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  • Holograms of the house on the deed

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    T
    bones, post: 104, member: 252 wrote: Anothre server I was on instead of just the generic looking deed for a house they had a hologram of the house. This made it really nice when looking for a house where you could actually see what it would look like. or being able to just scroll up higher so you can see more area would be helpful Historical reactions: Like × 1
  • Neutral Ship Mass

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    VikingmandoV
    As we all know some of the neutral pilot ships had mass increases on another server. Yes that broke a lot of mechanics in terms of people cramming mining capacitors meant for POBs into fighters. But it wasn't the mass increase that broke the mechanics, it was the amount of mass that the ships were increased by. I'm suggesting a mass increase for neutral ships to make them some of the less desirable ones more useful, but not to the extent of a certain other server. Kimogila Vanilla 210k Legends 289k Suggestion 240k Ixiyen Vanilla 178k Legends 259k Suggestion 200k Rihkxyrk Vanilla 190k Legends 269k Suggestion 220k M22-T Krayt Vanilla 210k Legends 329k Suggestion 280k The suggestions I have are based on experience of flying these ships in the past, There resource cost to craft the chassis, and when they are available to use to an up and coming ace. I'm going to talk about the Kimogila vs the Krayt here because they are very similar ships. The Kimogila has 3 weapon slots and 2 ordnance slots and can be used after completing the 6th box of Neutral Pilot. The Krayt has 4 weapon slots and 1 ordnance slot and can only be used by an Ace Pilot. There Acceleration, Deceleration, PYR rate and speed modifier are identical. The resource cost for these 2 competing ships are as follows Kimogila 12k Steel 6k Low-grade Ore 3k Inert Petrochem 3k Aluminum 3k Iron 3k Fiberplast Krayt 70k Steel 20k Low-grade Ore 10k Inert Petrochem 10k Aluminum 10k Iron 10k Fiberplast 10k Siliclastic Ore 10k Copper Even if the Ixiyen or the Rixi dont get touched. I would say that the difference in these two ships, between resource cost and ability to use definitely justify the means in terms of a mass increase. Not to mention Neutral ships overall are heavier, and clunkier compared to their more nimble factional counterparts.
  • Space Mission Shared WP's

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    bonesB
    Would be nice if someone has a mission in group while in space and you get a WP for their mission so you know where to go. I do see updates of the mission just no WP to locations.
  • Increase factory speeds please.

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    C
    Current factory speeds are TOO slow to meet the demands of good on the server. Could it be possible to get a 2x bonus applied to Crafting Masters? (excluding Artisan, as there goods produce fast already). Historical reactions: Like × 1
  • More things.

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    Kratos, post: 90, member: 138 wrote: Along with weapons being un-bio'd when unlocking Jedi, perhaps Backpacks too. Recalibration ability. I know Beyond implemented it for the SFP CD bug, its a great idea. Works for SFP/Officer Runs/Cleanses etc. Keep getting +700Second CDs on my SFP Remove Familiar buff timer. Let it be permanent Allow Master SquadLeaders too call a GPP when NOT group lead and have a group member within 20meters. I'd support longer duration on the familiar buffs, to be more in line with med buffs. Nice idea Kratos.
  • Heroic Jewelry Scrolls suggestion

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    bonesB
    Give the option to choose entertainer, crafting or pilot jewelry instead of just combat. Some are not into combat and it would be a huge help to those people just as the combat jewelry is to the combat players
  • Entertainer missing schematic

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    bonesB
    Noticed we don't have a Schematic for the Xantha [URL unfurl="true"]https://swg.fandom.com/wiki/Xantha_(Schematic)[/URL]
  • Entertainer Buff

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    bonesB
    Make it so entertainer buff doesn't drop once you log. Historical reactions: Like × 2
  • Shipwright QoL

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    bonesB
    #4 Introduce a new vendor that sells starship mining equipment. Players should be able to buy some tier 1 mining components, and then buy the schematics for Tier 2 and 3 mining components to have shipwrights construct. There is a quest you can do that is pretty simple you just need to be able to take care of T3 ships and the reward is a mining laser and small a cargo hold. The hold only holds 500 units but its enough to get you going for resources. [URL unfurl="true"]https://swg.fandom.com/wiki/Corellian_Engineering_Corporation[/URL]
  • Entertainer registration

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    bonesB
    The ability to register your location no matter if you are dancing in a house or in a camp. right now it says you need to be in a location registered on a planetary map to register.
  • New RE NPCs

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    T
    setting up small piles (something like 8 per spot) of say level 2 NPCs with ONLY junk loot in their loot table in 2 or 3 spots around Starports would help out a lot I think. That way your inventory wouldnt fill up with weaps, clothing or the other muck but you could get a fairly large stockpile of junk loot for RE.
  • Crafting Resource Ideas

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    T
    The crafting system in SWG is something the likes of which I have never seen in other games. I think it is the main reason why it keeps pulling me back year after year to this game that we all love. Chef : the resources per item for subcomponents and finished products seems to be well balanced as far as I can tell. I have only ran Chef a couple times but never felt it to be unbalanced as far as resource quantity requirements. Tailor : Clothing is good for subcomponents and finished products Architect : This class is one of two that could really use some love as far as resource quantity is concern. For houses etc, it is fine to use somewhat larger quantities in my opinion based on the fact that resource quality is not needed. But for subcomponents and finished products for harvesters and other items needing Resource Quality it could use some attention paid. Shipwright : I LOVE Shipwright, always have. I remember when shipwright came out and I jumped on it....it is awesome being able to fine tune an order for a customer and for them to be extremely happy with how it performs. Most Components in Shipwright whether subs or finished products often require top notch resources and require sometimes up to 5 stats being High Quality. As for quantity, this class has no equal for now resource hungry it is. I think that Ship chassis are close to where they need to be as far as resource requirements but the subs and individual components could use some love. Armorsmith : I have no complaint with resource requirements, either quality or quantity for AS. Weaponsmith : I have ran WS numerous times, the resources per credit earned potential is unequaled among crafting classes....the problem for me is that I have always had bad luck with rolls....and WS is HORRID for me to try to get those premium crafts. Droid Engineer : One of my favorites outside of Shipwright for sure. The only thing I have ever thought about DE that could be better is to have the subs factory crates refactored to come out of factories in crates of 100 rather than 10-25. Bio-Engineer : This class was my money maker on live. When the incubation and subs for refining came out on live, I had been playing since launch and had a huge stockpile of resources. I made more creds than I could spend making subs/consumables for BEs. Those consumables/subs could use a LOT of love in the quantity of HQ resources required to make them. A friend of mine a couple years back stated an idea for that, making the required number of resources to make each consumable item half the current value BUT doubling the amount of energy the incubators use for each session as a trade off. RE : This has caused nightmares for anyone who has ever had to do them on a decent enough scale. I did a vast majority of the RE for <MANDO> on Chilastra not long after NGE hit, it took me 8 months of Vanilla rate RE to get the Guild outfitted....I almost quit the game because of it lol. RE is what it is, a necessary evil and I know that different servers have their base rate set differently than others but we can all figure out ways to streamline the process. This listing is more of a flow of my perspective and thoughts, feel free to add comments for ideas etc Have a great rest of your weekend Evolve
  • Flight Computers - make them tradeable.

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    C
    Currently: Once you initiate the droid flight computer, it binds to the owner. Astromechs do not do this, and can be transferred to your other pilots. Please give us the ability to transfer our flight computers to our other pilots.
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    C
    I throw my support in a 'renaming function' as well. Good idea.
  • Increase Space Loot RE Bonus

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    VikingmandoV
    Increasing the Reverse Engineer bonus from the original Live values which are. Level 1 components: +1% 2-3: 2% 4-5: 3% 6-7: 4% 8-9: 5% 10: 6% I'm proposing increasing this percentage by 1% to be on par with the values you get from SWG:Legends when you put 2 points into Reverse Engineering skill from Trader expertise. Either by adjusting it manually (without the need to spend points to get the 1% bonus), or adding it through an additional box in either shipwright or the reverse engineer professions. The new bonuses would look like this Level 1 components: +2% 2-3: 3% 4-5: 4% 6-7: 5% 8: 6% 9-10: 7% Historical reactions: Like × 1
  • Add resource quality +2

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    C
    Please add this to the armorsmith set, so we can get our 6600 armor asap. Thank you!
  • More Bombs/Unlink weapons

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    csr_nordC
    Kratos, post: 76, member: 138 wrote: Looking at it from those players perspectives who choose too unlock Jedi on their main toon. At that point, the weapons you have bio'd become useless and collect dust. Would rather see them removed and utilized on another toon rather than being packed in a bag and never touched again. That could be considered one of the tradeoffs when you choose to unlock Jedi. I wouldn't count on biolinks going anywhere.
  • Musty suggestions

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    xneroxpwnzX
    Starship terminal on musty via rasdro on discord and a garage outside Mensix to repair my lava skiff that get blown up daily lol Historical reactions: Like × 1
  • Squad Leader addition

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    csr_nordC
    Citrine, post: 69, member: 339 wrote: Master Squad Leaders abilities could improve with GCW rank? He cant be sitting on top of a guild hall shouting off commands, and the group abilities that are planetwide would only work if the MSL was S.F. And give a waypoint the the MSL location when he/she/they spout off their abilities so that people know exactly where they are. This could be more carefully examined and tested. Perhaps make it so that bounty hunters cant join groups when on mission? I would not be in support of any expertise being directly boosted by gcw - that's what expertise and 5pc sets are for and why there are buffs directly related to gcw rank. This is undeeded and would instantly create a meta tree within our classless system. No thanks. I don't see the need for having a group waypoint for where there is a an MSL in group. Groups are only 8 people and it should be fairly evident who is a ga.
  • Space bounty hunting / space smuggling missions

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    C
    Could we get missions to go to space and kill targets? How about some smuggling missions as well. Id like to work for the cartels and deliver their goods through hyperspace routes, knowing the risks involved, could be rewarding, and fun.