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Colin Mor's SWG Space Expansion Proposal


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Alrighty then......

The old coot is at it again just like he was when he helped UO for years improve the ingame activities, content and new items/issues/adventures.

Here is Colin Mor's lil work on Star Wars Galaxy Space expansion stuff.....WAY TO GO COLIN!!!

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Star Wars Galaxies can look to two other games by LUCAS ARTS © for details, basic graphics and data that could be implemented into the Star Wars Galaxies expansion into space. Star Wars Rebellion ™ has the starship data and graphics one could utilze. The second existing game engine is the X-Wing vs Tie Fighter™ by LUCAS ARTS © that has the 'Space' scape that would be the arena for interaction, combat and adventure/discovery. Surely there would be some upgraded graphics and newer generation animations etc but the basics already exists that can cut down on the investigation and help reduce the time needed to design xyz issues for an expansion.

Before I go futher, the graphics in the descriptions comes from the Prima's Official Strategy Guild for Star Wars Rebellion by Steve Honeywell in conjunction with LUCAS ARTS© and all such copyrights are thier ownership.

With that said........sit back and let your mind ponder the possibilites of what SWG Space Expansion could become.........

These are my thoughts.........

There would be 3 new Professions.

Pilot (Base Starting Profession)

Combat Pilot (Elite Profession)

Shipwright (Elite Profession)

The emphasis and galactic lean would be toward the Empire since it overwhelmingly control the galaxy and have the humungous advantage in industrial power and presence. This also will help shift the current trend that is opposite the timeline developed and designed in conjunction with Lucas's vision of the Star Wars Universe at this moment in time.

PilotSkillTree.JPG

PILOT SKILLS DESCRIPTIONS

Stellar Cartography- This works similar to the existing Scouting mechanism but is within the space platform where discovery of objects (junk, asteroids, stellar objects, other ships) entering the ships scanning range gain XP.

Attributes gained….Engine efficiency, Scanning, Identification

Targeting- This works like the attacking mechanism where successful destruction of an object will gain you XP. Factional (+/-) are gained here depending on the target destroyed linkage.

Attributes gained….Laser precision, Ion Cannon precision

Formation- This works along the lines of the Squad Leader mechanism except everyone in the group will gain XP for successful mission completion. Faction Groups in Space are capped at 5 or 10 ships.

Attributes gained….Evasion

Air Tactics- This is the Space/Air combat XP skill column and is gained only by being in successful combat interactions.

Attributes gained….Maneuvering

The Pilot Ship options to fly are different for the 3 major Factions (Imperial, Rebel and Hutt)

Overt Imperial Pilots can fly a TIE fighter once they achieve NOVICE PILOT and gain other fighters as they progress.

Overt Rebel Pilots can only fly transports and only get X-Wing or Y-Wing fighters once they achieve Master Pilot.

Overt Hutt Pilots can fly Bounty Hunter fighters or Neutral Fighters (NOTE: sorry no pics of either of these kinds)

ALL Skills gained and thier respective attributes gained are FACTION LINKED....leave the faction = lose them completely.

There is no COVERT access to ANY fighters. Covert Pilots can fly Transports though.

CombatPilotSkillTree.JPG

COMBAT PILOT SKILLS DESCRIPTIONS

Patrolling- This is a continuation of the Stellar Cartography Mechanism.

Attributes gained…. Engine Efficiency, Scanning, Identification, Jamming

Capital Assault- This is an XP gained only by successful combat interactions with Capital class ships of an enemy or neutral force. Factional (+/-) are gained here depending on the target destroyed linkage.

Attributes gained….Targeting, Projectiles

Escorting- This is an XP gained only by successfully escorting a transport to a destination as detailed in a mission. Similar to the delivery missions but where you may have to fight off other factions or unknown hostiles within the space route outlined in the mission. XP level gained is w/r/t danger level of route and/or the group contingent the pilot is within at the time of mission selection.

Attributes gained….Tractor Beam Efficiency, Shield Modulation

Dogfighting- This is a continuation of the Space/Air combat XP BUT with an evil twist…..if your ship is destroyed…you will lose a factor of Space/Air Combat XP (total will never go negative).

Attributes gained….Evasion, Maneuvering

Within the COMBAT PILOT the "grouping" bonuses come into play....ability to take on tougher enemy capital ships and other enemy or pirate fighter wings lends itself to following the SWG backdrop......Imperial TIEs fight like a swarm while Rebel X-Wings team together. (Groups in Space would be capped at 5 Rebels or 5 Hutts or 10 Imperials to a group.....Factions cannot mix in groups)

ShipwrightSkillTree.JPG

AdditionalShipwrightNeeds.JPG

SHIPWRIGHT SKILLS DESCRIPTIONS

Hull Design- This XP (Shipbuilding) is gained by building completed ships.

Attributes gained….Hull Integrity, Infrastructure

Onboard Systems- This XP is similar to the general crafting mechanism where all the parts are made for the ship to be built from.

Attributes gained….Engine Efficiency, Shield Modulation, Weapons Array,

Sensor Array, Life Support, Gravity Well Design

Ship Repair- This XP is only gained by the work produced by Astro-droids that are in use by Pilots to repair their damaged ships. Shipwright must create Astro-droids. (Master Droid Engineer)

Attributes gained….Astro-Droid Efficiency

Fleet Support- This XP is similar to Merchant skill mechanism where the gain is directly tied sales of the shipwrights units to Factional Fleet Admirals (NPC).

Factional (+/-) are gained here depending on the type of ship as well as credit payments.

If the Ship sold is a capital class ship, then the Shipwright can designate which route the Capital class ship will be designated to support.

Attributes gained….Capital Ship Design

The Shipwright is a most diverse profession....given it must take from several professions a specific knowledge and combine it with others to create the overall design of a starship. There wont be any young Ship designers.....most likely this profession will be older characters with fingers ground to the bone (heheh)

The Astro-Droid additional craftable for the Master Droid Engineer is certainly a fun part.....and once growth in the Ship Repair column of Shipwright begins there will be additional specific Astro-Droid models available (Weapons, Shield, Engine) to go along with the origional standard Astro-Droid. This thus allows a future pilot to perhaps fit his fighter with an Astro-Droid that may boost his ships attributes.

The ships attributes also are a variable based on the Shipwright that created it...tied directly to his/her abilities in the Hull, Onboard Systems as well as the level of Stellar Cartography, Targeting and Air Tactics he/she may have learned. Remember if you notice the total skills needed for a MASTER SHIPWRIGHT you only have 6 left to perhaps have in the Pilot Tree.....but AS you GROW INTO becoming a MASTER SHIPWRIGHT you COULD possibly have higher levels in the Pilot Tree and along with them the bonuses to those attributes that would then affect the overall power of your fighter. (Can you see how one could choose NOT to become a MASTER SHIPWRIGHT and focus on just more powerful fighters for sale or the faction fleet sales?) Ohh the possibilities here are very fun indeed to ponder.

In that same thought I DID NOT include in this first version of my proposal any SET POINTS where XYZ craftable would be made available....I think honestly that is fun for you to think about and if the force so chooses I would work on further with the SWG Team.

IMPERIAL FLEETS

ImperialStarships.JPG

REBEL FLEETS

AllianceShips.JPG

HUTT FLEETS

HuttStarships.JPG

NEUTRAL SHIPS and PIRATE SHIPS (NPC)

TransportsANDPirateShips.JPG

Now most Rebels or future Rebels will utilize the NEUTRAL SHIP Transports to do thier Pilot learning. The Unique RACE specific ships I spoke about above in SHIPWRIGHT, I again leave for your imagination to fill in along with the known image of the Bounty Hunter Ship (Jango and Boba Fett's Ship)

Remember the SKILL LINK TO FACTIONS......Neutral would not be lost if gained BUT is a longer journey to achieve skill points (see below Faction bonuses)

There are some fun modifications that can be done to the chat environment of SWG to simulate the chatter of space/faction/communications........

Chat boxes in Space

Spatial (default) nearby chatter can be heard including factional

FACTIONAL (automatically logs everyone online in faction in it) Imperial, Rebel, Hutt, Neutral

Group (optional)

Guild (optional)

Chat Note:

Faction ships can only communicate with Neutral or their own Faction ships. (/tell)

This is to help eliminate spy communications from within the Faction ranks over space distances

So what is stopping ya from using your Neutral status to satisfy your deep down bloodlust for your enemy?

Combat Note:

Neutral Ships Attacking a NEUTRAL ship will automatically declare you HUTT Faction.

Neutral Ships Attacking a REBEL ship will automatically declare you IMPERIAL Faction.

Neutral Ships Attacking a IMPERIAL ship will automatically declare you REBEL Faction.

Neutral Ships Attacking a HUTT ship will not change your Faction, just get you –HUTT faction.

(sorry Hutts....being the mob bully on the block will make the locals sometimes gang up on ya)

The key usage for Neutral fighters will be escorting and fighting off PIRATES which are the Galaxies Space Evil along with debris, junk, asteroids and some interesting creatures that were seen in Star Wars Episode IV.....remember the giant asteroid worm and its tonsil cleaning bugs? Surely there are more interesting things out there we haven't seen yet.....wink wink.

Factional Bonuses are another area where the fullfilment and alignment of the Space expansion to the existing timeline lean in favor of the Empire comes into effect.

FACTION BONUSES

OVERT IMPERIAL

Lowest credit rewards

Middle Faction rewards

Most Destroy Missions

Least Transport Missions

Most Escort Missions

Most Capital Ships

Most Fighter Ships

Lowest Building Costs

All Skills Gain Bonus 50% (1.5) min. or IR-ratio (63% currently….1.63)

OVERT REBEL

Middle credit rewards

Highest Faction rewards

Middle Number of Destroy Missions

Middle Number of Transport Missions

Middle Number of Escort Missions

Average Number of Capital Ships

Average Number of Fighter Ships

Highest Building Costs

No Skills Gain bonus

OVERT HUTT

Highest credit rewards

Lowest Faction rewards

Least Destroy Missions

Most Transport Missions

Least Escort Missions

Least Capital Ships

Least Fighter Ships

Middle Building Costs

Crafting Skill Bonus 75% (1.75)

ALL SKILLS and/or PTS gained within a Faction are Faction dependant

Leave faction = lose Skills and/or Skill Pts. Skill Tree will have Faction icon indicator on blocks.

NEUTRAL

Middle credit rewards

No Faction rewards

No Destroy Missions

Low Number of Transport Missions

Low Number of Escort Missions

Only Transport Ships Craft-able

Only Race Specific Fighter Ships (Naboo, Wookie, Transdoshan, Rodian, Twi’lek, Zabrak, etc)

NOTE: Neutral Race Specific fighters are craftable ONLY by that race’s shipwrights.

Highest Building Costs

No Skills Gain bonus

Missions literally are unlimited in the kinds........delivery of troops to a battle event which with some powerful programming.....could then put the Pilot on the ground and into his player land combat role.....or allow the pilot to straffe the ground units of the enemy.

Final comments.....I am not trying to push you to go out and buy the two games I mention above but if you have played them or know someone who has it.......borrow it or find one if you want some fun.......who knows...it may just add to your currrent level of enjoyment of the Star Wars Gaming universe.....that is your minds eye to behold and determine.

I hope you all enjoy my thoughts and ideas........

Signing off for now.......

*waves to Twilight/Ignatz who left me on the planet of Sosaria*

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Its the graphics basis and the context that they could utilize to help in the design and construction of the expansion that Colin was going for I believe.

For the record I would have kicked your butt in that game too Tok.......long live the Empire.

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  • 6 months later...

I have pinned this old idea of Colin Mor's (made shortly after release of Galaxies)

after conversing with Martok (Savrem) about the new additions to SWG.

If yall ever make any contacts ingame/outgame with SWG.....point them to this post

and/or I can connect them with the old coot if they wish to "hire" him as consultant aide

to the SWG Dev Team and/or Community Relations

(He has been very successful in the Ultima Online Series making things reality that WORK WELL) heheh

I am sure tweeks may need to be done to the origional idea.......given some new issues have been already implemented or announced.

Now you can all have a solid starting point to discuss that....

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Sounds like we will need to pin some of these Dev people down...

We could make an ITC trip to Fan Fest II? (Though that is next year... *sighs*)

If we swamp them with numbers we should have a larger voice to say and if they don't listen I'm sure we could bum rush them and take some of them hostage... "Welcome to my version of Low Blow Raph!"

:gold:

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maintain any of your contacts you have.........if you come across a dev or gm......tell em to visit this site and the thread.

If I can figure it out.......I would put the thread addy as my away msg so others would at least get interested in reading it.

Plant enough seeds in thier minds and soon our own forrest will grow and we will get to walk amongst our own trees planted by the GODS themselves.......or in this case the FORCE ITSELF.....muhahaha

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