvls.  I think it would have worked out perfectly.  Look at carter.  While she is a formidable soldier, she is also a brilliant scientist.  I would have had science skills (Carter), language skills (Jackson) and then had a good many weapons skills.  Fire arms, staff weapons, melee combat, ribbon devices, etc.  Then instead of having a class you would join a faction and that would dictate the technology you started with.  Start as a jaffa and you start with high skills in staff weapons.  That doesn't mean you couldn't learn to use firearms if you wanted to (In the later seasons teal'c uses a firearm a lot more then he uses a staff weapon) it would just be a skill the player would have to train up to use effectively. 

thats a cool idea there with the skills instead of class\levels  but then of course I thiink that the game might be going that way  because for all the classes you are still given a choice on what skills you will get to use to an extent..  a archelogist isn't gonna be a sharp shooter but with certain skills he might be able to shoot a p90 without missing  the target most of the time

sledog Xfire Miniprofile
  LordFI

Apprentice Member

Joined: 7/03/07
Posts: 35

7/05/07 3:45:23 PM#14

Originally posted by sellhigh55

To make the game great, the above ideas are EXTREMELY sound.  Couldn't have said it better myself.

However, to make the game a SUCCESS, the developer is going to have to appeal to people who have never watched the series before.  They need to make it clear that you will understand the storyline, like the characters, and enjoy the game when you have never seen the show.  It has to peak the interest of a wide audience, not just current fans.

It looks to me like it's shaping up to be a great game, I really like what I see.  But I know the show.

I agree with this poster.  I have never seen the series, and only heard of  this game by searching around the site.  It looks like it would be very interesting from a gameplay standpoint, but I don't know who Asgaard is!  I've been waiting for a good Scifi MMO, and this one looks like the best one I've seen so far (although I'm holding out hope for Star Trek). 

It's still a ways away from being released, but when they start to advertise, I hope that it will reach a broad audience and be clear that it will stand on it's own (assuming it will).

  Gscully

Novice Member

Joined: 2/02/06
Posts: 47

7/25/07 3:59:47 PM#15

I dont care for PvP so I would would like to see seperate servers for PvP and PvE. Also some thought into  stopping Gold seller spam and harrasment should be built in at the start and not as an afterthought.

  Raitsesman

Novice Member

Joined: 3/01/06
Posts: 213

7/25/07 4:07:23 PM#16

Cant wait to see that game