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What Star Wars Galaxies could have been...
















Alternate universe time! Let’s say the CU never came into
development. Instead, they kept on going with the small patches for the game
until the combat was balanced or close to it. Okay, now you have just been hired
because subscriptions haven't gone higher than 300,000 in recent months. How
would you change the game?








This is what I would do...








 
My first patch: Jedi Revamp








Revamp Jedi with a midichorlean (spelling?) system of
collecting badges, mastering professions, and more. The more stuff you do, the
more you are in-tuned with the Force and will be able to become a Jedi once you
do just about everything. Make Jedi have perma-TEF, but no perma-death. Have
experience (but not skill) loss for being a Jedi killed, but make them as
powerful as in the movies. That experience loss will be combat experience
gained for players. Imperials will not accept dark Jedi anymore, but dark Jedi
will be able to learn both dark and light Force powers. Rebels will accept
light Jedi, who can only learn light Force powers.








In fact, that change will take place for all players in PvP.
So you can go into negative combat experience, which if then you want to change
combat professions, will be harder/easier for how you've done in PvP. Duels will work as if the loser dies, the winner will gain combat experience and the loser will lose combat experience. This will make it more tempting for Imperials to kill each other in duel...






My second patch: Artisan Revamp








After that, I'd have a patch with many artisan changes.
Artisans now when they get a skill set, like engineering one, will not get any
schematics for it. Now artisans will have to buy their schematics individually
from artisan trainers and general artisan NPCs throughout the galaxy. Each
artisan trainer will have different schematics, and the player can buy any, but
if the player doesn't have the skills required to make it, then he/she will not
be able to use the schematic.








Artisan trainers and their elites will have, 'common'
schematics. Other artisans will randomly have rarer schematics with more
powerful stats and price increases to buy. But once rarer schematics are
bought, the player cannot replicate it, and the artisan will not have the
schematic or any schematic for a set period of time. This will keep the game
interesting for artisans (I should know, I was one once).








Add in CU's new weapons and schematics. Have armor be equal
to each other like in CU, but remove armor and weapon caps so elite armor and
weapons can be produced.

















(With entertainers, they learn new dancing/music techniques
from entertainer trainers individually...)


My third patch: Faction Revamp I








Add in Hutt and Nym factions. Completely remove everybody's
stance with Hutt and Nym and have all new quests to do with the new theme parks
for both. People will now be able to join Hutt and Nym factions, which are at
war with each other. Hutt will be aligned with the Imperials, and Nym will be
aligned with the Rebels. There will be Hutt and Nym mission terminals, both of
which will include illegal activity and smuggler missions if you are one.








Theme parks will now have quests individualized. This means
if you are a master commando and master smuggler, you will receive a much
harder quest if you start the new Hutt (or whatever) theme park, rather than if
you were a novice pistoleer. In essence, the enemies will be the same, but with
different difficulties.








 
My forth patch: Faction Revamp II








Map changes. Now with the map and the help of a smuggler (by
'slicing' your map) you will be able to see in the planet you are on which
sections are controlled by whom. Imperials one color, Rebels one color, Hutt
one color, and Nym a different one. The map will be in real-time, and you will
be able to see where control is be disputed.








And that leads me to my next point. Cities, both static and
player cities, will all be on the line. Everything in a player city will now be
able to be destroyed, given if you are in a war. Player houses, catinas, guild
halls, everything. Smugglers' role will grow larger as they will be able to
slice into the systems of structures and quite literally --- take them over.








Everything* will now have "permanent decay". This
means everything* will have a black bar, like players do, that will gradually
decrease the life of what is it you have, until is it destroyed. This black bar
goes down extremely slow, but you cannot repair it. If destruction occurs with
the object, the black bar will go down like a wound in most cases (sorry combat
medics!).








*Not everything will have permanent decay. There are two
exceptions: schematics and data discs/holocrons. Revamp data disc/holocrons.
Data discs can be created by novice artisans, and encrypted by master artisans.
These discs can be decrypted by smugglers. Data discs can hold any certain
amount of text or like in the movies, someone talking into it (voicing would be
become a larger part of the game), with a hologram. Holocrons will work the
exact same way, however, they will be for Jedi and Dark Jedi only, and can only
be opened by them. Holocrons will be typed/voiced by players to give other
future Jedi helpful advice on how to advance your Jedi to become more powerful,
or peaceful, whatever.








Rebels will recognize light Jedi in their rankings.
Imperials will have AT-ATs, AT-STs, and other advanced technology to use on the
battlefield. The Rebels will have Jedi.








Okay ... four really large patches that would dramatically
change the game. Now ... how would you change the game? Do you agree with my
changes, or do you think they stink more than the NGE? How would have you've
changed the game?


P.S.

My fifth patch: Food Revamp

Yes, a food revamp. You might think it’s silly? Well, this would effect just about everybody. And I mean it.

I’ll give you example of what could happen with this patch update:

An Imperial chef is making some high-quality food and drinks for buffing. The Imperial chef contacts a combat medic. The combat medic poisons the drink and gives disease to the food. Then they trade again, for the tainted drink and food. The Imperial chef has a Rebel ‘friend’ that buys a bunch of his supply. This friend buys all the drink and food. As the Rebel ingests the food and drink, it weakens him instead of buffing.

 Not believing what his happening, he contacts his ranger friend. They talk, and the ranger can, “thoroughly examine” the contents of the food and drink. He finds out that they have both been poisoned and diseased, and it now ‘shows’ it when a regular person examines it (although it doesn’t have to, as he could resell it and keep it invisible). Because he is a ranger and not a master scout, he can see the potency of it as well.

Faction terminals will now have artisan missions so they can now become what they desire easier.








Comments

  • jrscottjrscott Member Posts: 1,252

    How about no revamps?

    Fix broken specials, make uncraftable items craftable.  Then add quests and missions.  And for God's sake, finally allow Smugglers to smuggle something.

    Oh, here is another off-the-wall concept.  Give the players a planet they have been begging for - HOTH.

    I realize I said I quit. I never said it was forever :)

  • Unknown888Unknown888 Member Posts: 28


    Originally posted by jrscott

    How about no revamps?
    Fix broken specials, make uncraftable items craftable.  Then add quests and missions.  And for God's sake, finally allow Smugglers to smuggle something.
    Oh, here is another off-the-wall concept.  Give the players a planet they have been begging for - HOTH.


    There have been revamps since the start of the game...

    If there was no Jedi Revamp, there wouldn't be Jedi, sorry to tell you. There's a difference between CUs, revamps, and content additions. CUs change the entire game around without adding any new content into it. Revamps are sort-of inbetween. It adds content and changes the game a bit, but it only changes ONE part of the game and works on it one at a time. Content additions is like what you said, Hoth, etc. What you are talking about with smugglers is a Smuggler's Revamp, because it would change the function of a Smuggler and add content into the game.
  • jrscottjrscott Member Posts: 1,252



    Originally posted by Unknown888

    There have been revamps since the start of the game...

    If there was no Jedi Revamp, there wouldn't be Jedi, sorry to tell you. There's a difference between CUs, revamps, and content additions. CUs change the entire game around without adding any new content into it. Revamps are sort-of inbetween. It adds content and changes the game a bit, but it only changes ONE part of the game and works on it one at a time. Content additions is like what you said, Hoth, etc. What you are talking about with smugglers is a Smuggler's Revamp, because it would change the function of a Smuggler and add content into the game.


    No apology necessary, as I could live without Jedi.    I fail to see where I was not understanding the difference between large scale, multiple system revamps like the CU or NGE and single system revamps.

    Your definition of a revamp seems to coincide with SOEs concept of revamps - only changes one part of the game.  The pre-CU system was a very complex living organism.  You CANNOT change one part of it without having effects on other parts of it.  Due to their inability to do impact studies before making changes, they constantly broke things in the pre-CU.  The original team was out of the picture and the new team apparently either did not understand the concept of interdependent systems or was not given to time to study the impact of change. 

    This is precisely why the new team LOVES and EMBRACES the NGE concept of 9 (or 12) classes versus the 30+ we used to have.  They have cut out a tremendous amount of interaction between classes of characters, theoretically making their job easier. 

    I'm not criticizing your ideas, I'm just pointing out that to make things work in the pre-CU model, you can never treat things as if they belong to one profession.  A one profession revamp is really difficult to pull off.  You have to trace down the tree of cause and effect and see what else you are disturbing and mitigate the effects on other subsystems.  The fact that people could be hybrids only made this complexity more difficult.

    Thank you for helping me see another reason why SOE fights putting up the pre-CU again.  As a developer myself, I cringe reading what I just wrote.

    I realize I said I quit. I never said it was forever :)

  • ReachwindReachwind Member Posts: 275

    Someone who works with the SWG code needs to as an at home/weekend project go back to the launch day code. Start slightly tweaking what was there with things like; lower resource caps. Lower buff caps. Repair every broken craftable item. Repair the nonfunctional specials. Add in a smuggling system. Remove any trace of the jedi system. Tweak the CH system. Add in the vehicles. Add in the player cities. Add in JTLS.

    Then they could launch that on three servers. Call them "hard core" servers. They would be SCS. They would have a TEF system that would appeal to PvPers. They would have the preCU combat system which would appeal to the angry ex players.

    Former SWG beta tester and player

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