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Sunflier

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  • Posts

    77
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10 Good

Personal Information

  • Location
    St. Louis
  • Interests
    Star Wars, Ecconomics, Politics, and medicine
  • Occupation
    Student
  1. Yeah, because Fett being voiced by James Earl Jones really set him apart from all the background characters who stood around and never spoke a line of dialogue.
  2. You think that's bad! You should hear the story from the sith assassin that I harpooned off the balloon mid flight!
  3. The only thing I would want to watch is the class story line. I do find those interesting. But for the world quests, please insert this option!
  4. Well, either title will never work with a legacy name like "Lolercopter" or what have you!
  5. God I can't hit the space bar fast enough.
  6. I counter that with Jedi Master Shak'Ti. It fits more as is.
  7. This would b eawesome! I remember there were threads about it dating back to '08.
  8. This seems awfully close to asking our security question.
  9. You have 8 character slots and unlimited characters per server. Just make a second toon.
  10. I don't know why this isn't apart of the game already. The models are already in game. it's just be a matter of messing with it a bit so they can be customizable. My only concern is purple eyebrows. They should be banned! That Jedi master, who taught Kira in the knight line, would be the example to look at.
  11. So, it wasn't so much an issue when I was grinding healer. There were some times, but not often, that I thought wouldn't it be cool if our companions had a health pack slot that we can load xxx number of health packs in? When I got to my trooper, and try using anybody but Dorne, I realized how much this was needed. In my inventory, I have 15 health packs that are of the appropriate level. Sometimes my companion, especially the tank, goes and pulls a lot of aggro. When this happens, and he dies, I also have pulled this much aggro because of him. So, wouldn't it be ice if they had a health pack inventory that we could load x number of health packs and he or she is programmed to use them at a set % of health?
  12. To implement this, they'd need to make some changes to how Ilum loads. Currently, we have 2 instances of Ilum; Ilum 1 and Ilum 2. As it stands, everybody default loads into Ilum 1. What would need to happen, for the purposes of evening numbers and balancing server load, is have 3 instances of Ilum and have the game alternate which instance players load into. Default, the server would load somebody into 1, then 2, then 3. But, there'd be rules and exceptions like if a player loads and is apart of a party in 1, they should load 1 not 3.
  13. Okay so I had a brilliant thought. It kinda borrows some Tabula Rasa, which I.M.H.O isn't such a bad thing, and adds some SWTOR and some epic fighting and pvp + pve combined seamlessly. So, here is my idea. What if, we got rid of the obnoxious vehicle explodie bit of Ilum. In it's place, we have outposts that can be captured. And in these outposts, we can get quests similar to the pvp quests we get at the fleet. And each outpost has npc and player guarding it. And the faction controlling it can get the quests, but the other faction randomly launches invasions to capture it! Sometimes they can do it by themselves, but not often. How an invasion works: The Republic controls the southern outpost. Since it does, there are some patrols guarding the outside. There should be high walls with walk ways around them so the defenders can man the walls. Also, there are some turrets as well (They can be auto, npc manned, player maned, or some combination). The Empire can launch an invasion against this outpost. If the timer hasn't run out yet, and there is a good group of players, they can go kill the thing and take it themselves. But, if the timer has counted down, there are drop ships that will descend and have tons of imperial troopers, officers, elite droids, and a few gold elites. However, the Republic's outpost isn't just guarded by turrets. The outpost also has Jedi generals, elite officers, and killer droids that will rush out the entrances. And so both sides will clash, fighting for control of the outpost. The Republic wins by fending off the Empire. The Empire wins by capturing the central computer and then can mop up the remaining forces. When an outpost is captured: When an outpost is captured, the occupying faction's quest giver desawns to be replaced by the capturing faction's proper NPC's. The turrets reset and target the new enemy faction. Also, reinforcements drop right into the base to be the new defender. Benefits of controlling an outpost: There are multiple outposts. Controlling all of the outposts gives you control of the planet. Control of the planet gives the current benefits and any future benefits the developers choose to implement. Distance does modify the benefit of the outpost. So, the further away from the forward base, the better rewards and quests given. More Battle master bags per mission or what have you. So, while good to have the closest outpost to your forward base, it encourages the factions to push forward. These quests can be repeatable. The Forward Base: The forward bases should remains static. They can keep their guns but they are now for decoration. The forward outposts should also have quests to capture the field outpost capture points. The Quests: Lets have quests to capture outposts. They can have a bonus to kill the npc's Let's have the quest to kill players. Let's have quests to do other fun stuff. So, what do you think? P.S. if you need a visual of the basic model, here is a video. Has the basics, kinda.
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