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October 19, 2007 at 5:40 am #192
[quote:3a296][quote:3a296]Blaster construction with its mile long components list can get confusing at times.. I don’t know how long I chased down the "perfect blaster recipe" IC’ly until I thought I had a pretty good one.
Blades, on the other hand weren’t so tough. And as it is, all blades seem to be too close to the same thing… You make a scalpel the exact same way you make a Gamorrean War-Axe.
This just doesn’t seem right to me. Especially not with so many interesting components that can be used!
For example.. use duraplast (any kind, pick a kind) and you get a lightweight blade, perfect for parrying and counter-attacks.. but not really heavy enough to do a lot of damage. A good off hand weapon. Maybe boost the HR and drop the DR for blades made with duraplast. Maybe have varrying levels of blades depending on what duraplast is used…
Use durasteel and you get your standard balanced blades, with a gradient working its way up to the best durasteel for the best standard blade. No real balance tippers, here.
Hull can be for the heavy as Hell chopping style blades. Boost the DR, decrease the HR and add a delay timer while the user recovers from the off balance swing..
Another thing, and Hell, maybe there is and I just don’t know it, would perhaps be a quest, big ol’ mulit-parter to get a unique piece of material that would create the best blade of each type. The BEST piece of duraplast, the BEST piece of durasteel, the BEST piece of hull.
And another big ol’ multi-part quest (again, there may be already, that I don’t know about) that leads to Cortosis Ore, which you can perhaps REFINE into one of the previously mentioned blade designs.. Makes it EXTREMELY brittle against other solid weapons (and possibly armor) but has those same old lovely can’t-be-cut-by lightsabers effect we have come to expect and love from the old Cortosis Blades we remember so fondly.
That just covers blades. For armor there could be different effects based on what base material is used, and what component is used to reinforce it. Again, lets use duraplast, durasteel and hull as our three base components.
Duraplast could be used for a more energy resistant armor, soaks up blaster bolts like diaper sucks up… well… lets not go too far with that analogy, but it isn’t so hot against blades or physical weapons. Varying levels of Duraplast still offer the bonus against energy weapons (and perhaps enhance it slightly) but get incrementally better against the phsycal weapons.
Durasteel could once again be the all around average material. Good against both, but the competeing level would not not as good as duraplast against energy, or as good as hull against physical, getting incrementally better depending on what type of durasteel is used.
And hull, as the last example would be very solid and firm soaking up damage from pysical sources, but being weaker (on the same ratio as duraplast) agains energy weapons.
[/quote:3a296]
Pulled this over from the old forums. It’s a collection of posts from over there.[quote:3a296]Integrate. Works like enhancearmor kind of, in that you need the unfinished armor and whatever you want to put into it. However, it would instead put, say, a comlink into the helmet. You’d need the helmet, a toolkit, and a comlink, and tada! Your helmet now doubles as a comlink!What about wrist-mounted blasters, or built-in storage compartments for armor suits? Maybe a ‘blast’ command that’s same-room only and lets them use a blaster that’s been integrated into their armor to shoot someone in the room.
Tons of things that could be done with this, and the restrictions would be: The engineer needs to have a high(if not 100)% in the related science skill to whatever they’re trying to integrate, and to enhancement. Each addition lowers the AC of the armor, the amount would need to be determined by someone else, cause I really don’t know what would be suitable.[/quote:3a296]
[quote:3a296]I put this in the engineering ideas because I think there needs to be a makedroid engineering skill. It would require the usual, toolkit and what not.
A datapad to help tune and program the droid.
Circuits – perhaps new AI compatible ones
Durasteel..or some hard material to make the droids casings/legs/wheels.Custom parts: Protocol droids have databank cybers?
Lens/Datapads for calculation droids, scout droids.
Weapons for assassin droids(help in combat)Custom Features: Help in Combat
Mobile Cameras?
Help engineers build ships/armor?Revamp droids and make them pretty much like much smaller/much simpler ships – In aspect of Different classes, sizes and modifiable parts for each.
Protocol Droids – If grouped with comlink installed, can be ordered to speak in a different language over the comlink. If in group and it sees something in an unfamiliar dialect it will repeat it in basic.
And so forth. I just never see droids at all..well I saw one once following a guy around. I think they should serve to make RP alot more fun. Just think..Why get a PC bitch when you can program your own little droid one?[/quote:3a296]
[quote:3a296]shit breaks all the time, cars, computers, body parts… and SHIPS!
i think ships should deteoriate and if not brought to an engineer to have it ANALYZEd and FIXed by your friendly local engineer.Analyze: 110 Egineering, Requires at least a ES1 modulated datapad. Better datapad provide a better analayis and repair.
example:
|hyperdrive – |||||||||| – 100% cost to repair – 0
|weapons – |||||||||| – 100% cost to repair – 0
|sub-light – |||||xxxxx – 50% cost to repair – 8125
|sensors – xxxxxxxxx – 0% cost to repair – 1400
cost to repair is affected by, ship size, ship use, and amount of the particular component on the ship. IE a ship with 150 hyper will cost more than one with 80. A better engineer and scientists, with a higher modulated datapad will have to pay less to repiar.Fixship: 125 engineering, requires a hydrospanner, a toolkit, analayis and the required credits.
[/quote:3a296][quote:3a296]Right now, you step on a landmine, it goes BOOM!
I personally believe it would be nice to update the MINES command to allow the addition of a timer. For example:
Mines Landmine 0
This would make the landmine explode when someone steps on itMines Landmine 10
This would make the landmine explode 10 seconds after someone steps on it.I think you get the idea.
This would be useful for planting mines in ships. They get in the ship, run to the cockpit make a clean getaway… halfway to their destination KABOOM!…. no more escapee.
Also:
It would be nice if you could disarm mines that you set a timer for.
In the case that it was set at 0, I think it should explode on you just for being that stupid. [/quote:3a296][quote:3a296]Well, I gots to dos some thinking and came up with this idea… "makecharge" and "makedetonator", which would work a bit like makelandmine and makecomlink, only you would get a charge and a detonator.
The charge is an explosive, which you can tune to any channel from 1-99999, and then place somewhere. The detonator can also be tuned, and be used to trigger all explosives on the same channel.
To prevent a very obvious abuse, the charges need to be manually armed before they can be triggered, of course.
Since this is a more complex thing than other, existing explosives, I’m thinking about level 120-140. [/quote:3a296]
I was thinking, Since twi’lek’s can’t wear helmets why not give them an alternative option instead of just having no head protections at all. You have all seen them, be it in kotor, Jedi acadmey, or even the movies, There is such as a leather based wrap type of thing that gose around the lekku and offer’s some protection. The bonus’s wouldnet be great but they would be better than nothign would they not?[quote:3a296][/quote:3a296]
[quote:3a296]Some manner of editing or at least ammending a ship description to add things like hull art, logos, or whatever.
Granted alot of ship models dont have filled-out descriptions. ???
Inappropriate descriptions can be reported to rpc. though since its text maybe artwork like on WWII bombers might be allowed ??? outside of ascii art anyways. :p [/quote:3a296]
[quote:3a296]"Breakdown"
Engineering skill, level 125
Using this skill allows the Engineer to take apart a constructed item to determine what components went into its construction. Success is based on overall level (ie. you may LEARN the skill at 125, but you are better at it if you are 150) and is heavilly modified by the Engineers ability in related Science fields as well as the rarity of the component (ie. it is easier to recover "A superconductor" than it is to recover "A Blood-red Adegan Crystal"). Complete success would leave whole components that can be immediately reassembled. Partial success nets you "the broken remains of a xxxx" in your inventory so that you might know WHAT the component was, but you now need to find a new one inorder to rebuild. A failure results in "some useless junk" being left in your inventory. You know that there was a component, but have no idea what it should be. [/quote:3a296][quote:3a296]
I don’t really know if this should be a separate skill, but basically it’s be a ‘describe’ command. Engineers could ‘describe’ an object they created, which puts them in a buffer. They can then toss in a description for that piece. Maybe make it dependent on engineering level. IE, you can only describe blades if you can makeblade, etc. Or maybe just make it an ability anyone can use.
[/quote:3a296]
[quote:3a296]
Okay, how many people do you see walking around looking like "A being in black armor" "an armored humanoid" "A humanoid in robes". I suggest modifying the restring skill so the engineer can apply a description to the armor, when the person wearing the armor is looked at. So, when you look at the player, you see a description similar to another player without armor on. For example, the being in black armor might have insignias, specific modifications on his armor that make him look different than just "A Being in Black Armor". Just an idea, adds a little more flavor.
[/quote:3a296][/quote:3a296]
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October 29, 2007 at 2:08 pm #1820
First of all… you have TOO MUCH FREE TIME.
Secondly, that’s a nice bloody job. However, due to the pure volume of information… I’d say we split it up, and discuss/refine each bit of the old & secksay stuff (i.e. "Weapons," "Ships," "Armor," "General Construction," etc.).
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October 29, 2007 at 2:43 pm #1834
Just a side note;
How come verpines can make hyperdrive worthy ships? Amazing shatter gun blasters? And are often considered one of the most intelligent races in the galaxy, and yet even their most brilliant mind would never be able to comprehend any form of headgear able to accomodate an antennae?
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October 29, 2007 at 4:01 pm #1840"Ranmyaku":2t0m0cc1 wrote:Just a side note;
How come verpines can make hyperdrive worthy ships? Amazing shatter gun blasters? And are often considered one of the most intelligent races in the galaxy, and yet even their most brilliant mind would never be able to comprehend any form of headgear able to accomodate an antennae?[/quote:2t0m0cc1]how come we can send a man to the moon, but it still takes women an hour to get ready to go anywhere?
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October 29, 2007 at 4:05 pm #1842"adwei":3pjjnrfz wrote:"Ranmyaku":3pjjnrfz wrote:Just a side note;
How come verpines can make hyperdrive worthy ships? Amazing shatter gun blasters? And are often considered one of the most intelligent races in the galaxy, and yet even their most brilliant mind would never be able to comprehend any form of headgear able to accomodate an antennae?[/quote:3pjjnrfz]how come we can send a man to the moon, but it still takes women an hour to get ready to go anywhere?[/quote:3pjjnrfz]
Torture Spouse
Avatar’d Leadership
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October 29, 2007 at 6:12 pm #1861
Humans only get +5 Leadership. No fucking way that a Human Female Espi main, or the like, would get that skill.
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October 29, 2007 at 10:50 pm #1921
The same could honestly be said about Twi’lek. Honestly, how hard would it be to cut two holes in a helmet?
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October 31, 2007 at 2:12 am #2153
Why not allow Verpine and Twi’leks to wear non-covering
helmets that would expose the lekku or anteni? Just give
them a suscept to blackjack. Of course, this implies they
would be restricted from wearing covering helmets. <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt="
" title="Razz" /><!– s:P –>I’d like to see all those suggestions as well as a skill to
allow engineers to appraise the quality of components. An
engineer not adept at the related science for the component
would only know if it is poor, average, good, very good or
excellent quality, but would not be able to tell subtle
differences between two different components of average
quality. An engineer adept in both the skill and science
would be able to determine the rating (itemvalue?) of the
component. Or would this take all the fun out of spending
hours/days/weeks/months perfecting blaster formulas? <!– s;) –><img src="{SMILIES_PATH}/icon_wink.gif" alt="
" title="Wink" /><!– s;) –>
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November 1, 2007 at 12:32 am #2317
I had suggested one time that Twi’leks and Verpine should be able to make their own headgear…kinda like a racial skill or something…I think that was way back when Sirroc was still alive in the SGO era.
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November 2, 2007 at 10:07 pm #2770
Well I think that fixing the current skills would be a fantastic start. Firstly I have never been able to make a bowcaster with more than 1 shot worth of ammo, I thought it was race related but that went out when I tried with the wook. Secondly why do goggles affect combat? I know that lotj isn’t really based out of the roleplaying/movie info but goggles logically shouldn’t affect combat, i mean blaster-goggle targeting systems would only improve combat ability, would they not? Forcepikes that actually give HR/DR, that’d be cool.
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December 24, 2007 at 7:47 am #3980
I love all these ideas, so much. They would make engineers much more diverse.
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