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Star Wars Galaxies Forum » Game Suggestions raquo; My detailed plan for SWG 2 (Combining Sandbox with Structure)

14 posts found
  RysinLexicon

Novice Member

Joined: 3/01/06
Posts: 80

 
8/11/06 5:13:32 PM#1
Chapter 1 – Engaging in Combat

1.HAM (Health / Action / Mental)

  • HAM would do the following:
    • Health – This is your life, as it goes you go (literally!).  All damage an individual takes is applied to this bar.  Once it goes to 0, you are dead!
    • Action – This is your stamina to apply specials, when this bar is depleted you can no longer perform special actions, but you can still perform basic ones
    • Mind – This is your ability to focus on the task at hand.  Over time, this bar can become weaker due to battle fatigue and you will need rest and perhaps medical attention to restore it.  As your ability to focus goes, it will start to impact your abilities (lower defense and accuracy)
  • Starting values for all three bars would be 1,000 and they would grow to 3,000 as the player completes their allowable skill points.
  • Growth of the HAM would be the same for all players, regardless of where the skill points get allocated (combat or non combat)

2.Basic Combat

  • The basic framework for combat should be simple enough for everyone to understand, but also have the ability to add more and more layers to it to make combat tactical and strategic while at the same time providing playing field to everyone
  • Combat will be based on 2 components (Accuracy & Defense) which will be used to determine your “To Hit Percentage”
    • More Accuracy should increase the chance of hitting and more defense should decrease the chance of getting hit, neither of these will impact damage
  • Formula is simple and would works as follows:
    • (Attacker’s Accuracy / Defenders Defense) * 50%
    • (50 Accuracy / 100 defense) * 50% = 25% chance of hitting
    • (100 Accuracy / 100 defense) * 50% = 50% chance of hitting
    • (150 Accuracy / 100 defense) * 50% = 75% chance of hitting

3.Weapons

  • All weapons should have some inherent advantages and disadvantages, so which path you take will be based the role you wish to play and how good you are at playing it.
  • All weapons can inherently fire at the same speed, so giving weapons a differentiation based on speed seems dysfunctional, however not all weapons can do the same damage and some require more focus then others to perform skilled shots (action).
  • Melee weapons are more powerful by nature, but lack the range (limited to 10m).  While melee weapons are similar, there are some difference in the damage, action cost, bonuses when used, and ability to move when using.
    • 1 Handed Melee = High Damage, Very Low Action cost, no movement decrease
    • 2 Handed Melee = Very High Damage, Low Action Cost, 5% movement decrease, 10% increase in accuracy
    • 2 Handed Duel Melee = High Damage, Low Action Cost, 10% movement decrease, 10% increase to melee defense, 10% increase in accuracy
  • Ranged weapons have the same range for firing, but there is a difference in the damage, action cost, and ability to move when using
    • Pistol = Low Damage, Low Action Cost, and 10% movement decrease
    • Carbine = Moderate Damage, Moderate Action Cost, and 20% movement decrease
    • Rifle = High Damage, High Action Cost, and 30% movement decrease

4.Armor

  • When we watched Star Wars, most of the people we saw were not wearing armor, they were in fact wearing uniforms (aside from the clones).
  • So, we need a system that makes wearing a uniform a viable means for defense.  To make this happen, there need to be options available to for the player to pick what goes best with their template.  To do this, the following types of Armor will be available:
    • General Clothing
      • General cloths provide some protection from the elements
      • 5% reduction to damage taken
      • 0% reduction in movement
      • 0% reduction is weapon speed
      • 0% protection against “Status Specials”
    • Combat Clothing (Factional Uniforms included)
      • Combat Clothing would vary based on factional rank, the higher the rank the more elaborate the appearance and the protection would be based on embedded “force fields”
      • 50% reduction to damage taken
      • 0% reduction in movement
      • 0% protection against “Status Specials”
    • Light Armor
      • Light Armor would be available to everyone and would provide limited protection.  However with the benefits of armor, there are some down sides to your other abilities
      • 40% reduction to damage taken (+30% extra on Kinetic Damage)
      • 10% reduction in movement
      • 30% protection against “Status Specials”
    • Battle Armor
      • Battle Armor would be available to everyone and would provide solid protection.  However with the benefits of armor, there are some down sides to your other abilities
      • 45% reduction to damage taken (+35% extra on Kinetic Damage)
      • 20% reduction in movement
      • 40% protection against “Status Specials”
    • Heavy Armor
      • Heavy Armor would be available to everyone and would provide extreme protection.  However with the benefits of armor, there are some down sides to your other abilities
      • 50% reduction to damage taken (+40% extra on Kinetic Damage)
      • 30% reduction in movement
      • 50% protection against “Status Specials”
  • It is important to note that the adjustment to movement would not be additive to the reduction associated with the weapon choice.  The movement reduction would only be the greater of the two factors (Armor and Weapon).  Meaning, if you are in Heavy Armor and using a Rifle, your movement reduction would be the greater of the two reductions (either the 30% from the armor or 30% from the rifle) or 30% total, not 60%.  If you were using a Carbine and in Heavy armor, the 30% reduction for the armor would override the 20% reduction for the weapon.  If you were in a Combat Clothing and using a Rifle, your speed would be reduced by the 30% associated with the Rifle.

5.Combat Levels

  • Combat Level should be an indication of the degree of difficulty an opponent will be, not a factor in the actual confrontation.
  • Higher level opponents should have higher health and inflict higher damage.  A CL 50 NPC should not fire a shot that does 100 damage to a CL 80 player but hit for 200 versus a CL 50 player. They should do 100 to both (or 200 to both)!

6.Movement

  • There are basic things that make sense in combat; a moving target is harder to hit then a sitting target.  So, somehow we need an easy way to incorporate movement and posture into the game without it being so complicated that no one knows what is going on.  So, with that, here are some basic stat modifications due to movement and posture:
    • Standing Still
      •   0% increase in Defense
      • 10% increase in Accuracy
    • Kneeling
      • 10% increase in Defense
      • 15% increase in Accuracy
    • Prone
      • 20% increase in Defense
      • 20% increase in Accuracy
    • Walking (movement at 70% or lower than normal speed)
      • 10% increase in Defense
      •   0% decrease in Accuracy
    • Jogging (Movement between 70% - 85% of normal speed)
      • 15% increase in Defense
      •   10% decrease in Accuracy 
    • Running (Movement between 85% - 100% of normal speed)
      • 20% increase in Defense
      • 20% decrease in Accuracy   
    • Taking Cover!
      • Using obstacles or your environment should also help you, so each landmark (walls, rocks, trees, etc..) would be given a simple 5%, 10%, or 15% defensive increase to the person who using them (within 2m) when in combat.  In order words, if you are standing next to a tree, you should be harder to hit because now the tree can help provide some extra protection.
      • You would have to select the obstacle and select an option to “take cover”, you can still maneuver when in cover but it would be around the obstacle you are taking cover in (until you break coverage).  So, if your opponent moves to your left, you will need to move too or you will be exposed and no longer getting the advantage of being in cover as the obstacle is no longer blocking your body as much.  This will encourage tactical fighting and make the environment a factor in warfare.


 

Concept for SWG 2
http://www.mmorpg.com/discussion2.cfm/thread/90081

  RysinLexicon

Novice Member

Joined: 3/01/06
Posts: 80

 
8/11/06 5:17:49 PM#2
Chapter 2 – Specials within Combat

1.Status Specials

  • Skillful and intentional, some specials have the ability to impact your opponent in more ways than just damage.
    • Knockdown – knocks your opponent to the ground and on their back
    • Posture Change – Causes your opponent to change their combat posture
      • Standing to kneeling
      • Kneeling to prone
      • Prone to kneeling
    • Blind – impacts your opponents eyes that reduces their accuracy 25%
    • Stun – impacts your opponents torso that causes confusion and loss of breath, reduces defense 25%
    • Dizzy – impacts your opponents head that causes confusion and loss of focus, will prevent opponent from getting up if not standing and reduces defense 10%
  • If you are dizzy and are Knocked Down, you should first have to recover from the Dizzy and them recover from the Knock Down
  • This would put an emphasis on defensive fighting (or stacking), rather than overloading power output

2.Recovery Specials

  • Incorporation of “recoveries” will be needed in order to overcome to affects of “Status Specials” (with no action cost)

3.Crossover Specials

  • These are basic specials that are learned and can be used with any similar weapon, but the specials that define that a skill set should not crossover and should be weapon specific. 
  • The intent of this is to help establish traits within skill sets and define combat roles with front line, mid line and rear line troops.  It will also require players to be more tactical and intentional in combat, switching between weapons and using their template skills to their advantage


 

Chapter 3 – Character Skill Development

Basic Character Development - Skills

  • Before you can pick a profession, you must first develop some basic skills.  These skills do not define what you will be doing (see Chapter 4), but they will define how you go about doing it.  To start with, each player will have 80 skill points to allocate however they wish but it is important to note that if you combine 2 combat skills you will inherently  be stronger then someone that only has 1 combat skill.  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) > Combat Based (just 1 combat and 1 non combat) > Non Combat Template.
  • Each Skill Set would require 40 skill points to master, where combat based skill points contribute 100% toward your Combat Level and Non Combat based points contribute 0% to your Combat Level.
    • Pure Combat Template = CL 80
    • Combat Based Template = CL 40
    • Non-Combat Template = CL 0

1.Pistoleer

  • Cross Over Specials
    • Ranged Shot – General shot fired from a ranged weapons
    • Precession Shot – Focused shot that causes a moderate amount of damage
    • Rapid Fire – Simulates a series of 3 shots that each have their own chance of hitting
  • Weapon Specific Specials
    • Disarming Shot – causes target to unequipped weapon

2.Carbineer

  • Cross Over Specials
    • Ranged Shot – General shot fired from a ranged weapons
    • Assault Shot – Simulates an overcharge shot that generates more power
    • Warning Shot – series of shots that causes target to take cover (posture down)
  • Weapon Specific Specials
    • Spray Shot – Fires series of shots covering an area around the target (area attack)

3.Rifleman

  • Cross Over Specials
    • Ranged Shot – General shot fired from a ranged weapons
    • Sapping Shot – Concentrated blast to the targets chest that does normal damage, but attacks your opponents Action Cost
    • Head Shot – Applies Simulates an overcharge shot that generates more power
  • Weapon Specific Specials
    • Sniper Shot – A precise shot that can deathblow an individual while incapacitated (+100 accuracy)

4.Swordsman (one handed, two handed, or duel handed)

  • Cross Over Specials
    • Melee Strike – General strike from a melee weapons
    • Berserk – Advanced series of strikes (3) that each have their own chance of hitting with a higher degree of accuracy, but lower defenses afterward
    • Sweeping Melee Strike – Attacker sweeps the legs out from their opponent and causes them to be knocked down
  • Weapon Specific Specials
    • Power Strike – An aggressive melee attack, the attacker puts all affect into one power strike

5.Teras Kasi Artist

  • Cross Over Specials
    • Melee Strike – General strike from a melee weapons
    • Warcry – Battle Cry that increases your accuracy and lowers your opponents defenses (anyone within 10m)
    • Meditation – The ability to focus inward and heal wounds and battle fatigue over time
    • Crushing Blow – Attacker strikes (melee) the knee of the opponent causing them to posture down
    • Head Blow – A defensive melee attack, the attacker strikes the opponents head causing dizzy, stun, and blind

6.Creature Handler

  • Profession Specific Specials (via certifications)
    • Harvesting Kit Certification – A specific kit (must be equip to use) that will allow you to harvest recourses from selected targets
    • Creature Taming – This ability allows the using to calm a creature to the point where the creature will become a pet to the one calming it.  Some creatures will be easier to train then others and this skill can be increased over time with special modifications to allow the player to tame more advanced “pets”.
    • Creature Development – This allows the player to make certain creatures that have already been tamed, “rideable” to over players and thus transfer ownership and basic commands to that other player.
    • Survey Certification – This certification allow the player the ability to use a survey devise that will identify living Bio-Signatures within a 500m radius.
    • Mask Scent – This ability allows the player to hide their scent and thus become “invisible” to creatures, allowing them to get closer to them or sneak past them without being detected (duration of affect depends on stat of player)

7.Engineer

  • Basic skills to craft weapons, armaments, and structures

8.Medical

  • Basic skills to perform healing

9.Creative Arts

  • Basic skills to provide entertainment

Concept for SWG 2
http://www.mmorpg.com/discussion2.cfm/thread/90081

  RysinLexicon

Novice Member

Joined: 3/01/06
Posts: 80

 
8/13/06 10:00:24 PM#3
Chapter 4 – Character Professions

Advanced Character Development - Profession

  • Once you have chosen the how, you now need to determine what you will be doing with those skills.  Your profession is what is going to define who our character is by determining the role they will have.  Not all Profession Templates are the same, within each of the template the play would have some choices to make as to which path to take and which areas to focus on and acquire more bonus for.
  • Professions would not require any skill points, but they would grant specific specials, certifications, and stat modifications to execute their specific role and content.
  • Completing your profession will increase your Combat Level by 25%, migrating someone with a Combat Level 80 to Combat Level 100
  • It should be noted that if you choose to take a different profession you would have to surrender all your profession specific skills and start back at the CL you were before you started that profession.  You would also lose all experience gained for that specific profession.

1.Squad Leader

  • This profession would require both basic professions to be Combat Based (either all ranged or a mix of ranged and melee) and would be for the fully dedicated soldier for the Rebellion or Empire.  They do not have the option of being Covert while engaged in combat as 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 and would not be able to engage in any combat.
    • Specific Squad Leader Content would be General Faction Mission and Squad Leader Quest associated with leading raids on rival Facilities, Cities, and Bases.
    • The focus of Squad Leader would be directing troops and squads in combat (via battlefield control map) and helping to eliminating ground troops
    • Squad Leaders can assign troops to different squads and send orders (movement, attack, defend) for them to execute.
    • Squad Leaders can also provide temporary buffs depending on the specific orders they are giving (extra movement speed, accuracy boost, or defense boosts)
    • Squad Leader missions would be more Group (players or assigned NPC) based which are more suited for their skills (scalable based on number of group members) and bonuses would be granted for number of actual players are within the group
  • 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. 

2.Commando

  • This Career Profession would be for the fully dedicated soldier for the Empire or Rebellion and would require both skills sets to be of the Ranged Combat type.  They 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 and would not be able to engage in any combat.
  • Specific Storm Commando Content would be General Faction Mission and Commando Quest associated with destroying NPC and Player Faction Bases and Defenses
    • The focus of Commando's would be on destroying structures:  Turrets, Base Defenses, and Vehicles
    • Commando Weapons are specifically geared toward targeting Bulk Targets, not individual troops.  But collateral damage would be inflicted by those surrounding the impact zone
    • Commando's would have missions to destroy defense systems of bases and stronghold cities
    • Commando missions would have more structure items which are more suited for their skills (scalable based on number of group members)
  • 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.Special Operations - Force Sensitive Padwaan or Imperial Intelligence Officer

  • This Career Profession would be for the dedicated to the Rebellion or Empire and would require both basic professions to be Melee Combat Based.  They do not have the option of being Covert they are on active duty 24 / 7 and they cannot go “enactive”.
  • Specific Special Operations Content would be General Faction Mission and Special Operations Quest designed to “learn” the ways of the force.
    • An example of an Special Operations based quest would be to discover and infiltrate Rival Faction Outpost (NPC or Player bases) to determine their defense codes (which are later used to destroy the base).  Taking out as many of the defenses and NPCs / Players in the process is a bonus!
    • The completion of this quest would then generate a Squad Leader Quest to take the base down
    • Failure to complete the quest (getting caught) would generate an opposing Squad Leader Quest to take out the base where you retrieved the mission from.
  • 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.
    • For Rebels, this Career path does not lead to a “Master Jedi” but when complete the individual would be considered a “Jedi”.
    • For Imperials, this Career path does not lead to a “Sith Lord” but when complete the individual would be considered a “Sith”

4.Infantry Soldier

  • This Career Profession would be the general infantry for their side of the Galactic Civil War (either Imperial or Rebel, cannot be neutral) and it would require at least 1 combat profession in their template.
  • Soldiers can be Covert or Overt and change between them depending on whether or not they want to be on the active roster (ready for combat).  Factional gear cannot be used when they are covert.
  • 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)
  • Advancing up the chain of this career path would be based solo on XP gained for Faction Mission.

5.Combat Medic

  • This Career Profession would be the general infantry for their side of the Galactic Civil War (either Imperial or Rebel, cannot be neutral) and it would require at least 1 combat profession and the Medical skill set in their template
  • Combat Medics can be Covert or Overt and change between them depending on whether or not they want to be on the active roster (ready for combat).  Factional gear cannot be used when they are covert.
    • Specific Content would be the same as the Infantry Soldier, but Combat Medics would have special attributions from their medical training to assist in combat:
    • Revive Kit Certification – A specific kit (must be equip to use) that will revive a selected target if you are within 5m of them when using it
    • Stimulant Booster Shot – A specific kit (must be equip to use) that allows the user to heal 50% of the selected target’s health (within 5m)
    • Different kits can heal individuals or groups.  The larger the kit (area affect) the more action cost it requires)
    • First Aid Kit – A specific kit (must be equip to use) that allows the user to heal a portion of a selected targets incurred wounds
    • Biological Assault Launcher – This launcher (must be equip to use) allows you to fire a biological agent toward a target and applies the affect to anyone within the area (range depends on agent)
      • Multiple types of launchers would be available having many different affects
      • Each Combat Medic would craft their own Biological Ammunitions
  • Advancing up the chain of this career path would be based solo on XP gained for Faction Mission.

6.Merchant (also Entrepreneur)

  • This profession would require the skill set of Engineering and you would have to be either Imperial or Rebel.  They do not have the option of being Covert they are on active duty 24 / 7 and cannot go “enactive”.
  • There would be unique items that could be crafted for your faction:
    • Weapons and Armor
    • Faction Bases and Outpost
    • Faction Vehicles
    • Faction Based Space Craft
  • 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)
    • 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.
  • An Entrepreneur would be very similar to a merchant, except would remain neutral and craft non factional based advanced items (similar to a merchant) but would not be affiliated with either the Empire or Rebellion.  Entrepreneurs would have to join a Guild and beware of rival guilds.

7.Smuggler

  • This Career Profession would be required to be Neutral and would require both skill sets to be of the combat type.
  • Smugglers specific content would be based on completing General Neutral Faction Quest from specific factions and Specific Smuggler missions from Merchant or Entrepreneur players
    • These Smuggling Missions (from NPC and from Merchants / Entrepreneur) 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 established along the path getting from the pickup point and to the drop off point.  They 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
  • 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

  • This Career Profession would be required to be Neutral and would require both skill sets to be of the combat type
  • 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 on Smugglers that fail missions, Bounty Hunters that fail too many consecutive bounty attempts, and high ranking Rebel / Imperial combatants
    • Bounty Hunters are no stranger to check points or Imperial entanglements, so beware that Imperial Checkpoints and Rebel Checkpoints don’t become a problem if do too much business with either side.
    • In fact, it would be advised that successful Bounty Hunters avoid faction control cities.
  • 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.

9.Entertainer

  • This profession would be required to remain Neutral and would have multiple choices to pick from as to which area to specialize.
    • Entertaining– with just the Entertainer skill set, this would give access to perfect the skills of dance and music providing “entertainment” to weary patrons and healing battle fatigue
    • Alternative Healing– This profession path requires Creative Arts & Medical and would allow you to change the appearance of others and give combat enhancing Buffs, experience bonus buffs, crafting bonus buffs as well as healing battle fatigue in addition to the path of an entertainer.
    • Design Artist- This profession path requires Creative Arts & an engineering skill would allow you to craft clothing items, household items, as well as the ability to modify vehicles color and texture in addition to the path of an entertainer.  You would also be able to design home décor templates which people would purchase and implement in their own homes (without having to move the items themselves)
  • Specific Entertainer Content would allow entertainers to build macros to create their own dance routines or music concerts which can be choreographed through one user and coordinated with multiple participants. 


 

Concept for SWG 2
http://www.mmorpg.com/discussion2.cfm/thread/90081

  RysinLexicon

Novice Member

Joined: 3/01/06
Posts: 80

 
8/13/06 10:04:28 PM#4
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

  • Coruscant, Corellia, Naboo, and Alderaan would be the main Imperial Planets.  These planets would be dominated by the Empire, with troopers and defenses everywhere!  The planet would have 4 Star ports with the capital city heavily patrolled and almost impossible for large groups of rebels to survive.
  • The capital city would be filled with CL level 100 - 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 unadvised.  It would also be difficult 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.

2.Rebel Planets & Cities

  • Dantooine & Yavin 4 would be the main Rebel Planets.  These planets would be dominated by the rebellion and would be to obscure to be noticed by the Empire.  Rebel Troopers would be everywhere.  The planet would have 4 Star ports with the capital city heavily patrolled and almost impossible for Imperials to survive.
  • The capital city would be filled with CL 100 - 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 unadvised.  It would also be difficult 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.

3.Neutral Planets & Cities

  • Tatooine (Hutt controlled), Lok (Nym controlled), and Bota (Black Sun controlled) would be the main Neutral Planets.  These planets would not be free of its issues as it is controlled by different crime lords.  The crime syndicates would have gang members everywhere!  The planet would have 4 Star ports with the capital city heavily patrolled and almost impossible for players with a negative faction standing.
  • Neutral cities would be a little different then factional ones.  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.  Though 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 crime lord).

4.Expanding Planets

  • Over time more planets would be added, with Imperial always being 2X rebel (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 PvP only planets (like Hoth).  A planet centered on 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 take 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.


 

Chapter 6 – How to gain experience

1.General City Missions

  • NPC & Player city would have Mission Terminals that provide missions for.
  • The intent of the missions is to keep the habitats of indigenous creatures from overgrowing and endangering the lives of the citizens.
  • The Missions would scale based on the size of the group and the CL of the players
    • Higher CL players equal higher CL creatures
    • More players equal more difficult creatures

2.Planet Based Quest

  • Each planet would have unique and planet specific quest
  • Some quests could take you through caves or abandoned facilities
    • Tatooine would have quest that are unique to Tatooine, like Hutt missions and / or quests that you get from him
    • It would also have quest about the uncovering of Tusken Raider activities and the like or a high level group mission to raid the Tusken Raider Fort (this would be an instance mission)
    • Another goal of the missions is to provide some information about the planet and its role in the GCW.  This is a great opportunity to incorporate a lot of the Star Wars lure and backdrop stories to the players and give some depth to the game
  • The Missions would scale based on the size of the group and the CL of the players
    • Higher CL players equal higher CL creatures
    • More players equal more difficult creatures

3.Faction Missions

  • General Faction based missions would be geared at eliminating pockets of enemy concentrations that sprout up across the planet
  • Rebel, Imperial, and Neutral (Hutt, Nym, Black Sun) would have specific missions against the other factions that could be run as well
  • The Missions would scale based on the size of the group and the CL of the players
    • Higher CL players equal higher CL creatures
    • More players equal more difficult creatures

4.Quest Based Missions for Career Professions

  • Players can also create their own quests that target off planet NPC or player bases and strongholds.  Either a Squad Leader or Special Operations profession can create the quest.  They can assign each profession an individual quest or a team quest, but all geared toward getting the player engaged in performing work specific to their profession.

Concept for SWG 2
http://www.mmorpg.com/discussion2.cfm/thread/90081

  RysinLexicon

Novice Member

Joined: 3/01/06
Posts: 80

 
8/15/06 7:44:57 AM#5
Chapter 7 – Player Cities & GCW!

1.Player Housing and Player Cities

  • Each of the major NPC cities (excluding the “obscure city” on each planet) would allow for players to rent structures within the city limits.  You would have to be aligned with the faction that owned planet (or neutral) in order to live within the city.  The housing is already developed and available to rent and would include, houses, stores, & guild halls.
  • Player Houses and Structures would only be allowed to be placed within player cities and there are only 5 player cities allowed per planet.  The locations are pre-determined and spread out across each planet with plenty of developable land to allow for maximum growth.
    • City Mayors will have the capability to manage their city development (through the “City Development Tool” that comes with Politician Experience) the mayor can arrange and rearrange houses, structures, and other player placed structures anywhere within the city limits.  This is a cost for doing this, but this will help players design their city as they would like it to look as it grows.
    • City Elections are monthly and the current Mayor can elect to have the city run as a dictatorship or as a democracy with the mayor residing over the senate of the city (and the tie breaking vote).  The mayor would nominate the different Senate Members and a member can only be removed with a 60% vote of the Senate.  This will allow different guilds to cooperate and collaborate with each other in how the city is run and operated.  However, even with the democracy, the Mayor is the sole person who can access and control the city functions.  If they Mayor does not do as the Senate instructs, they run the risk of being replaced. 

2.Declare your City a "Stronghold"

  • This is a city that declares that they are strictly Imperial or Rebel (only on the appropriate planet).  It would appear on the map as the symbol for the side they declare from and only apply to cities that are Class 5 (metropolis)
  • Fortify your City
    • All Strongholds will have the option to have a secure wall built around the city with different types of access points (limit the number of entrances to the city)
    • Turrets could be added to City Structures (cantina's, city hall, medical, clone centers, theaters, shuttleports, or be standalone)
    • A stronghold would have a presence of NPC patrolling the city at all times.  The Mayor would receive a "post" that they can place anywhere in the city (at least 20m away from another post) that is the central point of where the NPC's spawn and patrol that area.
      1. As the city population grows, you receive more post
      2. More players living in your city, the higher the level of the NPCs
    • Player Bases can be added to Strongholds as part of the city
  • Risks & Rewards
    • Strongholds are not designed to be money sinks, the intent is to encourage them (not discourage them) so there is no extra cost to establish them or maintain the factional structures placed within them.  However, there will be risks, just not from the monthly maintenance aspect.  Every stronghold runs the risk of getting the attention of the other side and as a result there is a chance that your stronghold would be randomly selected for a NPC Raid!
      1. On occasion, the opposing faction would send in troops (lots depending on the size of your stronghold)! 
      2. NPCs will swarm the city and take down what they can. 
      3. They can destroy turrets and NPCs (not the posts though). 
      4. They cannot take out bases, but can take out the turrets and NPCs of those bases
    • Strongholds will also be the target of Profession Content Missions, so expect to see heavy combat if you declare your city as a stronghold!

Concept for SWG 2
http://www.mmorpg.com/discussion2.cfm/thread/90081

  DSDark

Novice Member

Joined: 8/12/06
Posts: 4

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.

  User Deleted
8/28/06 11:34:46 AM#7

Hay you realy thought this out! VERY NICE. I hope some of the dev. take a look at this. it makes good sence. nice work

  AricB

Novice Member

Joined: 1/11/06
Posts: 158

"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 :)

  Otach

Novice Member

Joined: 9/09/03
Posts: 75

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'. 

  phlay

Novice Member

Joined: 10/06/09
Posts: 7

3/05/10 1:59:53 PM#10

 you realize this post is 3+ years old, right?

  User Deleted
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.

  Deivos

Elite Member

Joined: 10/14/04
Posts: 842

Iarð skal rifna, ok upphiminn.

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

  Krux

Apprentice Member

Joined: 6/28/09
Posts: 291

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.

  RysinLexicon

Novice Member

Joined: 3/01/06
Posts: 80

 
6/24/10 3:43:33 PM#14
Originally posted by Otach

housing only placeable in player cities, and only 5 cities per world?... come on man.

 

why get rid of that? it was such a great part of the game. The FREEDOM is what made this game great.. 

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
http://www.mmorpg.com/discussion2.cfm/thread/90081