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Siefer

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  1. Agreed on the family tree thing. I would be interested to see if there are any in-game effects based on how your family tree is linked. These ingame effects do not have to be character performance boosters (as in things that would increase stats or give a combat advantage). Could be other things...cheaper warp travel when travelling on the galaxy map...cheaper travel to opposite faction strongholds if a pub and imp character are 'allies' (especially if one is a smuggler/agent that is allied with a non-smuggler/agent). Also..maybe a way to summon people from your family tree (depending on their relation to you) as companions for combat. They would not be able to craft and have a default influence level set by your legacy level. Their appearence would not be modular (they look like whatever they look like in the family tree window, no gear can be added / taken from them). With the new system on comps where gear does not matter - this could work (don't have to gear them out).
  2. Interesting ideas posted here. Have also been posted in other threads. More space battles with GSF, especially using our guild ships in some manner, would be nice. Could be defending our guild ship while attackers are in bound (or vice versa) against another guild. Or just a generic imp / pub / hutt / eternal empire cruiser. This could be PVE oriented as well if a good AI for enemy ships could be made. The ships in the 'on rails' space battles have a limited AI. That could be a good place to start.
  3. I am not sure a fully customizable companion in the way suggested here may happen. However, more customization on the companions we have would be nice. Several of the new ones cannot have new gear equipped. Also..their abilities are simply clones of each other. There is almost zero difference between how any of the tanks / healers / dps operate except in ranged vs. melee and tech vs. force. Otherwise, same abilities. A customizable action bar and stance, where we can select what abilities to place on the bar would be nice. Also, bringing back the old abilities for the pre-KotFE companions could enhance this list. The new comps do not need any of these pre- abilities (but could be added later if desired). While there still may exist a min-maxed version of a companion+specialization to bring with this...there will at least be some variability in the companions. ALso - this min maxing is likely unlikely to overpower the companions in current content anymore than they already are. Could also help shape choices. Do I need the AoE healer to keep me and group mates alive or a heavy single target healer? Or do I need a good AoE dps'er for mobs or am I fighting one or two really tough enemies and I need a heavy single target dps'er? Just adds more variability and most of all makes the companions not boring clones of each other. And adds customization with the customizable action bars.
  4. I think this would be interesting to do, especially since so much time has passed. Also, given that the new conversation system doesn't put too much focus on voice acting, putting in this conversation just requires programming a few scenes where you are approached by potential love interests, maybe a written blurb or two, make a decision, and bam done.
  5. This would be a pretty cool idea and it could add some interesting customization to the game pre-Makeb. However, it would also be insanely massive undertaking for all 8 classes. Doing one at a time (say the Trooper, then the Agent, etc.) is an idea, but it would take a while. Have to develop the idea, implement it, test it, etc. Not to mention - it's all pre max level kinda stuff...it flies really fast. Rather than add pre-max level stuff for each class, add endgame related material that is unique to each class (or with the new chapters in KotFE - class specific material in each chapter...and not just a minor part of each chapter but something really different). And if you like - the endgame content could be in a chose your own adventure style where two different say..Jedi Knights..can do the content and it'd be different for both of them.
  6. Some good ideas from original poster and some added ones. I second them all. Some particular ones I'd like to emphasize (based on my preferences): Hiding the Operations Dummies -Minor aesthetic changes to interior/exterior (not in a full stronghold way, but more like in SWG) -Legacy Storage -Ability for people on your ship to actually do something (help in a space combat mission for example). This one actually combines several of the added suggestions into one bullet. -Be able to see where the turrets are (potentially even have a gunner seat if applicable for the ship)
  7. Well other than more cowbell (in answer to this thread's title)... As for companions I would suggest something a bit more restricted to each character's story. There are certain characters that play prominent parts in each story pre-Makeb, some interesting ones for each faction during Makeb, and some nifty ones after Makeb (though most of these are already available). These folks becoming available as companions would be cool. Could even be thrown into the Star Fortress arc. Go into an INSTANCED area to meet the contact and BAM it's someone from our past (say Thana Vesh or Sommnick Timms for warriors or Lord Praven for Jedi Knights). In the event that these 'someone from our past' was killed in our storyline...there could be some generic one that fills in as the contact but no gain in a companion. Just a thought. We don't necessarily really NEED any more companions at this point (not only because there are too many but because at the present - they are all basically clones of each other with very minor aesthetic differences), so additional ones are more for flavor to our own alliance and roster rather than because we need more bodies.
  8. Would be cool if they implemented this. I also like my character's starship, even more than some of his strongholds. Would be nice if a few more upgrades to it were either made available (can already get a GTN, operations dummy, guild bank, etc. placed in) and if a tad of customizability were added. Not talking much. Perhaps...where our companions stand (especially once you are in post-KotFE and your ship becomes very empty (unless you summon your comps back). Or like you said, switch out a few banners here and there. Perhaps, instead of overt customizations...just some extra upgrades like a Legacy Storage that can be purchased with credits/cartel coins as per the other starship upgrades. A terminal for quick transportation here or available in strongholds (since our ships can just travel to where we want to go).
  9. Hello, I agree that there needs to be a new use to matrix shards. I am not sure about the idea you proposed (or at least how the matrix shards themselves fit into that), but here is an idea I had posted a while back: http://www.swtor.com/community/showthread.php?p=8655255#post8655255 They used to make a really nice relic. I propose either re-instituting that (with some kind of level sync based on what level you are when you use them) or perhaps use them to upgrade your color crystals (2 of them) from 136 to 208 (or whatever the highest current level for augmentations are: previous to KotFE would've been 186 for example).
  10. I agree with this post and the other reply. He does need a helmet. For the one who wants to shoot him...you may get your chance one day (just not in the pre-Makeb storyline)
  11. Lol Kira, Lightside Jaessa, Nadia, Choza, and perhaps some other jedi would be a cool team as well (an all-Jedi strikeforce). Ashara eventually (spoiler alert) disowns the Jedi order, despite still mostly being a goody two shoes. Hence why I didn't include her in this list. A ranged Jedi companion would be interesting. Uses telekinetics / dots while in dps stance. Uses project and telekinetic throw in tank stance (similar to a shadow). Heals like a normal force healer. Also one that is a dude. We have several female force users and almost no guys. Also 2 of the 3 male force users are Sith. Lets balance it out just a tad?
  12. The companion tree system would be interesting. Probably really difficult to do, but interesting. I think the system in Marvel Heroes has a semi-tree based system for their team-up characters. The signature abilities thing would work well for pre-KotFE comps. Can just grab several of their original spec abilities (power strikes for the DPS Kira for example). The new comps would need some work. What should their signature moves be? I have a feeling all of them were designed with the 'can be any spec' role in mind, so finding signature moves may be difficult. Some thoughts: Lana - in the Revan fight she was a healer. So some kind of healing ability? Maybe a bubble heal? Senya - based on the cinematics in KotFE, she seems like a tanking type. Maybe a hilt bash / backhand for threat, a non-channeled force choke / stasis (as per a guardian tank), or a Guardian-slash-like ability. Niko Okar (sp?) - He's a gunslinger smuggie and has his own ship. Why not a freighter flyby? If not that, maybe a penetrating rounds type channeled ability (I guess it'd be a ranged version of power strikes) Choza Rabaat - He seems to be a guardian. If his role was to be 'tank' - suggestions along the same line as Senya. If dps - maybe some kind of vigilance type ability that burns his targets in an AoE (similar to the Vigilant Thrust but causes a burn instead of spreading burns) Hemdil Tre - He's a gunslinger type. Talks about how good he is. Penetrating rounds? Quick shot? (perhaps some of his abilities cause this to proc and lets him get a free off the GCD attack for more dps) Theran Shan - He's a gunslinger. Threw out a lot of grenades in the Revan fight? Maybe some kind of grenade/explosive type abilities, similar to a saboteur Gunslinger, for his signature moves? Or the deployable shield that Gunslingers have (he did it in Revan fight)? Koth Vortena - He seems to be a vanguard type. Also, likes to set booby traps and has a super tactical mind. Maybe some stuff from the tactics tree? Maybe even using the knife blade on that gun of his (or just one on hand) to do some stabs? HK-55 - Abilities similar to HK-51 and HK-47.
  13. Would be a nice fix. Especially given that their armor is really low, they really need that high shield/absorb to be even half-decent tanks. High health pool isn't sufficient. Also, would be nice if different comps tanked a little differently (as in the past) and did not just have alternate animations of what is ultimately the same ability.
  14. Agreed. More conversations and ways to get rep with them than just grinding out influence with gifts. Maybe even a few small personal quests. These don't have to be as big in magnitude as the original class comp story quests were (or as involved / parallel to the storyline). Just some more interaction and other stuff to do.
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