Jump to content

Tyreen

Members
  • Posts

    13
  • Joined

Reputation

10 Good
  1. Speaking for myself, I'd like to see more household items. Not so much for use as to just help convey the feeling that it is your home. So, things like white goods - fridges, freezers, washing machines etc. Sinks - Both kitchen and bathroom variants Cookers Kitchen worktop surfaces Baths Showers Toilets (Non-interactive) Televisions like the one in Kaliyo's apartment. Coffee machines on worktops. Shelves with cooking utensils Towel racks Shelves with household clutter on them
  2. Really, I wouldn't call it a crisis as such, myself, I am a roleplayer as well on the Progenitor server, so I can well understand how frustrating it can be to maintain a coherent story in the face of story changes brought on by developers in an MMO, especially when there's no agreement from the community as to which timeframe to use. Really, it's not just RPers that will be affected by this change. The developers will be as well, as such major divergences in the story can be an absolute pain to account for in later expansions. (Like, for instance, if you were an Imperial that sided with the Republic, saw Acina die, and then had to go meet the Sith ruler in a later expansion. It would require a whole new VA, new assets, the works) With that, really, all I can do is just hope that, to maintain a sense of consistency, the other one will die further along the Iokath storyline at a later point so that we can just say, "xxx died on Iokath" without having to get into the specifics of the circumstances around it. Then we can all, mostly, happily move forward!
  3. Speaking for myself, at least, I would have liked to have taken the opportunity to take on a different class ship as a replacement to my own if I so wanted. Would love to make use of the Phantom for my Jedi Knight. The Defender just... doesn't fit him so well... The fact that they've gotten rid of the vanilla companions for now, and the fact that your ship is depopulated now, lends itself to the idea that it COULD be done, since it wouldn't interfere with any story scripts or anything. Right?
  4. Further spoilers inc.... I avoided the fight completely by encouraging him to give me a villainous monologue about why he did everything and such forth. Then I told him the entire conversation was recorded and that he couldn't possibly stop ALL of my companions (Ha!) from escaping to tell everyone what he said and thus turning the entire Dark Council against him. He backed down without a fight, gave me the codes, and then went into self-imposed exile.
  5. Ah, I see that the Sith Inquisitor Tionese/Columni/Rakata set does sorta have the mask in question. Unfortunately, the mask in that set has the silly cone on top, which Baras' lacks. Baras' is simply just the metal faceplate with the appropriate helmet-style backing.
  6. I agree with the armour. Were it entirely up to me, I would leave it out. Only including it for the sake of 'fairness' in that it does appear to be a rather unique model. If I am mistaken, and it is otherwise acquirable then... well... yeah. Stick with the mask.
  7. Well, this is a fairly simple request. The main gist of this particular suggestion revolves around the mask that Darth Baras from the Sith Warrior storyline is always seen to wear. Currently, this particular armour model is completely unavailable for players to use. This suggestion seeks to remedy that. The mask itself is unique and beautifully patterned, and one might be able to understand why it could end up being rather popular. On a lesser note, I have noticed that the general armour model that Baras wears is also unavailable to players. I might suggest applying this total armour set in a similar manner to how the Eradicator's armour set was implemented. It could come as a two-parter. On part has the armour, and the other part has his mask. What do the rest of you folks reckon?
  8. They could just implement a Covert Energy Headpiece that overrides hoods and puts them down. If you want your hood up again, you could, ironically, hide your invisible headpiece to put your hood up.
  9. Personally, and not to offend anybody out there, I think a lot of you are overthinking this. Consider how much work needs to go into this to make it work. Voice actors don't work for free, and neither do programmers and the like. Creating story content exclusive to defectors sets a series of story flags that need to be addressed later, and all you end up doing is making your 'flow-chart', so to speak, ridiculously complex, as you would then have to account for which crew members joined you, which ones didn't, what your new crew members are doing and so on. Now, as was mentioned earlier, carrying on with your 'current' class story on the other faction is next to impossible. How many times does a class story take you to the faction capital? How many times must you go to a Republic or Empire main quest hub to speak to someone? If you're on the other faction, then you won't be able to access these areas, will you? Admittedly, I think the best solution is to just have it as a straight-up faction swap without story prompts. You would simply change your class to the opposite faction's number. Class-restricted gear is exchanged for the equivalent on the other side. So, say you're a Bounty Hunter in full Hydra gear, it would be exchanged for the Colossus gear, keeping all of your current mods in place. Where this gets tricky, however, is in the weapons department. To that end, I have two main solutions. Solution One With this first solution, you set an opposite number for each weapon. Obviously, this would only apply for Troopers, Bounty Hunters, Smugglers, and Imperial Agents. So, say I'm a Commando with an Assault Cannon and I decide to change faction. My assault cannon and generator would be taken away, and I'd become a mercenary equipped with pistols that are direct opposites of said cannon. As an example, say I was using one of the cannons from the Commendation Vendors, the cannon would be replaced by +Aim pistols from the same vendor. The same sort of thing can be used in reverse. Say I was a Powertech, and I decided to faction change and become a Vanguard, my pistol would have an opposite number in the rifles department that would simply be used. My shield/generator, however, would remain unchanged. This approach would, admittedly, take a lot of work to set opposite weapons for each and every sniper rifle, pistol, rifle, and assault cannon. Second Solution Your weapons and knives/generators will be taken away from you, and you will instead be issued a generic replacement weapon or weapons that are assigned depending on your level, and working in increments. As an example, you can set Prototype-quality weapons that require one to be level 10 to use. For sake of argument, let's say they are as follows: Defector's Blaster Rifle (Trooper Vanguards) Defector's Blaster Carbine (Imperial Agent Operatives) Defector's Sniper Rifle (Imperial Agent Snipers) Defector's Assault Cannon (Trooper Commandos) Defector's Heavy Blaster Pistol (Bounty Hunters) Defector's Offhand Heavy Blaster Pistol (Bounty Hunter Mercenaries) Defector's Blaster Pistol (Smugglers) Defector's Offhand Blaster Pistol (Smuggler Gunslingers) Defector's Scattergun (Smuggler Scoundrels) Defector's Vibroknife (Imperial Agents) Defector's Shield Generator (Vanguards/Powertechs) Defector's Generator (Vanguards/Powertechs/Commandos) All items would, of course, be bound and will only sell for 1 credit each. So, your weapons are instead replaced with these generic weapons, and are relatively level appropriate. So, they come in level 10, 15, 20, 25, 30, 35, 40, 45, 50, 55 versions. So, let's say I'm a level 43 Sniper, and I decide to faction change and thusly become a Gunslinger. My sniper rifle and vibroknife are taken away, and replaced by a level 40 Defector's Blaster Pistol and a level 40 Defector's Offhand Blaster Pistol. As that is the best version I can actually use. These weapons will keep me afloat until I can find something more appropriate. Personally, I would prefer this solution to the issue, but it does come with an inherent level of unfairness when compared to force user classes, who would get to keep the weapons they defected with, unless, for some reason, they get the same treatment in the name of balance. So. What do we do about class and world stories, then? Well, quite simply, all of your companions are taken away from you, and your ship is taken away as well. Any equipment used by companions or the ship will be sent to you in the mail, perhaps even with an angry letter from said companion for vanishing on them, or whatever (Except for the ship, of course.) When you first log in from your faction change, you'll then be treated to the opening cutscenes and such for your new class, and can then go out to quest and do your class quests from there. If you had a ship previously, be honest, it really wouldn't take you long to get your new ship back again, would it? Now, I can already see the arguments that may be put forth against these ideas. People that wanted to keep their companions, or people that wanted to have the previous class stories link into their new classes. Unfortunately, I have no real argument against it. All I can say is that these are things we would have to deal with. I'm sure that many of you will have head-canoned things already for your respective characters. Yes, your new Sith Inquisitor wouldn't have the same voice as your Jedi Consular, but those of us interested in these stories have plenty of imagination, do we not? I'm sure we could all think up appropriate reasons in our own minds for why we've changed faction and whatnot... if you even want a story reason for doing so as opposed to just wanting to be on the other side.
  10. My own personal view is the whole dilemma is that this is the sad result of escalation as each author has sought to outdo the next in terms of Jedi 'godliness' on the battlefield. Myself? I have no qualms that a Jedi is a very dangerous opponent to face, but they are not gods. As has been mentioned before, Jedi do not master every power en masse. Any Jedi that does master every power would doubtless be the highest paragon of their time. Surely, if the Jedi were as mighty as EU authors make them out to be, we wouldn't have things such as the slaughter of Jedi on Geonosis. Looking at the battle of Geonosis. I can't remember exact details but we have the Council member gunned down by Jango. We have a Geonosian sonic cannon that takes out two or three Jedi in one shot. We see the Jedi butchered, not by trained soldiers, but by mass-produced cannon fodder with rather dire targeting software. In Episode One, we find Qui-Gon and Obi-Wan pinned down by a pair of Destroyer droids. I'm assuming they can't advance because of the rate of fire. They certainly couldn't force leap, nor use the force to simply crush them. No, as Qui-Gon says, "It's a stand off.", and then they promptly withdraw. I personally think, and I know it will never happen, that authors and fans need to tone down on just how powerful and godly Jedi really are. Yes, the force is a powerful ally, but it doesn't turn Jedi into unstoppable avatars of war that require multiple squads of elite soldiers with high-end gatling cannons to bring down. It gives them an advantage, yes. It makes them dangerous, yes. It doesn't and shouldn't make them virtually unstoppable.
  11. Before I say anything more, believe me when I say I am all for being able to kill companions off permanently. (With a replacement of some sorts. Personally, I'd prefer a replacement generic NPC as opposed to a droid. Maybe give the option for both? Then maybe get the option to buy a Spaati (sp?) cloning cylinder for your ship that you can then use to 'retrieve' a dead companion if you needed for a fee) In addition to people whining that they want their character back after all the warnings, there is the added problem of how you account for the dead companion(s) in class story cutscenes. Say you kill Companion X and Companion Y. What do you do for those cutscenes where your entire crew is together and talking with one another in preparation for a mission? Would the replacements just use similar lines? How would other party members refer to them? A lot of re-recorded lines may have to go into it to account for all the different combinations of dead and living companions in these scenarios. What do you do with class story missions that require you to use a certain companion? Would the generic replacement do exactly the same thing as them in the cutscenes? How would you make it all work? You could just have your regular companion 'revived' just for that one mission or scene as needed, but does that still give you the feeling you killed them? How would you kill the companions you simply don't like in the first place, yet don't get the opportunity to knock off in stories? Do you just get a random 'Kill Them' option whenever you talk to them on the ship? Lots of questions and details that need ironing out before such a solution can be properly implemented. Not quite so simple to implement a solution for, is it?
  12. One not to buy. "How to Hunt and Kill Jedi - By Boba Fett"
  13. So, myself and my girlfriend encountered a light little concundrum when I was explaining the SWTOR races to her quite a while ago. This query, as you may guess from the title, concerns the Miraluka and their lack of eyes. What I am asking is, just what do the Miraluka 'vestigal eyesockets' look like? Are they literally holes in the head? Do they have a 'film' of skin over them? Are they just simple little concave depressions in an otherwise normal face? The only real source I have seen concerning this is an image of Visas Marr at the moment her sight is damaged. Given the events that occur, I am skeptical of what we see is what a Miraluka actually looks like. So...what are peoples' thoughts on this? Is there any other evidence that I may have missed?
×
×
  • Create New...