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Tragamite

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    Desert
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    Soldier
  1. I was wondering if would be possible to rewrite the personal ship that is recovered after your stint in carbonite ::spoiler:: to act like a SH, allowing you to place companions and a select few other items where you want them on the ship. You could change up what companions stay on your ship unlike the leveling ship that has the vanilla comps in selected spots. I just kinda think it would be fun to be able to personalize your personal ship some.
  2. I want to see attacks with objectives in gsf. Collecting resources is one thing. But can we see actual battles being played out in space? 1st what I picture is possibly a two turn option like PvP Voidstar. One side starts as a defender and the other the attacker. With a timer, the goal would be to destroy the enemies star base. Something like the space missions where you attack or defend your star base. Here, however you have to worry about actual players stopping you. Most damage dealt within the time limit or fastest time in destroying the enemy wins. Another option is Capital ship battle. Here, two capital ships are battling it out and you're in a fighter/bomber/gs set to defend your ship while also destroying your enemy's. A timer is set, but like elimination, first to destroy the enemy's ship wins, otherwise most damage dealt wins. A third option is battleship. In this scenario you have a fleet of ships; capital, medical frigate, destroyer, and cruiser. The medical frigate can deploy healing probes that heals the fleet and does 100%/second healing to the capital ship. The goal is to destroy the capital ship (most damage in time limit) The capital ship also has self defense turrets and shield generators protecting it. Each capital ship has 16 gun batteries, 4 shield generators, 2 shields, and the bridge. Each shield generator has 45% evasion, damage reduction and defense and provides this towards the shield. The shield provides 60% evasion, damage reduction and defense towards the bridge. Destroying the bridge destroys the ship. The frigate has 2 shield generators, a shield and the bridge, but does not have defensive weapons of it's own. Attacking it will draw fire on you from both the cruiser and destroyer. The cruiser has 3 missile batteries (s/m/l), one pulse cannon battery, one ion gun turret, and drops seeker mines periodically. It has 2 shield generators and a shield defending the bridge. The destroyer has a plasma and slug gun turret, medium range missiles, and 4 gun batteries. It has the same shielding for it's bridge. All weapon systems will respawn eventually. The map has you being deployed from your capital ship, the cruisers and destroyers are engaged in battle amongst themselves in fairly close proximity with each other creating the battlezone. The frigates are between the battlezone and the capital ship.
  3. I too was thinking about this some time ago. However, what I wish to see would be something such that: All players could use a blaster to basic effect. Tech players could use any tech weapon. proficiency and weapon type used based on tree selection close range tree (melee weapons) mid-range (blaster, rifles, cannons) long range (sniper) Something similar for force users close range (melee) distance (force powers) Trees would bring out proficiency in using the weapon for that combat style while still having use of an(the)other. Companions would also have access to any weapon based on tech/force energy. Vette with a cannon vs 2 pistols. I'm sure there would just be too much code to change to make this something available though.
  4. Companion Darth Marr Force Ghost Force user Flesh Raider Reprogrammed Sky Trooper Tora Customization Gemini SCORPIO Vaylin Senya
  5. I see a problem with stunlocks and 45s timer. If the runner is blown up where will the ball go? Will it respawn or be fed to the defenders? Stunlock is the biggest issue with passing the ball around and there will be no way for tanks to be the better tank carriers. Right now smugglers and operatives are the best "runners" as they seem to be able to get from one side to the other in seconds. Blubble sorc and sage as well as sins and shadows seem to run through flames and poison traps with little issues that others can't manage. If you want to encourage passing you need to make traps halt runners, this means running through, rolling, spinning, or any other action that actively moves you through a trap, should not be able to work. If a trap is active and you try to move through it, you should be locked on the trap. This would make people prepare to throw anytime they come close to a trap in the case that they get pushed into it.
  6. I love some of the older designs of gear that has been released but also some of the newer stuff. However some of these Items i would love to see kitbashed to make a new look. Namely, the Vintage Brawler or Expert Fighter bashed with the Able Hunter with an added cloak. Another would be the Sensuous Dress with a cloak attached. Additionally something like Jori Daragon's leg armor that has more a look of Satele Shan or Darth Sion lower part of the chest piece. How about the Sensuous Dress chest with an open back style? Or add the shoulders and arms of the Balanced Combatant with the Vintage Brawler. I would also like to see more choker style head pieces like from the Martial Pilgrim set, but with more elaborate headbands or masks. I know there are others who would like to see other things hopefully they get listed here
  7. There are already a number of sniper variations but a pistol would be very appreciated. A cannon would be an interesting option. Ballista anyone?
  8. Just thought I would throw this out there.
  9. I'd like to suggest a portable quick travel device that one could carry with them and use to setup a quick travel point for where ever they are on a planet. Using the item would place a quick travel point at that spot and you would use the quick travel to go back to that spot. Using the item again would change the quick travel spot to the new location. Leaving the planet would disconnect the device from the quick travel locations. Where there is a lot of back and forth to places that don't have a quick travel node nearby it would be a useful tool to carry with you. Maybe this is something that could be purchased from the VIP vendor (as he currently has a very light option of items atm.)
  10. Can you make the Collectors items from fleet vendors and the items from the security key vendor items bound to legacy and usable on either side? I've come across a number of occasions when I would like to use one of these items cross faction but there is no equivalent on the other side. Making these items as bound to legacy would enable you to transfer these to a toon on the opposite faction and be usable. It would be a nice thing to be able to use costumes or customizations that you have access to on one side available to your toons on the other.
  11. Seriously if it wasn't bad enough having same faction matches where one side gets all the healers, now we have to deal with cross faction WZ where One side gets a Sage, Sorc, and Op healer and another gets none. Seriously you need to incorporate roles into the team selection for all WZ types. 3 healers means one team gets 1 while the other gets two. If a Tank has queued then the team with one healers gets dibs on that one, second tanks rolls to the other side. The way I see it is when 8 people have queued, then team selection can begin. Randomly select the "team captains" and choose who "picks first." Count the number of tanks, healers, and dps, select healer if available for team 1 if the team captain is not a healer, then go to team two, back to one, etc. Then same with tanks and then fill in the rest with the dps.
  12. Clean lanes would open up for the gunships however people would actually be able to use the escape maneuvers without self destructing the second they hit it.
  13. Yes, what I see is something like having a start point of one capital ship on either side of the map. From there you should have two battle cruisers for each side and one "medical ship" for each side. The medical ship is sitting between the Capital ship and the BC's. The medical ship has a "bridge" target and shoots randomly placed healing probes towards the cruisers. These are targetable, that heal both the cruiser and the friendly fighters in its zone. Once the bridge of the medical ship is destroyed the probes no longer launch and the ship is now dead in space. The cruisers will shoot volleys at their counterpart which could also damage a fighter in the volley. These volleys will do minimal damage to the opposing ships unless their Aft reactor is destroyed. They will do significant damage to unshielded ships though. So as the battle progresses it would go something like this for either side: Ships launch from Capital ship Crusiers engage with each other Medical ships fire healing probes every 3 minutes Fighters engage each other, the cruisers and the medical ship Knocking out the Medical ship bridge destroys that ships activity Cruiser cannons shoot across space towards ANY attacker Fighters attempt to knock out the bridges of all three ships Bridge Life line of the ship Invulnerable as long as AFT REACTOR is available Destroy and win 55% of total cruiser life Aft Reactor Shields the crusiers and the medical ship Cruisers other systems protected by it's reactor Medical ship is protected by both cruisers 20% of total cruiser life Main Reactor Enables the cannons Protects the bridge moderatly and the engines minorly Destroy to leave the other systems fully vulnerable 15% of total cruiser life Engines Provides power to all systems Destroy to greatly reduce a cruisers effectiveness Enable the ship to be able to flee if it becomes vulnerable 10% of total cruiser life Medical ship Protected by BOTH aft reactors from cruisers Healing probes recover upto 10% damage over 2 min Probes can be destroyed Will not flee the battle Bridge is 100% life of medical ship Battle Cruiser Will retreat from battleIf engines are available and Bridge is vulnerable or Total ship life drops below 50% One minute after announcement [*]Attacks will target any attacker To win the match you either destroy all three bridges or deal the most damage over all in the allotted time.
  14. How I would see it is that the story could have developed exactly the same for either class only travel the way of the other factions worlds. So instead of going to Dromund Kaas you would go to Corscant and go from there. Same with the Smuggler choosing the Imp side. You would just have to write in characters and progress the story on that side. Essentially though the BH and Smuggler should have been the mirror of the other and Trooper and Agent should have been on both sides IMO. We've done the same thing with Iokath as a choice between who you side with. If the Smuggler and BH had that choice upon leaving their starting world It could have been interesting. I would have suggested that the Smuggler and BH start on Hutta, and the Trooper and Agent classes on both sides start on the same world, Rep on Ord Mantel and Imp on another Imp core world. Essentially you would then have 6 Classes on either side to choose from as knight/warrior, inquisitor/consular, Imp/Rep trooper, Imp/Rep agent, BH, and smuggler.
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