Joined: Oct 17, 2003
Posts: 299
Location: Within the Force.
Posted:
Tue Jan 03, 2006 5:53 pm
Fellas, Raiden does make some good points. Automating some of the stuff would actually make things easier, and free up people to play instead of them having to look up stuff all over the place. His ideas being used does not mean that this is still is no longer a Star Wars role playing community.
_________________ Kaylene SyberJedi Force Rules Dev Lead
Governor Ultraviolet
Joined: Sep 29, 2005
Posts: 353
Posted:
Wed Jan 04, 2006 2:36 am
In regards to having starting assets, like I said before there will always be people complaining, just because they can't have that single piece of equipment that they want or that ship or that vehicle. I know that every person should have some degree of equipment that everybody should have, but that all depends on what job they are doing.
I'm taking myself as an example here. I play a diplomat, which means that I do not need the same equipment as a fighterpilot or a soldier. Now I'm sure that there are more people that play specialised character and who will need specialised equipment. Are we going to put down standard 'starting equipment' for each job?
I might have a solution for how to reward people. People are always looking to be unique among fellow people, something that sets them apart from everybody else. Maybe we can 'reward' people by letting them 'find' unique equipment or allow modified equipment as a reward. This way we go around the monetary problem all together and we still have something that people can strive for, cause this is the only way they can get that sniper rifle or that sensor mask that they always wanted.
Evaders99
Joined: Jan 11, 2002
Posts: 3054
Location: USA
Posted:
Wed Jan 04, 2006 5:10 am
Hey guys, calm down. You may not know Raiden, but he does have a lot to offer.
Assets are a given. They need to be available to know what player's have. I do think we will have some kind of monetary system, it would help in gaining assets for yourself or your group. But to the extent it becomes just robots mining for cash, I don't think anyone wants that.
_________________ Evaders99 Webmaster Administrator Fighting is terrible, but not as terrible as losing the will to fight.
- SW:Rebellion Network - Evaders Squadron Coding -
The cake is a lie.
Nicolae Rogoff Indigo
Joined: Mar 20, 2004
Posts: 103
Posted:
Wed Jan 04, 2006 8:00 am
No, ofcourse not, but there needs to be some sort of set system. I like ideas like an economy, and maybe even production, but to a simpler degree than the sim-that-shall-not-be-named.
Draco Creed Violet
Joined: Jun 13, 2004
Posts: 156
Posted:
Wed Jan 04, 2006 4:40 pm
Well there are ways to do an economy in a very simple form that MG's could benefit from as well as the players. We had some people working on an economy in SWS.
Raiden Yellow
Joined: Jan 01, 2006
Posts: 42
Posted:
Fri Jan 06, 2006 2:14 am
Economics is something I'd really like to see. But as it stands I feel it's better for MG's to control stuff than single players. My idea on that is to design the foundation for belongings to a MG, and then a player. The idea of saying "hi, I'm your gm, you have 5 ships" doesn't appeal to me as much as having pages showing what sorta ships a MG can have, a list of what they do.
I honestly don't know how to design a system completely different than a sim-that-shall-not-be-named. I'm not sure exactly how to do it. In star wars they don't have "keys" for ships.. you get on the ship.. and you can do practically anything you want with it. There isn't any defense systems. Maybe a password.. but designing a password for every ship in a inventory seems sorta tedious.
So the idea of ownership, assignment, and pilot sorta make sense in that regard. I plan on having a big surprize in a few days. If a system was implemented for assigning stuff we'd have to design a point where we can say something can't be taken, and something can be taken. Be it through privledges, or role playing.
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