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Environmental Effects (copied from old ranger post)
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Owen-Lars
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Hey guys,
 
I posted this a while back in the ranger forums mainly due to its ranger camp related ideas, however i just wondered what you think of the system.
 
Over on the JTL forums there was a discussion of how cool it would be to have adverse weather conditions on hoth as a new planet and it would be prety easy to adapt these ideas for be fitting for Hoth.
 
Ok here it is: (remember its related to ranger camps mainly hehe, so the post is directed towards ranger readers -copy/paste)
 

 
 
Environmental Effects
 
A few weeks ago Jakkin stumbled on the idea of weather effects and how they could make the game so much better on the whole and add to the 'risk' factor of going out hunting. Following on from this, ideas were presented about possible ranger benefits and ways to protect people from these effects.
 
Unfortunatly we were discussing this idea in a camping discussion thread so ive collected the ideas together and posted them here.
 

 
Jakkin Wrote:
unprotected character were to accumulate battle fatigue (or something) when outside in one of these storms.
 

 
A very interesting point and one i fully agree with. I love the idea about setting up camps to stop the, lets say RAPID accumulation of battle fatigue during one of these events.
 
Perhaps these storms are so potentially hazardous that you can actually see the bf ticking up every other second. It would be up to the player to get out of these conditions fast. The conditions on each planet would be as follows:
 
 
Dantooine: Monsoon: Similar to the monsoons they have now, and yes there are monsoons on dant but they are very rare, when they happen you cant see more than 5m in front of you, ive only ever been in 2 myself and i had my home on there for months.
 
Lok: Sandstorm: Similar to tat, maybe the same but fatigue accumulation rate increased
 
Dathomir: Electrical Storm: Mysterious flashes and crackles in the air lots of accumulation
 
Endor: Monsoon: We all want it
 
Yavin: Monsoon: Same thing again, but i know i would love flash floods running down mountains to be part of the game
 
Tatooine: Sand Storm: Same as lok with a little less accumulation.
 
Rori: Monsoon: Rori too, similar accumulation rate to tat.
 
Basically all the high level planets have the same high bf accumulation rate but the 2 starting planets have a lower but still significant accumulation rate due to their difficulty rating.
 
Weather on these planets are not entirely spontanious, They are predictable to a certain degree and a player can get a weather report from npcs in cantinas/outposts on the planet they wish giving up to 2 hours advanced warning.
 
Pheonix mentioned stages of storms and although perhaps much more difficult to implement that using the existing weather system sounds cool. Perhaps just two stages of storms. The first stage would start the bf accumulation then the second stage would start the wounding stage. Im ok to leave out wounding but im open to suggestions.
 
Various things would enable to player to resist this 'damage' by atmospheric conditions. These would be:
 
Tailor Monsoon/Sand Storm Clothing:

These clothing items would decay repidly but also only provide minimal protection to a 'normal' player. The 3 types would be for their respective weather conditions and have looks accordingly. The monsoon kit would look like those plastic drapes the soldiers had in Vietnam to protect from extreme weather conditions. The sand storm clothing would look similar to the tusken suits but more 'Arabic' in style and The Electrical Storm Kit looks like a dark coloured version of the monsoon kit with an extra electrical discharge pack on the arms and legs to earth electrical hits. Basically all the kits are a full body suit that gives minimal protection and occupies the same clothing slot on a person as the duster. Also of note is that this item is also wearable by wookies.

The kits would give the players a 33% reduction in battle fatigue accumulation and wounding and decay prety fast giving the tailor repeat custom for this item.

 
Ranger Storm Shelter:

This camp is not a module and also does not have any module slots. It has auto-healing capabilities similar to a high tech camp kit, it allows entertainers to heal mind wounds and doctors to heal.

It looks like a small bunker similar in size to the image design tents but with lower roof space with reinforced sides, it has an entrance at one end and outside it has wind shielded walls, weather gauges, flapping rope and a trusty old swinging lamp  

As far as protection goes it provides immunity from environmental effects (acummulation of bf) aslong as the player is inside the tent structure.

Basics:
  • Available at Frontiering 3
  • Requires Metal, Bone, Hide (for nice seats of course)
  • Follows same guidlines as a normal camp (placement, duration etc)
  • Has the same auto-healing properties as a high tech camp
  • Has 0 Module Slots

Functions/Features:

  • Allows shelter from extreme weather conditions such as monsoons, sand and electrical storms.
  • Door opens and closes by accessing the datapad.
  • When a player is inside the structure he/she is 100% protected from the element so doesnt accumulate wounds and bf
  • Inside there is seats to fit 20 people in a large circle, stove/fire (visual) and perhaps later holo chess etc.

Images:

Outside The Shelter

Overhead Internal View

 

Ranger Eniromental Resistance:

The ranger has spent years in the wild and his/her physical conditioning has developed certain resistances. These could be to poisons, diseases and bleeds but more specifically resistances to envornmental effects. A ranger's threshold for pain and effects is far higher than most and thus he/she can withstand harsh conditions much better. The ranger will still accumulate BF but at an extremely reduced rate and if coupled with a tailor monsoon or sandstorm kit the ranger is more or less imune to its effects. This allow the ranger to hunt in all conditions without physical reductions.

The 'always on' resistance to environmental effects for a master ranger would be 70% and immunity to possible state effects caused by the storm such as blind etc.

A master ranger coupled with an environmental protection kit (sand/monsoon/ES) is 100% imune to the effects of the storm apart from a possible negative creature to hit modifyer.

Closing Comments:

These features would allow rangers to stay out longer than most, provide protection for others in his/her group via storm shelters and creates a Master Of The Wilderness image the ranger rightly deserves. We would have a place in groups, groups would be much more beneficial, planets would seem much more hostile, hunts would be risky and it will also bring players together when the storms hit to chat until the storm is over etc.

This system would negatively effect everyone but possitively effect the whole game. Groups will be warey of their suroundings after this, they will be worried if a storm is on the horrizon or the weather reports (available from npcs in caninas/taverns) say storms are inbound. Hazardous planets will be hazardous to visit, rangers would be welcome in groups, cities and streets will be deserted during monsoon or sandstorms with players gathered inside houses and buildings sitting it out.

 

all done

THORTAC BALCOR
The Lost Ranger
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09-10-2004 05:10 AM  

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Re: Environmental Effects (copied from old ranger post)
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KaiRaene
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Great post Owen! I would like to add making any mechanical vehicles short circuit during an electrical storm on Dath. Make 'em walk to their lairs..hehe..

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"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "



09-10-2004 06:08 AM  

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Re: Environmental Effects (copied from old ranger post)
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Owen-Lars
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That would work
 
Id like it so players couldnt use bikes on adventure planets though
 
Although i could make the exception for dath due to the village. Or perhaps soon you will be able to 'shuttle' to the village and then you can ban bikes

THORTAC BALCOR
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09-10-2004 06:11 AM  

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Warmaker01
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Hostile environments affecting characters would be a very nice, interesting twist.  It places value on Scouts & Rangers.
 
Imagine a dangerous place like Hoth, and freezing your rear off unless you have appropriate shelter.  Scouts, Rangers, and Squad Leaders would greatly play a role if your healing/health/BF is affected by prolonged exposure to a hostile environement.

09-10-2004 07:54 AM  

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Re: Environmental Effects (copied from old ranger post)
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Owen-Lars
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Yeah that would be great.
 
Scouts = Basic survival - not much benefit (slight protection)
Rangers = Can Create Habitats - great survival effect (immunity if in camp)
SL = Moral Boosts - "Getchyaw ass moving soldier, a true soldier feels nothing!!!!!" (slight protection)
 
Scouts give slight protection through their basic camps (need to stop in camp)
Squad leaders give 'always on' slight protection because of their motivational/leadership qualities (dont need to stop in camp)
Rangers give immunity because of their habbitat engineering skills (need to stop in camps)
 
You could go out with either and get the bonuses but the only way to come out without any wounds and bf would be using a ranger survival shelter habitat. A squad leader would be able to aid the group through the conditions but its not in his/her power to create specialised shelters etc (unless ranger heh)

THORTAC BALCOR
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09-10-2004 08:28 AM  

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Re: Environmental Effects (copied from old ranger post)
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KaiRaene
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As much as I love these ideas the main thing that alot of people will complain about is having to wait to go back out and fight some more... We need to consider potentcy and duration of storms and environmental effects. Lets face it. People complained about having to run everywhere all the time so we got mounts and bikes. People complained about the time waiting for shuttles so they lowered the time. The only thing stopping this great idea from happening(besides dev coding)is players hating it.

"I pay 15 bucks a month to fight not sit in a camp while it storms in a game!"

You see where I am going with this. Not trying to knock your idea Owen just looking at it from both sides to try and alleviate the potential problems. How long would these events last? With 3 types of buffs to consider(poison/disease, doctor, and entertainer) waiting too long or too often will create some major boohooing from powergamers who are just grinding xp or cash and hate every little interruption.

New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "



09-10-2004 06:24 PM  

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RebelScumKiller420
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I saw this on the JTL forums earlier and i loved it. Now after reading that i think its just totally awesome idea. They should have hired you instead of half of the devs they have now.

Jer'gan Nakuo

09-10-2004 09:26 PM  

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DarthDominus
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This is great stuff. I hope there are red names lurking that notice this and jot down some notes.


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09-11-2004 03:57 AM  

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Re: Environmental Effects (copied from old ranger post)
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Owen-Lars
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Yes it would cause people to stop and watch out, but i think this adds so much to the atmosphere and danger of certain planets. Im not talking about long storms. The heavy weather we have atm would just be that, heavy weather. BUT the storms would be short 5 minute things that happen randomly and just make you realise you need to watch how the wilderness is behaving, you cant simple go to these adventure planets and expect an easy ride, they were never designed for that.
 
It would bring fun to group play, danger to hunting, much more risk to adventure planets and i dont think 5 minutes sat in a camp (if you want to) would hurt the game too much. People would still be able to grind or whatever but to get the best benefits in game there must be certain dangers. When i first started playing this game i envisioned dangers as that from animals, from npcs, from the environment and wilderness. Sadly only the first two got included and this is sad because it has so much potential to bring danger and risk back to the adventure planets.
 
They shouldnt be grind spots where you can run around with little risk, they are adventure planets where you go to have adventures and involve high risk where you should be alert at all times. I realy love the idea that aswel as animals and npcs there is a chance that the wilderness itself can cause me touble and could in certain instances kill me. It all adds to the excitment of hunting on the most dangerous planets in the galaxy and does wonders for the fun factor.

THORTAC BALCOR
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09-11-2004 03:59 AM  

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R2DADROID
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This is a great idea.
 
For the first few months I played, I'd role play this.
 
In the daytime on Tatooine I'd wear light colored clothes and a short sleeved shirt.  At night I'd put on a jacket, because I think it could get pretty darn cold in the desert then.
 
Then I got lazy and stopped.
 
To have it coded into the game, it would give me incentive to do something similar to what I used to do again.
 
 
As has been suggested previously, different species could respond differently to different environments (that's a lot of differents for one sentence).
 
The number one issue for Mon Calamaris is this:
 
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=6342
 

KStarfire wrote:
Welcome to the Discussion with Mon Calamaris

This thread is for discussion on topics from the Top 5 issues pertaining to Mon Calamaris, please post only on the following topics. Please note the topic number you are discussing in you post.

Focused Discussion:

Mon Calamaris
link to discussion: LINK

* 1) Environmental effects

I think this would be a great thing, to have environmental effects both good at bad. One suggestion would be stat bonuses on planets like Rori, Naboo, Yavin, and Talus. And reductions on planets like Tatooine. Or perhaps just being immersed in waters would give bonuses.

Suggestions:

1) Increased/decreased bonuses based off environments, think of it like environmental buffs.

2) Water gives healing or mind wound healing (slowly)

3) Increased speed in water



 

http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=6339&page=3


Trandoshan regeneration could work better in warm weather than in the cold.
 
 
Stuff like that.
 
 
Also, with the environment figuring into Battle Fatigue and the return of the importance of camping (I have fond memories of camps from beta and the first month or so of the game),  I think entertainers should once again be able to heal BF out in the wild, as they could in beta.  It gave them the ability to be valuable group members.
 


R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
09-11-2004 11:19 AM  

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Re: Environmental Effects (copied from old ranger post)
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Owen-Lars
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Yeah camps are extremely enjoyable IF they are 1: Functional and 2: Desirable. At the moment the fail to meet any of these requirements.

THORTAC BALCOR
The Lost Ranger
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09-11-2004 02:45 PM  

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boodow
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Great thoughts here.  I love ideas that would give more incentive to going out with groups again.  Also would give Entertainers more with people having higher BF from this too. 

Terigo
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09-11-2004 03:11 PM  

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MookeyMonkey
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Cool idea

-----------------------------------------

Mookey Jano'Shura
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09-11-2004 03:31 PM  

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Geral_Corasjo
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cool idea, while we're on the subject of weather I think it should change more. In northern corilia it should snow once in a while, and on every planet except tatooine and lok it should be foggy in hte mornings and sometimes at night. Also, on tatooine and lok you should see mirages. Maybe not oasis but like 'shimmering' in the distance to add realism.
 

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09-11-2004 07:01 PM  

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Eklectrick
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One of the alleviations to the buff problem also posted in the ranger forums is to allow camps to delay and even halt the timer on buffs. This would have it's own advantages outside of the proposal in this thread as well.



Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
09-11-2004 07:45 PM  

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