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Chapter 1 – Engaging in Combat
1.HAM (Health / Action / Mental)
2.Basic Combat
3.Weapons
4.Armor
5.Combat Levels
6.Movement
Concept for SWG 2 |
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Chapter 2 – Specials within Combat
1.Status Specials
2.Recovery Specials
3.Crossover Specials
Chapter 3 – Character Skill Development
Basic Character Development - Skills
1.Pistoleer
2.Carbineer
3.Rifleman
4.Swordsman (one handed, two handed, or duel handed)
5.Teras Kasi Artist
6.Creature Handler
7.Engineer
8.Medical
9.Creative Arts
Concept for SWG 2 |
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Chapter 4 – Character Professions
Advanced Character Development - Profession
1.Squad Leader
2.Commando
3.Special Operations - Force Sensitive Padwaan or Imperial Intelligence Officer
4.Infantry Soldier
5.Combat Medic
6.Merchant (also Entrepreneur)
7.Smuggler
8.Bounty Hunter
9.Entertainer
Concept for SWG 2 |
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Chapter 5 – Developing the Player Universe
To start, this galaxy would need to consist of several planets, but the Empire would have to have dominating control over most of it (50% of the existing planets). Each planet would have its own history and storyline centered around its role and history in the GCW with the purpose of providing players with planet specific content (missions and quests) that can only be found on those planets and giving them some of the lure and background of Star Wars.
1.Imperial Planets & Cities
2.Rebel Planets & Cities
3.Neutral Planets & Cities
4.Expanding Planets
Chapter 6 – How to gain experience
1.General City Missions
2.Planet Based Quest
3.Faction Missions
4.Quest Based Missions for Career Professions
Concept for SWG 2 |
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Chapter 7 – Player Cities & GCW!
1.Player Housing and Player Cities
2.Declare your City a "Stronghold"
Concept for SWG 2 |
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8/15/06 9:29:55 AM#6
Wow... I really like the thinking going on here... I think it would be really good! I especially like the return of the creature handler and the ideas for the cities. |
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8/28/06 11:34:46 AM#7
Hay you realy thought this out! VERY NICE. |
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AricB
Novice Member
Joined: 1/11/06
"At an end your rule is, and not short enough it was." |
8/29/06 6:45:31 PM#8
all that sound kool and dandy but there is one thing that I think you should add, and thats the combat engine that they are useing for Age Of Conan and then with that other stuff you were talking about with the skills trees and stuff and then that would be a sweet ass game :) |
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3/05/10 1:57:34 PM#9
I like the fact that you exerted great effort into writing this, but seeing your ideas on player housing and stuff like that I just cant help but to disagree..
housing only placeable in player cities, and only 5 cities per world?... come on man. In old SWg I could drive to a lake in the middle of nowhere and place a house next to it. All by myself. why get rid of that? it was such a great part of the game. The FREEDOM is what made this game great..
additionally, I felt the old 32 profession structure was -perfect- as it was. there is no need to condense anything. specifically I am referring to the condensing of crafting professions you mentioned. I rather like the idea that you had to go to an 'armorsmith' to get armor. not just a 'crafter'. |
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3/05/10 1:59:53 PM#10
you realize this post is 3+ years old, right? |
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3/05/10 2:04:17 PM#11
And I think it may have been 3 years too late then. Maybe my math is off, though. My brains aren't exactly goods. |
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3/05/10 2:12:53 PM#12
Just because it's an old idea don't mean it's a bad idea.
Sounded pretty decent to me, granted there would be tweaks and additions from my preferences, but it's aight overall. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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3/05/10 2:30:53 PM#13
Isn't there a SWG:TOR official forum for this sort of thing? Very comprehensive input, but falling on no one that would be relevent here. |
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Originally posted by Otach Give and take. The purpose of the plan was to create stronghold to encourge interaction of the players. So, for people to place houses outside these cities means that you have little action in the city. I understand the "freedom" desire, I really do, but at the same time I think the need to have larger communities and preseve the vast open space is important. I cannot tell you how manyh times you could drive out somewhere and always have random houses everywhere, it made if feel as though you were never out on your own. Concept for SWG 2 |
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