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SDGIEST

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  1. Hello Everyone and Thanks For Reading, Ok this is the latest idea i have for SWTOR. I have kept in mind there are a lot of people who prefer to solo quests and SWTOR game content but have not had enough reward for their efforts, or game content to solo. Before i mention my idea let me first give notice to the recent development of the solo quest lvl 55 additions of the Seeker droid and Macrobinocular missions. There both fun and rewarding provided you stick with the whole quest string. As we know once completed then your back to not having solo stuff. (Well at least after obtaining Dread Seed Gear). Ok now that being said let's begin! Open World Hunter's System Wouldn't it be nice for individual or Elite group (2 man) Jedi and Sith players to roam the SWTOR galaxy hunting down opposite or same faction NPC or player tagged targets? Imagine open world NPC's that actually move about the Galaxy from planet to planet randomly changing travel modes from speeder to foot and even ship battles. Now imagine if u will you could use a new force ability as simple to apply as Mark of Power which lasts an hour that could be used to track them in the force. So now your hunting Sith or Jedi as either faction gaining light side or dark side points depending on who your choice target is and each target is timed meaning when its run is over he/she goes into cool-down and a new target becomes available. So what would be the benefit to becoming a galactic hunter? Well of course the usual new storyline, new titles such as Force Slayer etc... new lore, and achievements, but of course we want more right? So how about exclusive super rare armor and weapon drops head to toe from every hunt-able NPC, and of course that's not enough right? So what about new exclusive force abilities that can be gained from each target, and some can only be gained by killing the target while others will only be gained after defeating the target but agreeing to let he/she go. And for the ones who are let go they can become immediately hunt-able again as soon as they gain full health, so for the hunters who have a change of heart and continue tracking the target there will be another chance at earning a super rare weapon or gear drop and finishing the job to earn another special force ability that can only be earned upon killing the target. Elite Grouping Also for those of us who spent all the time hunting the NPC but found that we bit off more than we could chew, you could call on one friend to join you creating an elite hunting group of two. However if the hunter loses sight of the NPC or drops out of range he may find that the NPC has sensed his treachery and prepared for the fight by becoming even stronger or having aid of its own. The main difference between Elite Groups and a standard 2 man group is the use of a companion is prohibited by both players, creating indeed a 2 man group for elite group game content. Now wrap this idea in a nice colorful bow and place it under the nearest developer's Christmas tree right? Not quite yet... Faction Changing Would if upon fighting the NPC you really have a change of heart listening to their warranted cries and pleas "Don't you see your blinded by darkness blah blah..." Now if u put away your weapon during the fight a unique monologue pops up with set choices. Upon your decision you could be turning over a new leaf. If currently Sith you could make a choice to become Jedi losing all your darkside points and opening a whole new quest-line for your character and completely changing your faction from Sith to Jedi and vice versa... Ooops probably shouldn't have chosen that right? The upside is you will be given a time limit in which the decision becomes final. A person not wanting the new life has two choices, fight and kill the NPC within the allotted time frame, or travel back to their factions capitol planet for some much needed counseling from their faction's head council members. And for those who are already on the council a special treat of re-proving their worth quest-lines offered by the council earning reputation and new rewards. Well that should be enough to wrap up this idea leaving 10% of you satisfied (*Sigh) PvP Hunter's System Ok what if the developers don't want to kick out new skills, at least keep the idea and award us with an extra talent point past level cap for each target we kill in addition to gear rewards. They could just give us both! Pressing on I don't want to forget the "Player Tagged Targets System". This would be a voluntary PvP implement allowing players who toggle their PvP button in open world travel to become force blips on hunters maps. This would award all participating players faction points (light n dark) as well as War-zone commendations at the end of a open world Player vs Player battle while a hunt is in progress. Ideally a player could just go around hunting other players both Jedi or Sith as either faction earning War-zone comms and faction points while waiting for a War-zone que to pop. Unfortunately I express it should not award credits unless they create a robbery option in the game (lol) Bounty Terminal But this idea could give way to a boon of possibilities such as a Player Bounty System which yeilds rewards for killing other players who's bounties have earned them recognition from the Impire or Republic council, and that of course would reward credits as it would be a mission via bounty terminal probably. Player Oriented Class and Special Ability Trainer Just a recap on an idea here - this would be a perfect place to implement new player titles and a class trainer ability allowing players to learn their class skills and new special skills from other players who have defeated these rare and super rare NPCs. Earn special abilities, titles, and gear. Any title earned by any player who actually defeats one of these rare NPCs should earn that player a new action bar icon that when toggled performs a unique emote animation demonstrating his/her power and status all while allowing lowbies and other players learn their class skills or special skills from the player displaying the "Trainer Emote" or "Trainer Elite Emote". Also for players too inferior or lazy to beat the NPC themselves but have the credits to bribe the player who did they can offer to pay for the skill earned by the player who completed it while this emote is active. This would act as a trade meaning the player gets the cash for the skill not the game. Wouldn't it also be nice to change classes via special player trainers allowing you to change your actual class or learn skills from the trainer player's class. Getting Back To Our Roots As a side note I've been reading and some other players have expressed the desire to have other missions on starter planets such as Korriban and Tython. Not to mention the fact that Tython was the true birth place of the Sith where many began to learn and practice the first dark arts of the force as a result of the original "Force Storms" violently tearing at the planet which were a natural occurrence, this could provide a great opportunity for players to have reason to revisit these worlds showing off their power to new blood entering the game and giving inspiration of course. Ok I think that earned me about 11% of you satisfied until next time... SDGIEST
  2. Opening: Before I begin i will take a moment to state that it's understood that it is hard GDmn work building a game as big and expandable as The Old Republic. It takes a lot of dedication and great ideas to begin with before one can even hope to have a mold such as SWTOR to work with. It's because of the great job the building, designing, and story out-line teams have done with this game that my creativity and thoughts for expansion were even peaked. Now that my creativity is peaked, here's what i got so far in areas i would love to see expanded and how in SWTOR PvP. Hello everyone and thank you for your interest in reading. These ideas are what I think could make the game very interesting and fun so far. I have 2 lvl 50 chars both Dark Side and Light side and a few near 50's. The main purpose for these ideas is to expand on the PvP options for the game, but also to allow character development through new PvP battle ideas that ease the monotonous grind of building up your character's power and gear with some flavorful variety. Open World - PvP Field Base Development As it stands Fleet is the main base of operations for both Republic and Imperial factions. What if we could change that, what if player built and controlled bases could be established and later further developed into command centers run by independent player guild or player created faction teams. Purpose - (A system such as this could serve as an Open World PvP Upgrade that would allow guilded members or faction members of the base to generate an hourly Faction income based on their individual and overall faction base score) Perks 1 - (All sections of the base are built by faction players using new in-game crew skill abilities which can be operated by players or player owned NPCs) Perks 2 - (New in-game items designed exclusively by player stores located within faction bases, new customized weapons, speeders, and gear all designed in game by players from within faction bases) Perks 3 - (Successfully defending bases and command centers from attackers yields instant combat pay and war-zone ranked and un-ranked commendations to all participating players) Perks 4 - (Ship components created on bases with upgraded hangars, new faction repair system that pays players not fleet for repairs of ships, speeders and all equipment repaired, based on owner/builder of used repair component or droid) Perks 5 - (Fully customize-able living quarters complete with upgrade-able theme furniture schemes and layouts with holo-banners and player faction emblems and personal call-signs, and PvP faction storage space) Perks 6 - (In-game displayable faction titles and ranking, and new PvP titles and trophies based on faction PvP performance) Perks 7 - (New Factions both player created and preset based on player reputation. Presets such as Smuggler, Bounty Hunter, Jedi, Sith, Mercenary, Assassin, Senate) Perks 8 - (New In-game profession system which includes your faction status and earned achievements while performing your profession) Perks 9 - (PvP Diplomat system which allows players from all factions to create alliances with in game treaties that can be broken to create war and need to be mended by diplomats of the senate) Perks 10 -(Player run open chat senate arenas that create actual in game treaties between faction members from official or player registered factions which respond to representatives according to their personal faction based profesion) Perks 11 -(Faction Based PvP Battle Talent System which allows players to further develop their characters with a set number of unregulated character moves which can be bought with in game credits from special Faction trainers or awarded for faction performance. This would serve as a separate option for players other than the Duelmaster talent system. Only one extended Talent Branch System would be accessible to use for now) Note: With perk 11 a once limited Sith sorcerer can now flourish in the art of both saber move techniques and force abilities allowing players to make further improvement on their favorite characters. Again this is a either or option for players who choose to keep their new Duelmaster Talent Branch System. Each new skill with perk 11 will be fully usable in both PvE and PvP battle scenarios with a new move addition cap of 5 total. Moves can be learned and unlearned through meditation in the player's quarters upgraded with a meditation room or from special Ranked Faction and Duelmaster trainers. Interactive PvP cargo Holds Of course having a field base wouldn't be complete without being able to plunder and capture the field base of the enemy's. With this in mind, Open World Base structures with PvP Cargo Holds which can be looted by enemy factions, guilds, mercenaries or anyone strong enough or sneaky enough to steal the goods from field bases would be a prized addition. (Individual pieces of PvP Cargo can also be upgraded with personal trackers to hunt down thieves) Manual PvP Ship Travel The name of the title this game is based on is Star Wars, naturally ship battles and travel should be epic. Players have been getting spoiled with being able to scamper and frolic from one planet to another uncontested by those established and fortunate enough in their game to have personal starships. Low levels and guarded level characters should be safely transported to mission areas with the existing shuttle travel system while all other players scavenge, sell, create, and trade parts used to build their very own ship in all its custom made glory. Of course many of the ships would use similar parts all separated by ship class and part class and style. The speed strength and toughness of the ship would be determined by the parts equipped and accessed by the creator of the ship, not to mention the paint job and after market panels placed on the ship for show and warfare. Ships should be able to land on planets and in planet hangars. When landing on a planet surface, a radius beacon will determine of your ship has enough room to land. Players should have to escape the clutches of war in order to brave new worlds and after discovering a new planet feel the impending doom of flying back through the madhouse they barely escaped to get there. War should take place both in the ship and on the surface between players and space travel should be an earned luxury not a sheltered requirement. This gives those of us with millions of credits something to do with our money other than equipping our character in flashy gear and buying rare speeders of the same make with different paint jobs on the Galactic Trade Market. Not to mention this also adds more time between getting through class quests because of the semi-forced PvP space travel. Though shuttles are always available to certain main area class missions up to say lvl 30. As a safe-guard, players ships destroyed in battle won't be totally lost to the player. After being destroyed in a ship battle player's who did not abandon there ship using an escape pod would re-spawn after death at a medical bay on fleet and their ship will be destroyed but they would keep their hull which would serve as the major component in ship building so they can rebuild their ship. Also they can send crew members to their ships wreckage to salvage prized upgrades that were installed on their ship to use in remaking their ship. Not only would the fee be drastically reduced by salvaging their parts over buying new ones, but of course it would also take time for their companions to rebuild the ship after salvaging all the salvage-able parts if the player chooses to salvage through their wreckage. For the players who did not die and go down with their ship in a total PvP ship travel defeat, but rather used their escape pod a beacon of their ships wreckage would be placed on their map. Their ship would obviously crash on the closest planet of their lost ship battle location allowing the player to manually make repairs to their ship and get it back up and running provided their have the time to do so uninhibited by ground combat. The ground repair option would not be available to those who died in their ship from the battle as they would automatically re-spawn in the med center of their factions fleet. This idea would also be expanded to multi-player as members of the crew can man weapons and operate repairs with their character skills on board ship. Accompanying players would be given mini-games in engineering or other places on the ship to do in-battle repairs to the ship. Other players on a ship can operate additional weaponry equipped by the ship to fend off and destroy attackers and hazards such as asteroid belts. Personal ship travel would of course be accessible to those who don't have or own a ship through players who do. This would be done through the group option and guild and faction options. Guild or faction members who have been given 1st Officer or Captain access to one of a players ships can freely use the ship as if it were theirs. This would allow the borrowing character full access to use the ship on mission and in battles. If the ship is destroyed during this time the hull is mailed to owner and the salvage option would appear as crew missions in the owners crew mission log. The cost of the repairs can be C.O.D mailed to the 1st officer or Captain who trashed the ship or paid by the owner. (Of course I have other ideas on this but I need to wrap this section up so below is a short breakdown of how a PvP ship would be implemented with upgradable parts and their respective functions) Ship Components: P = A Primary or Mandatory Component Required For Travel (Once acquired these components are kept automatically after a ship is destroyed but needs to be repaired to a functional condition) Hull (P) = Main ship component can be customized with emblems, and color, and style types (Routine maintainence after battles will keep the ship from being Damaged out and usable for space and world travel) Primary Engine (P)= Over-all ship speed and maneuverability in combat Secondary Engine = Considerable speed increase and supreme manueverability in combat Primary Frame (P)= Bridge and nesting frame used for attaching components to the hull Exterior Frame = Additional frame commonly used for additional shields and high tech upgrades Armored Frame = Industrial/Military grade armored hull used for military grade armoring and upgrades Primary Blasters (P)= Basic shuttle grade low focused beam laser blasters Hyperdrive Engine = used for hyperspeed extreme speed manual flying which causes very high damage rate to hull from impacts and head on collisions but useful for escaping battle zones and attackers Hyperdrive Core = Used for long distance auto-pilot from one planet's orbit to another safely Hyperdrive CPU = Used to plot out auto-pilot courses for long distance travel and storing sector data in space travel and exploration Warpdrive Core = Optional (Hyperdrive alternative) Cloaking Device = Low lvl camoflauge for ship travel Combat Cloaking Device = Military fighting grade camoflauge Hyper-Cloak = Supreme Grade cloaking device which can be deployed at incredible speeds (I purposefully left out involved weapon info as it would make this section really lengthy) Character Holocron Trophy System This system will allow the user to place their own character's player data holocron in Jedi/Sith Temple say like on their default factions home-planet, (Tython/Korriban) and if the player owns a ship and can afford the upgrade of a personal ship Temple he/she can display and check there personal trophy data there as well. The players personal trophy holocron would be used not only to view all currently obtained trophies, but the conditions to achieving future trophies as well. (And a player can view friend linked trophies) The Player Data-Probe What if players could have customize-able data probes which could be deployed for use on any other player to view a wide variety of aspects of the targeted player. These would be the elements that I would suggest for such a device actively used for PvE and of course PvP scenarios within the game. The data probe can be upgraded to give targeted player's information to the user. A data probe can be used to view a players gear, trophies, reputation progress, current mission, favorite moves or most used attacks, talent spec class (if player is opposing faction) and much more. Data probes can even be upgraded with target tracers which allow the user to track the last scanned target on his map for up to 1 hour (after extended with additional perks). Player Data Probes can also be upgraded for field combat, used for scanning hostile areas for cloaked enemies and equipped with their own personal arsenal of blasters, bombs, fire, carbonite, flash bomb, targeting shield, medic packs, mini storage, or pulse cannons. Combat Training: Player Data Probes can also be programmed for personal combat use by its player for combat training. Player Data Probes can be upgraded to project various holo image training enemies for players to practice their fighting prowess, and each battle is recorded into the probes data bank for future reference. If the data probe is deployed during a field battle and set to observe the probe can gather information about the target for future use, which will allow the probe an opportunity to simulate the targeted enemy later on and store it in its personal holo-projector training databank. The holo enemies difficulty can also be modified as well as some abilities the image may use in battle. Also the holo training target's choice of weaponry can also be modified making your Player Data Probe your new best freind for PvP combat in SWTOR. *(Even if I couldn't have a player data probe i would settle for being able to build my own droid and apply all the above from the data-probe into the droid) Duelmaster PvP Dueling System and Factions As it stands the dueling concept in present day SWTOR is utterly worthless. I myself am a PvP fanatic but, its next to impossible to get people above level 10 who aren't Free 2 Players to want to duel with you, there just isn't any reason for them to quite frankly. The Duelmaster PvP System is aimed at giving players a whole new reason for not just wanting to duel each other, but actually seeing the benefits dueling provides in combat skill training for MMO's. My personal opinion is people who duel or PvP regularly are better overall with battling in an MMO. The Dueler's License The journey to becoming a Duelmaster would begin for all aspiring duelists with getting a Dueler's License. Any player's character could visit any Certified Duel Registry and pay a small fee of 50k credits after reaching level 10 with the target character to become a registered duelist. After obtaining the license any player can begin earning duelers commendations for any duel they have with other players within 5 levels up or down from their licensed character's current level. Duel Banner A personal banner used to incite a duel with other players, and also the honor flag used to identify your character's personal Legacy, Duel armor, and gear emblem. These banners are created at the registry by all players signing up a character for registered duels. Dueling Scrubs Unstated duel gear which allow players to get the full awarded duel commendations at the end of a duel. Duel scrubs are also the only way to receive duel commendation bonuses by any level duelist. Dueling Factions A loosely banded (PuG) group of non-registered duelers run by an elected group leader. Dueling Schools A registered dueling faction run by a registered or enherited Duelmaster. Benefits of Being an Apprentice Players do not need to be in a dueling faction or school to earn duel commendations, however dueling factions offer unique rewards. An apprenticing player's character can learn the abilities of their Duelmaster's class and set talent spec as Duelmaster Mastery Tier rewards. These new abilities can be permanent enhances or unlearned at a meditation hall to make room for other abilities. Player's earn arena commendation which can be turned into the current Duelmaster character directly or turned in to the Duelmaster arena mission box at anytime. Titles and instructor privileges are earned based on each tier the apprenticing player's character reaches. New abilities can be learned from the current Duelmaster while the player's instructor emote is active (turned on by Duelmaster). When the current Duelmaster enables his or her instructor emote all dueling apprentices within range can right click the Duelmaster to turn in current duel commedations and purchase new abilities from the current Duelmaster. Apprentices earn titles based on their dueling levels which is branched off in Tiers of 10 up to 50. Each earned tier grants the apprentice instructor privelages to begin teaching learned abilities of that tier. Instructor privileges for apprentices are earned after reaching dueling level 10. The Instructor does not have to teach his Duelmaster's abilities, however the instructor can only teach their own currently equipped abilities of each Mastery Skill tier. Dueler's Commendations These Commendations can be used to pay for adaptive dueling gear, Duelmaster Gear, Duelmaster Speeder, Duel Talent or Mastery Tier Abilities, and Duelmaster registry. Commendations can also be spent to reveal titles earned from duels and for the creation of dueling insignia and banners. (All Duelmaster gear and items are registered gear of the current Duelmaster a player is apprenticing under). Duel Commendation Bonuses Players who duel in dueling scrubs are awarded their full commendation potential. A standard duel against an equal level player with while wearing dueling scrubs will yield 20 duel commendations for a victory and 10 commendations for a loss. A player can earn 5 bonus commendations for dueling a player that is geared and not in dueling scrubs as well as 5 bonus commendations per advanced level of their opponent, meaning each level higher the opponent is than the player wearing dueling scrubs while dueling will yield 5 bonus commendations upon a victory. Only dueling scrubs will yield bonus commendations based on dueling conditions. Duelmaster Arena Duelmasters can purchase schematics to create dueling arenas for their dueling faction. These arenas can also be upgraded with different decors and theme as well as display banners and flags of the registered duelmaster to represent his faction or school. Dueling arenas can house a minimum of three and a maximum of 8 players competing in a free for all duel match. The dueling arena can only be used for one on one combat when a personal challenge is issued to the current Duelmaster. This challenge is known as a Kaggath and is used to allow tier 5 apprentices within the Duelmaster's personal faction to earn the right of Duelmaster and eventually Duelmaster of the faction or school. If a tier 5 apprentice challenges the current Duelmaster to a duel and the Duelmaster accepts the arena will appear as default. If the apprentice wins the duel with the current Duelmaster that apprentice will earn a Duelmaster's token, a replica of the Duelmaster arena, and a replica of the Duelmaster's Lightsaber or primary weapon. Immediately after losing an option will appear for the current Duelmaster to yield the faction to the tier 5 apprentice as the new Duelmaster, if the current Duelmaster says yes the victorious tier 5 apprentice will become the new Duelmaster of the faction transferring registered ownership to the apprentice. This option becomes mandatory if a Duelmaster loses a duel to the same tier 5 challenger 3 duels in a row. Players can deny duels at anytime, however once registered with a dueler's license a player who denies 3 duel challenges in a row from a player who is within 5 levels of their current level, that player will be docked 300 dueling commendations as a deserter's penalty. Duel denials reset after every duel win or lose. A player can only be docked once every six hours. If a player is docked he/she will also loose their currently equipped dueling title and will have to re-obtain it from a duelers registry or their Duelmaster. Players who are licensed duelers that have not joined a duel faction can create their own faction after meeting the 10,000 dueler's commendation requirement fee to obtain a Duelmaster token and title. Once a player becomes a registered Duelmaster they have access to learn 2 abilities per duel talent tier instead of 1. This will give the new Duelmaster a total of 10 Mastery Skill Tree slots available for bonus skill tree upgrades. Dualmaster Arenas can also be used to incite duels with other players in non-dueling areas such as Fleet and Cantinas. Players can earn major bonus duel commendations and exclusive titles while participating in an arena free for all duel. Free for all duels yield 10 bonus commendations per kill in addition to 10 bonus commendations for being the last man standing. Players will also earn bonus commendations for winning streaks. 2 wins in a row will earn a player 50 bonus commendations cumulative with other bonus comms, 3 wins 75 bonus, 4 wins 200 bonus and 5 wins 300 bonus commendations awarded for last man standing succession streaks. Free For All Titles (Warmaster) Title earned for obtaining Last Man Standing medal 5x in a row in official licensed free for all duels (Dreadlord) Title earned for obtaining Last Man Standing medal 4x in a row in official licensed free for all duels (Battlelord) Title earned for obtaining Last Man Standing medal 3x in a row in official licensed free for all duels (Chieftan) Title earned for obtaining Last Man Standing medal 2x in a row in official licensed free for all duels (Survivor) Title earned for obtaining Last Man Standing medal 1st time in an 5official licensed free for all duel Becoming a Duelmaster Any licensed duelist can turn in 10k duel commendations to become a registered Duelmaster. Upon achieving the Duelmaster title the player will have immediate access to 5 more Master Skill Tree slots, 2 slots per tier. Once a player registers as a Duelmaster or inherits the title of a Duelmaster they will receive a Duelmaster token as a permanent mission item (Much like the V.I.P. bracelet for fleet). Duelmaster Dueling Gear Registry During or after registering for a Duelmaster Title, players can also pay credits (100k) to register a full set of gear they currently have equipped as their personal faction or school's Duelmaster gear. This gear will become that factions official registered Duelmaster gear, and will be the gear earned by all apprenticing students under the Duelmaster registered to that gear. If the Duelmaster of a faction or school changes, the registered Duelmaster gear can also be changed by the new Duelmaster of the school or faction. When registering they're gear, the player can register their current gear without the fee but will not have modifying access. After paying the fee the player can change the color of each piece of gear including the saber and saber beam color. Once the gear is registered however the fee increases considerably for any other changes (1 mil to full color redesign 5 mil for total attribute respec and modification changes) Duel Talent Bonus: Duelmasters can set up to 5 abilities both passive or active from any of their own talent classes in a special category option used by apprentices to learn new abilities from the Duelmaster they are apprenticing under. These special categories are called Mastery Tiers. Each mastery tier can hold 5 abilities set by the Duelmaster. There are a total of 5 Mastery Tiers each with 5 available abilities where only 1 potential ability will be chosen by the apprentice and permanently added to his/her character's Master Skill Set of abilities for use in PvE or PvP battles. Every apprentice and licensed duelist gains a Master Skill Set which essentially is a new blank talent tree with 5 open slots. Every slot of the Master Skill Set relates to a single tier of a Duelmaster's Mastery Skills in succession. So upon completing a Duelmaster's Mastery Tier-1, one new ability from said tier can be placed into the character's Master Skill Set in the first slot. Player's characters not apprenticing under a Duelmaster can also access their Master Skill Set after becoming a licensed duelist by turning in the appropriate number of duel commendations which will allow them access to add one skill of the appropriate tier from their own talent tree within their character's talent speciality section. The skill added does not have to be unlocked by talent points so it can be chosen from among any of the licensed character's talents from within their entire talent spec tree. So instead of mastering skills from a Duelmaster the player also has the option to remain unaffiliated with any Dueling School and still use his/her Master Skill Tree for enhancing their own combat skills. Duel commendations for Master Skill Set advancement can be turned in by the licensed duelist to a Duelmaster or The Duelist Registry. Any Duel commendations that are turned into a Duelmaster for rewards are received by that Duelmaster to be used as their personal commendation earnings. The abilities of a licensed duelists' Master Skill Set are permanent enhancements, however any ability can be unlearned through special meditation within any meditation chamber. Mastery Tier Commendations Any apprenticing player can learn any 1 ability from each tier after mastering the selected tier. Tiers are mastered by turning in the appropriate amount of duel commendations for that tier and defeating the hologram tier guardian of that tier in a one on one duel. Tier-1 Mastery = 1500 Duel Commendations turned in to receive new skill and new title (Warrior) Tier-2 Mastery = 3000 Duel Commendations turned in to receive new skill and new title (Shogun) Tier-3 Mastery = 5000 Duel Commendations turned in to recieve new skill and new title (Slayer) Tier-4 Mastery = 7500 Duel Commendations turned in to receive new skill and new title (Master) Tier-5 Mastery = 8000 Duel Commendations turned in to receive new skill and new title (Battlemaster) Duelmaster Commendations: If a Duelmaster duels in dueling scrubs their bonus becomes x2 against other Duelmasters and licensed dueler's. Duelmasters who duel each other get 100 commendations per duel for the winner and 50 for the loser in a standard one on one duel while geared. Duelmasters who free for all duel other Duelmasters receive 50 bonus comms per kill and 200 bonus comms for last man standing. Duelmasters who duel apprentices or standard licensed duelers in Duelmaster Gear recieve 50 duel commendations for winning and 0 for losing. Duelmasters dueling standard licensed duelers or apprentices in dueling scrubs receive 25 bonus comms per kill in free for all and 50 bonus comms for winning. In one on one duels in dueling scrubs against standard licensed duelers, a Duelmaster will receive 50 comms for winning and 15 for losing. Duelmaster Rewards Duelmasters earn special in game trophies that can be displayed to all players for obtaining successive victories in battle with other Duelmasters. Duelmasters will gain access to their choice of special Victor crystal Augments that can be equipped in the Duelmaster's saber or blaster. Each augment will change the center color of the saber beam and add special saber or blaster plasma effects to the saber beam or blaster fire. Duelmasters also gain access to the special Victor Emote which will place their character in a special animation which displays there character's power, humility, or honor and their pre-made duelist banner at the same time. Duelmasters will also receive a Victor Badge that will automatically be displayed on the chest of the deserving Duelmaster. Duelmaster Victor Rewards are earned by never losing in a duel as a Duelmaster, or winning 10 times in a row. All Duelmaster Victor Rewards are instantly forfeit upon loss or conceding a one on one duel with another player within 5 levels up or down of your current level. Victor Rewards are also lost upon being penalized for Duel desertion which is rejecting 3 duels in a row from any player that's within 5 levels of your level. Duelmasters will not lose Victor Rewards for losing in free for all duels or for losing one on one duels in dueling scrubs. For those lone-wolf types the Dueler's License also offers another rare opportunity for PvP'rs to rise through more game content from a solo perspective to an extent, on at a custom pace. Personal Droid Companion Creation Following the creation of our very own pod racers and speeder I think it only fitting to be able to create my own droid with my own personal battle layout for it. Customization in any game offers that personal touch, and having a droid companion i created in game with all kinds of gadgets and protocols would be priceless. Pod Races Its time to see the real potential of the Hutt and out-world markets with registered pod races. Players should be able to earn credits by entering in pod races with custom built speeders or pod machines as contenders or rake in the dough on the sidelines as a better getting themselves in deep debt with the Hutt cartel on Tatooine, Dantooine, the Mustafar system and all the shady scavengers of Raxus Prime. Speeder Races A tribute to the upperclassman racers would take their more expensive and more powerful speeders to the starting line to test their metal against the galaxy's hard-boiled competitors for the Senate Circuit Cup race challenge. Speeder Creation and Customization Well if we're gonna race 'em we might as well be able to build and fully customize 'em right?
  3. Because as i have stated in the post, I DON'T KNOW WHERE TO PUT IT!!!!!!!! I'm only posting because i wanted to share the idea i normally DON'T POST I'm too busy playing:eek:.
  4. Star Wars: What we need, open world PvP structures that player's characters can build and protect in-game. An idea like this gives our toons true "Purpose". I'm just going to jump straight into my idea with very little side discussion. Stage 1: Open World Structure Creation. What if we could train or chars to build different structures out in the real-time game world. These structures would be everything from weaponized PvP vehicles to small guild based customizable PvP armor shops run by players or player owned NPC's. The idea looks something like this. (Class-1 Hangar, single manned Weaponized PvP Ground Vehicles, Barricades, short range transporters and shuttles, Exo-BattleSuits(ground) for trained Commando class toons, Walkers, Troop ships(ground) for ground assaults) (Class-2 Hangar, Class A carriers, single manned Weaponized PvP air assault vehicles of all types) (Class-3 Hangar, Class B + C carriers, Planet orbiting Weaponized PvP Ships(single manned) Fueling Ships) EXAMPLE:: Structure Name: Class-1 Hangar (Small Terrain Ground Vehicles) used for open travel and PvP battling weapon equipped park-able mounts. These mounts are more vehicle in design with the purpose of ground travel and open world patrol between PvP structures and base assaults. Cost : ???? credits to pay for specific building plans from a special crew skills trainer Build Cost : ???? Credits to pay an NPC Building Crew (each unit has a cost) and ???? Credits to pay for construction estimated time (Job-Build-Time) Creation : After a selectable open world area has been selected by the "Foreman" (player) the NPC's will begin working on the structure once construction begins the NPC's cannot be stopped unless attacked and killed by opposing factions or guilds. Each structure has its own build-time from 1min-48 hrs depending on the class, size, and NPC Crew Size used in building the structure. Seizing : Opposing factions or guilds can seize enemy structures or destroy them for huge amounts of Warzone tokens. When seizing, all the foreman's NPC crew must be killed, then the seizing player must assign his own NPC crew to take over construction After original foreman's NPCs r killed seizing is performed with one button click as long as the new foreman has the minimum crew size requirements met, (no cost is paid for the project). Objective : Needless to say the whole idea is designed to give PvP Battle a more "Real-world" fluidity, not fixed and altered stat designs. The vision for this whole idea is the creation of a fully operational "Ground Base" or Guild Command Center ran by players and player assigned NPC's These bases and command centers will not only have fully customize-able tiles, and walls, but will also be lined with guild or base banners and have screenshot potraits of player's in-game characters to deck the halls. They will also be ran and operated by actual players or player owned NPC's. What that will mean is it in itself will become a PvP Battleground. Open World Battle-Grounds built and designed by the players through in-game achievements. For clarification each individual structure will have its own structure class, and when another structure is built onto an existing structure its class will change upon completion of the new structure. A command center will be a class that consists of combined structures that meet the minimum classification of a command center. Each skirmish from the opposing faction or guilds will yield ranked and unranked warzone comms for defending and attacking players. Attackers will earn comms for kills and destroyed or seized areas and defenders can earn them for kills and repaired areas. A multiplied bonus could be applied when all hostiles are clear from the immediate area of the base or structures for say 30 secs which would result in a sustained defended bonus for all defending players of combat. And maybe even an added hero bonus for the foreman and guild members of the structures who knows. Vision : The start of this will probably be a small implementation without the actual ideas of the visionary if its even implemented at all, however the endgame for this idea is the eventual implementation of short range multi-class space stations that will spawn customize-able multi-class ships owned by players. The ships will be used to thwart incoming PvP attacks on the space stations as well as manual travel from space to the surface bases hangars and structures on the orbiting planets. Without a space station or in space fueling station fuel can be depleted every hour when in certain zones of free space for PvP ships, and the ships should be fully customize-able color, guild emblems, weapons and interior. These ships can also be destroyed in space battles and will need repairs after being damaged by battle or terrain (Asteroid Fields, Crashes, Collisions) . The PvP ships can be used for protecting space stations and can also be used to manually travel between space structures and orbiting planets. However in order to travel to other systems u will need hyper drive capacity which will be a very expensive upgrade for both the ship and the space-station that will buy the technology to install the hyper drive cores in independent ships. In essence it will truly become Star-Wars with full freedom given to those who choose to be apart of this world. Of course this is the shortened version of my idea but i have no idea how to talk to an actual developer to help give my ideas to them. I love when real developers put this much time into their creation as they have done with SWTOR and people like me only want to see it get better if that's even possible without messing up the original idea. So there u go guys i've followed ur in-game advice and tried to give my idea to the game designers. Its up to them now. Trophy Room : I think a nice touch would be for players to be able to add a trophy room dedicated to their guild members and honored squads, battalions, and mercs who help defend their structures and bases. The room of course would be fully customize-able with actual statuettes of real player's in-game chars of that guild or PvP squad, battalion, etc... build-able by the foreman of the trophy room or the base commander. Each persons trophy would be click-able and other players can follow all their leader's and hero's real-time achievements from the trophy room on the base. Not to mention it gives new guildies a vision to strive for within their guild. Having a system like this lets u see ur guild's strength in the physical gaming world and credits are used by the whole guild for the guild's development, the stronger the base the stronger the guild. And eventually ur guild will become an actual army or Council or Order with emissaries and senate meetings between opposing guilds and even opposing factions. Imagine creating a Treaty that allows signed members of the Sith to represent Jedi members or bases in PvP battles. Its an idea... Well if u've read down this far thank you for reading the post and good luck out there:wea_03:
  5. ItsMillerTime "Bioware needs to redesign and allow solo queuing and partial premades so everyone can gear up at the same rate. " I agree fully and have very little to add. So little in fact im gonna keep it to myself at the moment.
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