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Irondethable

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Everything posted by Irondethable

  1. To iterate (again from what has been said before from me), yes. This is a problem that I have seen, not just with specific armor pieces, but if I use, say, Onderonian Helm? All that does is make it a different tinge of color, and not make it look like it should when dying it with a different color. So, again, while this is a problem, it should be an easy one to most likely to fix in the code of the game.
  2. I won't say what has already been said at this point. Same issue, all across the board. You see new armor, want to dye it fully? Sure, yeah, I would like to. Go to see if you're able to? Nope. Can't dye this one single armor piece like the rest. Why? Coding issue? Maybe. But it should be a relatively quick fix if possible. I'm just glad I'm not the only person who sees this problem with most other armor sets doing this as well.
  3. I'm signed on this. There's no doubt that this thread has given out a basic idea, how to implement it and see if it works for the Devs, that is another story. So, lets see if this works, and get our money's worth for it.
  4. I had this idea while playing this game, not like that of your idea to make them a "Pet", but, I find that is a good, and well thought out idea, but many would disagree with how it would be worked out or implemented. Granted, I'm a sucker for wanting more then just having to deal with only one companion at a time, having to switch him/her out for another one, just so I can give them a gift or to raise their affection level up. Granted, that you still need to either buy with cartel coins or credits to unlock the companion as a "pet". But to me, the pet slot should also have another utility to it, while yes there may be a reason for why it's called a "pet". There is also a term called a "Battle Pet". The "Battle Pet" or, "Battle Companion", as it would be called officially, would basically be like your typical version of your "Pet", but more like a Companion. However, their health would be the same, as when they are with you as a regular companion, or halved(depending on how the devs want this to be implemented). But their major stat they are dependent on however (IE: Cunning, Strength, Willpower, etc.), would actually have to be the main reason to be halved from their initial start. Since they are not your main companion, and just the "second" companion as it were, the need of balance is there, as I have seen most Pets that are with other players, and having one of my own from time to time, it does not have that much health to go on as a pet, nor does nothing BUT to be for pure cosmetic reasons. As for how this type of Pet use of combat works, it is up to the developers as to how they see if it is a good idea. Also, as I would like to add on a side note as for how my "Battle Pet" thought would play out for: Dialogue and Acquirement, along with Combat usage. Dialogue, as we all know, is the center, or, the crème de la crème of this game. It is also the Pièce de résistance in this game. As there may be little comments from your companions on buildings or wide open areas, but there is also "cutscene" comments and dialogue from the companions. An example, as best as I remember one of the storylines that I have played, are that of the Sith Warrior storyline, that has a spot where you take one of your two companions on Tatooine, which is either Vette or Quinn. It is in the Cave with that giant bug, where your companions makes a note as with how they express how you should deal with the "Bug". They comment before going up to it, and talk with you on how to assess the situation, granted, this is one of only a few that I can remember from playing in most of the Storylines that I have completed, as I have completed around 5 of the 8 stories, as of right now. As for how this would work if you had a "Battle Pet" that acted like a Companion, since it is one of your Companions you take with you everywhere, they would also have to have their Dialogue boxes active during the time they are with you. As this can give developers time and effort to be put into the game, this would also give players a plethora of combinations for the characters they have in their parties, and the dialogue that comes with it (Also wouldn't mind some witty banter between the two companions, but lets not get ahead of ourselves). However, as the person who started this thread for the idea of a "Second Companion", would also mean having to buy or have high affection for in order to unlock the Perk to acquire them as your "Battle Pet". This also means, a lot of dialogue to go through for development if this were to be implemented into the game, as they are also part of the PC's main storylines and commenters on specific situations. They give comments on specific things, what's right or wrong, and interesting ideas on how to approach other things within one of the main stories throughout the game. This could also be called the "Mass Effect" idea within this game, allowing you to change up your party as you see fit the situation you're given. Granted, you either have enough credits, or cartel coins, to spend on each one of your companion's character perk to acquire them that allows you to have them as "Battle Pets" of the character you spent them on. However, many people will try the "Get High enough Affection with companions gifts to get them as battle pets" route and unlock the perk early because of their main or alts sending them money to each other. But that seems a cheap way to do it. So, I say, they have to get past the third or fifth dialogue tree with their companion in order for the perk to be acquired of them. It's all a matter of trust with the character's companions as I see it, and how they approach them. This also opens up a new idea that says HOW you approach them, as you, a person, would. For instance, saying awful or mean spirited things, lowers their trust to you, while saying some kind or gentle words, that includes flirting, to them will increase their trust toward you as a player. But that also brings the question on how the perk is acquired and works. IF we were to just buy the perk, then they would be our "Battle Pets" no matter what, but, if this were used as a reason for people to WANT them as "Battle Pet", they have to earn the trust from them, and not spend so much of their credits or cartel coins on one perk. Which also means a "Trust Meter" would be placed where that Light/Dark meter is right now. As for how the Trust Meter would work, and how it looks like is either White or Red, is basically like that of Light or Dark levels. Though, granted, this may be harder to be implement into the game as it may be tied to how they view you with how you show your actions, much like how the Affection meter rises or lowers depending on your dialogue choices, unto and TO others, and them. This however, does add a whole new level of depth to the game as I see it, or about the same, but, better to test out how it works before that this would be implemented. Much like that of Mass Effect or DA2(Yes, the horrid game that many people despise because of how poorly written it was) as I see what I've written right now. They have to show their trust toward you, by you building that trust from how you approach them. It's much like which do you prefer out of how you see it as a person: Money buys everything and all my friends love me for my money, or, do I earn my friends through trust and friendship. This is the thought of mine, that went through my brain as I wrote about it, while thinking of how a "Pet" works over how a Companion works. The Battle Pet idea does not fully break the immersion of the game, nor does it break immersion. Now, as for how armor, implants, customization, and weapons would work with the Battle Pet. It's not that much different from how you just give armor to your main companion. However, it would be called "Battle Pet" instead of "Companion" in the Character page. So, the idea is basically the same as a Pet, just more practical and useful.
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