Skip to content

Suggestions

464 Topics 1.9k Posts
  • Allow weapon augmentations and enhancements to be sold to junk dealers

    1
    0 Votes
    1 Posts
    84 Views
    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

    2
    0 Votes
    2 Posts
    160 Views
    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

    1
    0 Votes
    1 Posts
    131 Views
    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

    5
    0 Votes
    5 Posts
    371 Views
    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

    3
    0 Votes
    3 Posts
    172 Views
    C
    Thanks for the feedback. You folks are really appreciated!
  • Heavy & Light Variant TIE Aggressor

    5
    0 Votes
    5 Posts
    230 Views
    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

    2
    0 Votes
    2 Posts
    122 Views
    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

    5
    0 Votes
    5 Posts
    252 Views
    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

    1
    0 Votes
    1 Posts
    122 Views
    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

    1
    0 Votes
    1 Posts
    196 Views
    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

    1
    0 Votes
    1 Posts
    73 Views
    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

    4
    0 Votes
    4 Posts
    324 Views
    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
  • Proposal: Increase ARC-170 Mass

    4
    0 Votes
    4 Posts
    286 Views
    ortonO
    Great news exciting things are in the works for this stay tuned! Orton Evolve Community Manager
  • Different icons

    2
    0 Votes
    2 Posts
    141 Views
    ortonO
    MPxGrunt, post: 3559, member: 2485 wrote: Stim Armor: Second tier Commando Heal Over Time ability. Combat Medic Stance: Buff from the Master Combat Medic box. Both of these have the same icon, can we get one of them changed please. Thank you for pointing this out! Development will take a look at this to see about updating one of the icons so they’re easier to distinguish. We really appreciate the attention to detail feedback like this helps polish the overall gameplay experience. Orton Evolve Community Manager
  • Proposal: Increase Gunship Mass

    2
    0 Votes
    2 Posts
    167 Views
    ortonO
    hunter6ix, post: 3563, member: 2708 wrote: The Gunship 'ship mass' is currently 3mil , when compared to the smaller POB which is 5mil, The Gunship parts allone minus any arms can consume almost 75% of the mass allotmenmt. Allow the Gunship Mass to be increased to 3.5 or even 5 mil. Thank you for your suggestion! This is definitely something development can take a look at. Preliminaryly, though, the gunship mass restriction is designed to encourage players to carefully balance their components choosing between high protection, hard-hitting weapons, or a balanced mix of both. This limitation helps maintain meaningful build diversity and ensures each ship configuration feels unique. Orton Evolve Community Manager
  • Cantina band

    2
    0 Votes
    2 Posts
    176 Views
    ortonO
    Ariez, post: 3583, member: 2575 wrote: So I was wondering if it is possible to get a Holo of the Mos Eisley cantina band added for Ents to get as a deco. Pic below is what I am suggesting. [Unavailable historical attachment #1484] That’s a great idea thank you for sharing it! A holo of the Mos Eisley Cantina Band would make for an awesome piece of entertainer-themed décor. Development will definitely take a look at this to see what might be possible. That said, items like this can be fairly resource-intensive to create, and since our development team is entirely volunteer-based, we have to be mindful of what we can take on at a given time. Still, ideas like yours help inspire new additions to the game, so please keep them coming! Orton Evolve Community Manager Historical reactions: Like × 1
  • Entertainer Buffs

    2
    0 Votes
    2 Posts
    191 Views
    ortonO
    IMMM, post: 3585, member: 1894 wrote: Add BE (Fervant Mutation, DNA sampling), Reverse Engineering and shipwright stuff under the Trade tab for buffing. Thank you for taking the time to put together such thoughtful suggestions! The entertainer system is definitely an area that could benefit from some modernization and quality-of-life improvements, and these ideas line up perfectly with that goal. Development will take a closer look at how we might expand entertainer functionality including Trade tab support for additional professions like BE, RE, and Shipwright, as well as exploring updates to player entertainer buffing to make it more rewarding and convenient. Improving player engagement and giving more value to active entertainers is something we’re always interested in, and feedback like this really helps guide future updates. Keep the great ideas coming we love seeing creative and well-thought-out suggestions like these! Orton Evolve Community Manager
  • Mission turn in's

    2
    0 Votes
    2 Posts
    152 Views
    ortonO
    Alerius, post: 3587, member: 2578 wrote: Allow repeatable missions to be turned in, while still in combat. When doing the city invasions there are times where NPC's that are not close by are still in combat with you. They may have caught a glimpse of you 1k away and got stuck on a building. With latency, it takes a sec to register that you're still in combat. By the time you make it back to the quest giver, you have to turn around and "find" the NPC, which puts other NPC's in combat with you on the way back to the initial one that stayed in combat with you. So for your quest to kill 10 NPC's, actually you have killed 20+ just trying to get back to the quest giver, who might be surrounded by enemy NPC's by the time you get back to them. Not so bad at the start of the invasion, but towards the end it can be a bit unerving. Thank you for taking the time to share this detailed feedback! Development will take a look at this to see if the city invasion quests specifically can be adjusted to allow repeatable missions to be turned in while still in combat. This would definitely be a great quality-of-life improvement for city invasions, and we appreciate you bringing it to our attention. Keep the great suggestions coming! Orton Evolve Community Manager
  • Make some looted schematics unlimited use

    6
    0 Votes
    6 Posts
    421 Views
    AleriusA
    orton, post: 3539, member: 2006 wrote: How many casting couches do you need? Which brings up the topic of needing a schematic for a video camera of some kind.
  • Crafter limited use schematic

    2
    0 Votes
    2 Posts
    163 Views
    ortonO
    MPxGrunt, post: 3528, member: 2485 wrote: I think a limited use schematic for a speed increase device which would make any speeder have the same speed as the BARCs and other similar speed speeders would be a great idea. It would allow everyone to use the speeder that they like the look of and alllow crafters to make something that will easily sell. That’s a great idea thank you for sharing it! We love suggestions like this that give more flexibility and customization to players. We also have some exciting additions coming in our next chapter update that are related to this very topic, so stay tuned you won’t want to miss what’s on the way! Orton Evolve Community Manager Historical reactions: Like × 1