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  • New Familiars

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    ortonO
    IMMM, post: 3766, member: 1894 wrote: Could there be specific familiars for different classes? For example: Medic - Heal Potency, For Jedi - Parry or Saber Block (something like that), BM - Increase Creature Knowledge, BE - Increase Fervant mutation or Incubator time,.. I just thought it would be something to put on the World Boss Vendor or have them be a drop from the upcoming Hard Modes. The other thought is to make one familiar that can be programmed to the skill or 2 skills you want it to affect. Thank you for the suggestion. The idea of class specific familiars is very interesting, and tying their bonuses to different professions could add a meaningful layer of progression. Rather than allowing players to custom program familiars, making them quest rewards tied to expanded content is a great approach. It would give players clear goals to work toward and keep the familiars balanced within the game’s ecosystem. Development will take a look at this concept and evaluate what might be possible as we continue expanding content. Orton Evolve Community Manager
  • Removal of invisible walls

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    ortonO
    IMMM, post: 3818, member: 1894 wrote: Would like to see the invisible wall that is around the bar and shelves in the cantina's removed so that you can actually put things on the shelves and the bar counter. I totally agree with this. Being able to place items directly on the shelves and bar counters would open up a lot more creativity for decorators. I’m not entirely sure how difficult or time-consuming it would be to remove those invisible walls, but development will take a look at it. I’ll keep you posted on any progress. Orton Evolve Community Manager Historical reactions: Love × 1
  • Ability to save multiple builds on one Character

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    ortonO
    Alerius, post: 3797, member: 2578 wrote: I am not sure if it has been suggested before, or if it's even possible. I know other games allow you to swap saved builds. This would be useful to store a pvp build and a pve build on one character. It would also be useful, as an example if you needed an extra healer on the new hard-modes that are planned. I know this could be abused but if there was a cool down on the ability, then that would prevent that. A possible implementation of the cool-down, Out of combat, say 30 sec to swap the build and not usable again in say 24 hrs, possibly reduce cool-down timer as a credit sink to a min of 8hrs . Again, not sure if it is doable, but if so please consider the quality of life improvement this would offer. Thank you Thank you for the suggestion. I really like this idea and agree that having the ability to swap between saved builds would offer a major quality of life improvement. Being able to keep a PvE and PvP setup on the same character, or swap roles when needed for harder content, would definitely add flexibility for players. An approach using an NPC to store templates for a fee and handle the swaps could work well, especially with a cooldown or cost attached to prevent abuse. Development will take a look at this and assess how feasible it would be within the current system. Orton Evolve Community Manager Historical reactions: Like × 1
  • Color-able Padawan Robe?

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    ortonO
    StAmbrose, post: 3822, member: 1982 wrote: Hello! Would it be possible to implement color-able padawan robes for Jedi? I think it would make sense to be able to match aesthetics with whatever faction you may be trying to play as and with the color-able clothing update, players would be able to mix and match styles a bit more easily to fit their mode of play. I also believe it wouldn't cause a real issue stat-wise as most players will be replacing the robe with crafted armor and 35's, relegating the robes to an appearance item. I base this suggestion off of the KOTOR 2 robe system. I apologize if this specific topic has been brought up before. Thank you for the consideration. StAmbrose Thank you for the suggestion. This is definitely an interesting idea. I’m not very familiar with the Knights of the Old Republic robe system, but I’ll be looking into it more to understand how it handled customization. We’ve recently expanded and standardized the color palettes across the board, but Jedi robes currently don’t support customization, and enabling that may require a significant amount of work under the hood. Development will take a look at this, but please understand that we have quite a few active projects already in progress with limited resources. This means it could take some time before we can explore this further. I’ll keep you posted as we learn more. Orton Evolve Community Manager
  • Make Fishing Great Again!!!

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    ortonO
    Thank you for the suggestion. I agree that the fishing system is a fun part of SWG, but it doesn’t get the attention it deserves. Adding more appealing rewards could definitely help entice more players to give the mini game a try. The Baby Coloclaw tank is a solid idea and we can certainly explore options for expanding the fishing loot table. Orton Evolve Community Manager Bleep, post: 3817, member: 360 wrote: Fishing Everyone hates it, no one does it... But more people would fish if there were PHAT LOOTS in the loot table the Baby Coloclaw tank from TCG would be a fit Just a suggestion and deco we are missing.
  • Arrows

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    ortonO
    Calaurion, post: 3800, member: 251 wrote: I would like to see a variety of arrows added to the macro icon selection screen. Your typical up, down, left, and right are great but I would be nice to see something that could be used for pitch, roll, and yaw. potentially 3 different of each direction that way you can have a Up 5, Up50, and a Up100 macro for those of us who enjoy decorating. This is a great idea, and we appreciate you taking the time to suggest it. Having additional arrow icons for pitch, roll, and yaw would definitely help decorators create more organized macro sets. We will have development take a look at this. Please be patient as we have a lot of projects already in progress, so it may take some time before this can be reviewed. Orton Evolve Community Manager
  • Steel Body and Frontman's Jewelry Set add Guardian Strike

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    Y
    Alerius, post: 3801, member: 2578 wrote: As an occasional off- tank, guardian strike is pretty much my only ability to get aggro and maintain it. I could respec some and pick up threat abilities and taunts, but tank isn't my primary build. If I have to compete with others with similar aggro abilities, it makes it really hard to keep aggro. having said that, I don't use Guardian strike unless i am tanking, it's an ability I can move out of my rotation easily and usually do if doing Avatar as dps, as that is usually the only instance where it matters. Perhaps threat output on current abilities is something that could be looked into when using those sets? That highlights another point that since Guardian Strike is a free ability with the Jewelry Set, one does not need the Force Threat Manipulation, or Force Enrage to gain aggro. Saving the points to be used elsewhere.
  • Add Sell All button to Junk Dealers

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    ortonO
    I’d like to suggest adding a Sell All button to the junk dealer window. This would greatly improve the quality of life for players who frequently clear out large amounts of loot. When the button is clicked, it should display a confirmation prompt reminding the player to double check their inventory so nothing important is sold by accident. This small addition would make junk selling faster, safer and far less tedious for everyone.
  • Allow weapon augmentations and enhancements to be sold to junk dealers

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    ortonO
    I’d like to propose allowing weapon augmentations and enhancements to be sold to junk dealers. Right now players have to either store them indefinitely or delete them, which isn’t a great experience. Being able to sell them would make inventory management much easier and help keep player banks and backpacks clean. For balance, these items could sell for a flat 500 credits per unit regardless of their stats. This keeps the system simple, prevents credit exploits and still gives players a small return instead of having to throw items away. I believe this would be a quality of life improvement that benefits everyone.
  • Update Twi'lek Lekku color palette

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    ortonO
    hunter6ix, post: 3664, member: 2708 wrote: Sugestion to add more vibrant color to the Twi'lek marking color palette choice for lekku markings to include true black, deep red , mustard yellow, etc... The skin colors were updated but not the color for markings. Example, Darth Talon has true black markings with tattoos. Side Note : Is there a way to add body tattoos for all races? Thank you for the great suggestion! Adding more vibrant colors to the Twi’lek lekku markings is a fantastic idea, and we’ll have development take a look to see what’s possible for future updates. Expanding marking options to include colors like true black, deep red, and mustard yellow would definitely enhance customization. As for body tattoos for all races, that’s an interesting idea as well and something we can consider down the line. Feedback like this helps us prioritize improvements that give players more ways to express themselves in Evolve, so please keep the suggestions coming! Orton Evolve Community Manager
  • Proposal: Datapad Expansion and Organizational Improvements

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    ortonO
    The current SWG datapad places a wide range of items into the single Data tab, including vehicles, mounts, ships, companions, familiars, and crafted draft schematics. As the game continues to grow, this creates unnecessary clutter and makes it harder for players to manage their assets and crafting components. This proposal introduces a more organized and intuitive datapad structure that separates these item types into their own dedicated tabs. The goal is to improve usability, reduce confusion, and support future expansion of systems that rely on datapad storage. Proposed Datapad Categories The following new tabs would replace the universal Data tab categories and allow for much clearer organization: **1. Ships Mounts Companions Familiars Schematics Benefits** Much cleaner and more efficient organization of all datapad entries Easier navigation for crafters, pilots, tamers, and collectors Removes visual overload for players
  • Ability to add Player association to Admin List

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    ChavexC
    From a Community Support perspective, it's a bad idea to have an entire guild on admin for a structure. One bad apple and that is the end of that house, which is hours spent digging in customer support logs to try and find the culprit and all the items. Access locks already exist and those already have guild access abilities on them, so you can at least compartmentalize the potential damage. Historical reactions: Like × 1
  • Color palette for Sith Speeder

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    C
    Thanks for the feedback. You folks are really appreciated!
  • Heavy & Light Variant TIE Aggressor

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    ortonO
    MPxGrunt, post: 3713, member: 2485 wrote: Exactly, the turret weapon is my point. That' not what I would consider a Multi-Role Fighter. It's more something I would use if I wanted to grind exp on an Alt, or doing a mission for an Alt that needed a space portion of a ground mission finished. Ah, so you think I should change the classification to multi passenger or something like that?
  • Marine Armor Backpack

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    ortonO
    Himalayas, post: 3750, member: 2225 wrote: Would be neat to add Marine Armor pack back into game subtly to existing faction systems able to be used by both factions. Restuss Reward Invasion Reward Battlefield etc. [URL unfurl="true"]https://swg.fandom.com/wiki/Marine_Armor_Backpack[/URL] Just to confirm this backpack right?
  • Proposal: Dump Bin – Auto-Sort Container for Player Homes

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    ortonO
    Tdeadly, post: 3746, member: 364 wrote: Way to late I have a ghall filled with stuff. Can the items fix about 4k plus of junk and fix that? What would be nice if can place into a center house to that you can set for that loot.may to a that bin to. Organize that place That is basically what it is designed to do is help you organize Historical reactions: Like × 1
  • Heavy & Light M12-L “Kimogila” Starfighter

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    ortonO
    I’d like to propose two new variants of the MandalMotors M12-L “Kimogila” Multi-role Starfighter: the Heavy Variant and Light Variant. Heavy Variant: Reinforced armor and increased firepower, trading some agility and speed for durability. Light Variant: Stripped-down and faster, ideal for hit-and-run attacks, but with reduced armor. Stat Comparison [TABLE width="57%"] [TR] [th]Stat[/th][th]M12-L “Kimogila”[/th][th]Heavy Variant[/th][th]Light Variant[/th] [/TR] [TR] [td]Mass[/td][td]178,000 kg[/td][td]240,000 kg[/td][td]140,000 kg[/td] [/TR] [TR] [td]Accel[/td][td]350[/td][td]280[/td][td]420[/td] [/TR] [TR] [td]Decel[/td][td]350[/td][td]280[/td][td]420[/td] [/TR] [TR] [td]Yaw[/td][td]200[/td][td]160[/td][td]240[/td] [/TR] [TR] [td]Pitch[/td][td]200[/td][td]160[/td][td]240[/td] [/TR] [TR] [td]Roll[/td][td]100[/td][td]80[/td][td]120[/td] [/TR] [TR] [td]Speed Mod[/td][td]0.95[/td][td]0.90[/td][td]1.05[/td] [/TR] [/TABLE] Role: Multi-role starfighter (Mandalorian) Heavy Pros: Increased durability and firepower Heavy Cons: Slower and less agile Light Pros: Extremely agile and fast Light Cons: Reduced armor and firepower
  • Heavy & Light M22-T “Krayt” Gunship

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    ortonO
    I’d like to propose two new variants of the Imperial M22-T “Krayt” Gunship: the Heavy Variant and Light Variant. Heavy Variant: Maximum armor and firepower, trading agility and speed for survivability. Light Variant: Stripped-down, faster, and more maneuverable, ideal for assault runs, but with reduced durability. Stat Comparison [TABLE width="54%"] [TR] [th]Stat[/th][th]M22-T “Krayt”[/th][th]Heavy Variant[/th][th]Light Variant[/th] [/TR] [TR] [td]Mass[/td][td]180,000 kg[/td][td]280,000 kg[/td][td]150,000 kg[/td] [/TR] [TR] [td]Accel[/td][td]180[/td][td]120[/td][td]210[/td] [/TR] [TR] [td]Decel[/td][td]250[/td][td]170[/td][td]300[/td] [/TR] [TR] [td]Yaw[/td][td]80[/td][td]50[/td][td]100[/td] [/TR] [TR] [td]Pitch[/td][td]80[/td][td]50[/td][td]100[/td] [/TR] [TR] [td]Roll[/td][td]40[/td][td]25[/td][td]50[/td] [/TR] [TR] [td]Speed Mod[/td][td]0.90[/td][td]0.80[/td][td]1.00[/td] [/TR] [/TABLE] Role: Gunship / Multi-role attack craft Heavy Pros: Maximum durability and firepower Heavy Cons: Very slow and less agile Light Pros: Fast and maneuverable Light Cons: Reduced armor and firepower
  • Heavy Variant A-wing

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    ortonO
    I’d like to propose a new Alliance starfighter: the Heavy Variant A-wing. This variant keeps the A-wing’s agility but adds mass and durability, trading some handling for survivability and potential extra payload. Perfect for pilots who want the A-wing feel with more staying power. Stat Comparison [TABLE] [TR] [th][/th] [th][/th] [th][/th] [th width="166.667%"][TABLE] [TR] [th]Stat[/th] [th]A-wing[/th] [th width="31.4383%"]Heavy Variant[/th] [th width="17.3911%"]Change[/th] [/TR] [TR] [td]Mass[/td] [td]65,000 kg[/td] [td width="31.4383%"]85,000 kg[/td] [td width="17.3911%"]+30.7%[/td] [/TR] [TR] [td]Accel[/td] [td]400[/td] [td width="31.4383%"]300[/td] [td width="17.3911%"]−25%[/td] [/TR] [TR] [td]Decel[/td] [td]600[/td] [td width="31.4383%"]450[/td] [td width="17.3911%"]−25%[/td] [/TR] [TR] [td]Yaw[/td] [td]250[/td] [td width="31.4383%"]200[/td] [td width="17.3911%"]−20%[/td] [/TR] [TR] [td]Pitch[/td] [td]250[/td] [td width="31.4383%"]200[/td] [td width="17.3911%"]−20%[/td] [/TR] [TR] [td]Roll[/td] [td]125[/td] [td width="31.4383%"]100[/td] [td width="17.3911%"]−20%[/td] [/TR] [TR] [td]Speed Mod[/td] [td]1.00[/td] [td width="31.4383%"]0.95[/td] [td width="17.3911%"]−5%[/td] [/TR] [/TABLE][/th] [/TR] [TR] [td][/td] [td][/td] [td][/td] [td width="166.667%"][/td] [/TR] [/TABLE] Pros: mass options Cons: Reduced handling and slightly slower
  • Make Astromechs match Flight Computers

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    ortonO
    MPxGrunt, post: 3486, member: 2485 wrote: Making an Astromech is far more complicated than making a Flight Computer. I don’t want everything dumbed down in the craft, just the Module - Droid Data items. Those should be made 1-6, with 0 resource quality and experimentation. Make it so that if you want to make a Astromech Level 6, you use the Module - Droid Data 6 using the same resources it currently uses minus the quality and experimentation and the end product should match the v6 Flight Computer. The way the craft currently works I can try making a Level 3 Astromech, but end up with a Level 4 or even 5. Thank you for the detailed feedback and suggestion! Development will take a look at this to see what can be done to improve the crafting experience for Astromechs and Droid Data Modules. Our development resources are limited with our volunteer team, but improvements like this can definitely be made over time and would go a long way toward enhancing overall player quality of life. We appreciate you taking the time to share your thoughts! Orton Evolve Community Manager