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Ideas to improve the Star Fortress Missions


MrNihulus

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The problem in all six of the star fortress questlines is that they can easily get repetitive since they all are very similar with the exception of the different planets and conversations. Some ideas to fix this would be to have the bunkers be unique for each planet like the Nar Shaddaa one.

 

Instead of 2 turrets guarding the bunker, how about a champion skytrooper that guards the entrance and after you gather the supplies for your recruit you can summon him/her and a bunch of resistance members to help you defeat the skytrooper guardian. It always bugged me on how your alliance recruit would find a way past the turret guardians before you defeat them.

 

The way you destroy the bunkers could be different as well. One instance would involve planting timed charges and having to run out of the bunker before the detonation. Or having to run and avoid falling debris and fire as you overload the generators.

 

Instead of Random layouts for each star fortress, there could be six unique layouts for each star fortress that is orbiting a planet. There could also be a different mini boss instead of the Pratereon in the factory.

1. Alderaan would have a giant cyborg Killik

2. Belsavis would have two elite esh-ka warriors.

3. Nar Shaddaa would have a reprogrammed cartel droid

4. Hoth would have a wampa

5. Tatooine would have a vicious Bantha

6. Voss would have a tamed vorantikus

 

I do think the first phase of the Ephemeris boss on story mode could use a buff. Instead of spawning weak adds that can be killed in one hit and potentially preventing you from progressing the mission. How about spawning a silver or gold add instead.

 

The battle in the sun generator on Veteran would have different mechanics that could vary. And the final boss mechanics would be very different instead of just one attack that can easily be interrupted.

 

And lastly they should fix the annoying bug which has your companion vanishing after using the elevator

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The problem in all six of the star fortress questlines is that they can easily get repetitive since they all are very similar with the exception of the different planets and conversations. Some ideas to fix this would be to have the bunkers be unique for each planet like the Nar Shaddaa one.

Up to a point, this makes sense, although the extent of the differences should be limited.

It always bugged me on how your alliance recruit would find a way past the turret guardians before you defeat them.

That's surprisingly common around this and other games. You'll have some weenie NPC who vanishes between key points of a mission, and reappears in time to do whatever it is. But yeah, it's a bit puzzling.

The way you destroy the bunkers could be different as well. One instance would involve planting timed charges and having to run out of the bunker before the detonation. Or having to run and avoid falling debris and fire as you overload the generators.

 

Instead of Random layouts for each star fortress, there could be six unique layouts for each star fortress that is orbiting a planet. There could also be a different mini boss instead of the Pratereon in the factory.

1. Alderaan would have a giant cyborg Killik

2. Belsavis would have two elite esh-ka warriors.

3. Nar Shaddaa would have a reprogrammed cartel droid

4. Hoth would have a wampa

5. Tatooine would have a vicious Bantha

6. Voss would have a tamed vorantikus

Neither of these suggestions make "story" sense, even if they would add variety. The whole point, in story terms, about the fortresses is that they are "cookie cutter" installations, all the same. And having "local" critters guarding the Skytrooper manufacturing section of the fortress doesn't make any story sense at all.

 

(Observation: the layouts aren't random. They are all the same, although there are differences on where exactly the bonus buff clickables are. Those differences are reasonable. Changing the shapes of the corridors is not, in storytelling terms, reasonable.)

And lastly they should fix the annoying bug which has your companion vanishing after using the elevator

That goes without saying. Bugs that affect gameplay like that one does should always be fixed.

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  • 1 month later...

I got a few other suggestions

 

 

  1. Balance the Veteran Star Fortress into a 4-man group and add it into group finder (The One and Only Achievement is still doable but it will be much harder) There will also be a Master Mode
     
     
  2. Instead of Having 6 different Star Fortresses orbiting each planet, there could be only one and the bosses and paladins will vary. Similar to Kuat Drive Yards. This will make it so you don't have to be at the mercy of other players when choosing which planet to do. the Liberator of X achievements will be archived or removed.
     
     
  3. The Bunker assault will be a Heroic Mission, it can be picked up at the heroic mission terminal but it will be in a separate category. Each bunker will have different encounters too.
     
     
  4. Veteran Star Fortresses will drop completely different decorations than the solo Star Fortress.
     
     
  5. When you meet with each alliance alert, the part where you hand over 5 different supplies will be optional, if you give them all 5 supplies it will make the bunker assault easier.
     
     
  6. Star Fortress Companions will be purchasable with a Star Fortress currency instead so you can obtain them by multiple runs of the solo star fortress instead of being forced to do the Veteran Star Fortresses to unlock them. If you have enough Star Fortress Tokens you can purchase a Star Fortress Stronghold similar to the upcoming Umbara Stronghold.

 

 

Tell me what you think of this

Edited by MrNihulus
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I got a few other suggestions

 

 

  1. Balance the Veteran Star Fortress into a 4-man group and add it into group finder (The One and Only Achievement is still doable but it will be much harder) There will also be a Master Mode
     
     
  2. Instead of Having 6 different Star Fortresses orbiting each planet, there could be only one and the bosses and paladins will vary. Similar to Kuat Drive Yards. This will make it so you don't have to be at the mercy of other players when choosing which planet to do. the Liberator of X achievements will be archived or removed.
     
     
  3. The Bunker assault will be a Heroic Mission, it can be picked up at the heroic mission terminal but it will be in a separate category. Each bunker will have different encounters too.
     
     
  4. Veteran Star Fortresses will drop completely different decorations than the solo Star Fortress.
     
     
  5. When you meet with each alliance alert, the part where you hand over 5 different supplies will be optional, if you give them all 5 supplies it will make the bunker assault easier.
     
     
  6. Star Fortress Companions will be purchasable with a Star Fortress currency instead so you can obtain them by multiple runs of the solo star fortress instead of being forced to do the Veteran Star Fortresses to unlock them. If you have enough Star Fortress Tokens you can purchase a Star Fortress Stronghold similar to the upcoming Umbara Stronghold.

 

 

Tell me what you think of this

Adding a group finder queue for Star Fortresses, and a Master Mode version, both those sound pretty fine. But most of the other options seem unnecessary and just make the system even more convoluted, and work against how it's presented in story, for that matter, as well. The current system is fine, if a bit of a slog on a non-stealth class, but honestly, that sounds like more of a slog, not less of one.

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I got a few other suggestions

 

 

[*]Star Fortress Companions will be purchasable with a Star Fortress currency instead so you can obtain them by multiple runs of the solo star fortress instead of being forced to do the Veteran Star Fortresses to unlock them. If you have enough Star Fortress Tokens you can purchase a Star Fortress Stronghold similar to the upcoming Umbara Stronghold.

 

 

Tell me what you think of this

 

I totally endorse this idea.

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