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SWG: Evolve Forums

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Proposal for improvements to space

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  • ortonO Offline
    ortonO Offline
    orton
    wrote on last edited by
    #34

    Tdeadly, post: 2606, member: 364 wrote:

    Thatโ€™s a good Idea but what would be better is each stat get a color when it. Good to keep that part you will see the color. That they can just pin what you want higher or lower. In the channel for new players that do know.

    yes, it would be a color and a grade in the examine menu

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    • ortonO Offline
      ortonO Offline
      orton
      wrote on last edited by
      #35

      Draskon, post: 2614, member: 808 wrote:

      You mention the Legends system being "lame" and "way out of order" but their colour pattern matches the rarities you'd find in items in the vast majority of modern RPGs:

      Grey - Junk (This colour wasn't used by them by default, but I know some people modified theirs to use this colour/tier.)
      White - Common
      Green - Uncommon
      Blue - Rare
      Purple - Ultra Rare
      Yellow - Legendary
      Red - Epic

      Legends assigned letter grades with base colours according to this template (both for part rarity AND for their performance), and their "+" grades were lighter versions of the same colour to help stand out. I believe Resto actually included the rarity % in each stat, which I think would be a more informative system than just a colour and letter grade (as letters on their own with no context are up to interpretation.) Besides, Legends allowed you to customize the colours to your liking, so if you do have some form of colour blindness, (or just hate the standard colours chosen, whatever they are) you can easily tailor it to a palette that is comfortable for you to look at using hex colours like the game already supports, unless a system is added ingame to easily change them.

      The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still.

      You're right that it's very easy to just open and use the notepad ingame, but wouldn't you rather spend more of your time actually in space, flying, playing, and using your loot rather than sitting at Kash all day, staring back and forth between stats on an out-of-game resource to check whether your parts are worth keeping or not, and for what quality of a build to use them for?

      I can't tell you how many times I've needed to re-check parts whereas having a simple easy-to-see highlight system will tell me that information at a glance, saving a tremendous amount of time. Before this system on Legends, comparing parts hurt my eyes and gave me headaches, and I was in a guild where that grievance was shared, especially because we ran group convoys every week and would loot 20+ crates each session. The notepad just did not cut it at that point if I wanted to retain my health and life outside of SWG.

      Adding an automatic no-sell flag to parts that meet the thresholds would be an interesting solution! I just want to comment on my concern about it being a bit oversimplified:

      If you made a Weapon 10 with high max damage and low minimum damage, it would be extremely inconsistent in DPS and would lower its performance and potential value. If it also had a high EPS and low Refire, you'd sap your capacitor clean in no time flat (especially with multiple). Some of those stats actually round up and/or down during the RE process as well, so I think it's important to preserve the quality of part stats within the information given, not just simple categories of KEEP, TRADE, SELL TO VENDOR, if that makes sense.

      If you're at the stage in your space career where you look at parts in Keep/Trade/Vendor categories, then you can just use the system for assigning a colour to how many credits signs you see, lol.

      I get where you guys are coming from though, it's just that JTL's loot isn't as simple as we'd like to appropriately treat it with a simple system, much as we'd love that to be the case.

      I like
      "The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still."

      You are taking the system and making it better. It also allows people who are new to space to easily understand when they have looted a good part. The complexity of space can be overwhelming to new players for sure.

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      • T Offline
        T Offline
        Tdeadly
        wrote on last edited by
        #36

        I saying use color but one in per area not lvl. Make it a shade of the color so everyone can see it clear. Using shades of the colors you can miss things. But if you need to do research on what is better.

        If you want to make space better using certain options like who uses multi guns to fire all at once. Plus make it easy to kill the corvette here like on legends. You have a big difference damaging it. This with just gun. I know right now I can say I need help to kill it on evolve. I do space but suck at kill corvette solo. But on legends they made it easy for mouse user in space. Plus that would also get people for suck at it to give it more of a chance.

        orton, post: 2616, member: 2006 wrote:

        I like
        "The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still."

        You are taking the system and making it better. It also allows people who are new to space to easily understand when they have looted a good part. The complexity of space can be overwhelming to new players for sure.

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        • DraskonD Offline
          DraskonD Offline
          Draskon
          wrote on last edited by
          #37

          Tdeadly, post: 2642, member: 364 wrote:

          I saying use color but one in per area not lvl. Make it a shade of the color so everyone can see it clear. Using shades of the colors you can miss things. But if you need to do research on what is better.

          If you want to make space better using certain options like who uses multi guns to fire all at once. Plus make it easy to kill the corvette here like on legends. You have a big difference damaging it. This with just gun. I know right now I can say I need help to kill it on evolve. I do space but suck at kill corvette solo. But on legends they made it easy for mouse user in space. Plus that would also get people for suck at it to give it more of a chance.

          What did they do to make mouse and keyboard better for space? I play with controller and very rarely joystick so I'm not familiar with M&K and don't personally prefer it although I know a chunk of players do use it, so it'd be neat to know.

          I feel like colour per area (per individual stat) might be oversimplifying the system in a way that will create a new problem, personally. Unless you also made more colours for individual stats, seeing Engine TS, Weapon VsA, Capacitor Recharge Rate, and Shield FHP all being the same colour would be extremely confusing wouldn't it? All the colour tells me in that method is that I need to keep the drop, but having the colour match the stat range tells you why you need to keep it and how good it is without needing to research it just for that confirmation; Especially if the examine window has the explanations down below.

          The reason why setting a colour to a grade for thresholds would not just be a better system for quick filtering, but is actually pretty important is because of the way stats like Refire rate on guns are handled. Every time those are reverse engineered (and/or even slotted into a ship raw), those stats will round up or down to the nearest .010. In the case of RE'ing, a .787 VsS and a .785 VsS, or a .324 and .321 refire rate could end up in very different places (especially the .005's), but they all end up in the same places post-RE if they fall into a specific range. (0.320 and 0.321 refire will both end up the same stat post-RE, but 0.322 will be a threshold worse off.)

          There's actually merit to pre-rounding some stats to force them into a range for RE to take advantage of, or to just check for duds before RE'ing. (Like Weapon 7 refire rate can be rounded down to .320 pre-RE to push it into what Legends considers "C tier", because the threshold for C tier begins at 0.321 iirc.) This makes the post-RE weapon's outcome more predictable where those stats are concerned; Making VsS red and VsA blue would just be really confusing and not tell you anything that important at a glance other than just to keep it. Not all stats should be pre-rounded though, as the likelihood of ruining the stat is higher in some ranges.

          Research time should be done when you're about to build/RE something. Especially if you're only looking to use B tier or above and C tier or below are just automatic sales on your own vendor for other people to use, for example.

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          • hunter6ixH Offline
            hunter6ixH Offline
            hunter6ix
            wrote on last edited by
            #38

            For reference; take as look at Restoration Space loot grading system. see attached.

            Attachments

            • 2025-10-02_04-29-31.png
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            • M Offline
              M Offline
              MPxGrunt
              wrote on last edited by
              #39

              There is a text document that would help you evaluate your Space Loot, and I used to have a spreadsheet version of it that I made myself.

              hunter6ix, post: 3571, member: 2708 wrote:

              For reference; take as look at Restoration Space loot grading system. see attached.

              Beyond also has an ingame evaluation system, they have you go to a terminal in Mos Eisley spaceport. I don't think either system is needed.

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              • D Offline
                D Offline
                dolanolos
                wrote on last edited by
                #40

                MPxGrunt, post: 3572, member: 2485 wrote:

                There is a text document that would help you evaluate your Space Loot, and I used to have a spreadsheet version of it that I made myself.

                Beyond also has an ingame evaluation system, they have you go to a terminal in Mos Eisley spaceport. I don't think either system is needed.

                Maybe not NEEDED, but those two systems on those two servers are a HUGE QOL improvement.

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                • M Offline
                  M Offline
                  MPxGrunt
                  wrote on last edited by
                  #41

                  dolanolos, post: 3574, member: 2583 wrote:

                  Maybe not NEEDED, but those two systems on those two servers are a HUGE QOL improvement.

                  That's a matter of opinion, and not one I agree with.

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                  • D Offline
                    D Offline
                    dolanolos
                    wrote on last edited by
                    #42

                    MPxGrunt, post: 3575, member: 2485 wrote:

                    That's a matter of opinion, and not one I agree with.

                    That's all right. People are allowed to have different opinions ๐Ÿ™‚

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                    • M Offline
                      M Offline
                      MPxGrunt
                      wrote on last edited by
                      #43

                      dolanolos, post: 3576, member: 2583 wrote:

                      That's all right. People are allowed to have different opinions ๐Ÿ™‚

                      I would rather have a good working system that is reliable, and information that is available separately than having a system which might work and can be bugged out by an unrelated system causing problems. Discord has st.txt linked in the space channel as a pinned message. That message also includes the method for seeing the information in game. Adding a new system is not worth the development resources.

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                      • ortonO Offline
                        ortonO Offline
                        orton
                        wrote on last edited by
                        #44

                        hunter6ix, post: 3571, member: 2708 wrote:

                        For reference; take as look at Restoration Space loot grading system. see attached.

                        I love this, this would be great and really help out even the new space player.

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                        • CelothC Offline
                          CelothC Offline
                          Celoth
                          wrote on last edited by
                          #45

                          I'm new here and am still figuring the server out, so take my thoughts with a grain of salt for now, but I love the idea of some system to give a good indicator on how good a space part is or isn't.

                          I can search up old documentation, and have been doing so, but coming back after years of not touching SWG has led to me pretty well forgetting what's good and what's not, and having that information available ingame, rather than being something I have to go outside the game and scratch around for, would be a very valuable QoL for me personally.

                          Regarding the implementation, I don't think it has to be super in-depth. color coded with 3-4 hues would be fine for me. You don't have to specify whether or not your green (good) part is just pretty decent or a once-in-a-lifetime unicorn, just enough of an indicator to say 'this is within the range within which you should aim'

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                          • D Offline
                            D Offline
                            Danno
                            wrote on last edited by
                            #46

                            just looked at this, would love to see the remaining ideas put into play

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                            • ortonO Offline
                              ortonO Offline
                              orton
                              wrote on last edited by
                              #47

                              Celoth, post: 3996, member: 2958 wrote:

                              I'm new here and am still figuring the server out, so take my thoughts with a grain of salt for now, but I love the idea of some system to give a good indicator on how good a space part is or isn't.

                              I can search up old documentation, and have been doing so, but coming back after years of not touching SWG has led to me pretty well forgetting what's good and what's not, and having that information available ingame, rather than being something I have to go outside the game and scratch around for, would be a very valuable QoL for me personally.

                              Regarding the implementation, I don't think it has to be super in-depth. color coded with 3-4 hues would be fine for me. You don't have to specify whether or not your green (good) part is just pretty decent or a once-in-a-lifetime unicorn, just enough of an indicator to say 'this is within the range within which you should aim'

                              Make sure to hit the up vote button on the first post its on the right side of the post so development knows this is something players want.

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                              • ortonO Offline
                                ortonO Offline
                                orton
                                wrote on last edited by
                                #48

                                Danno, post: 3997, member: 1174 wrote:

                                just looked at this, would love to see the remaining ideas put into play

                                Make sure to hit the up vote button on the first post its on the right side of the post so development knows this is something players want.

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                                • CelothC Offline
                                  CelothC Offline
                                  Celoth
                                  wrote on last edited by
                                  #49

                                  orton, post: 4014, member: 2006 wrote:

                                  Make sure to hit the up vote button on the first post its on the right side of the post so development knows this is something players want.

                                  Done

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                                  • ortonO Offline
                                    ortonO Offline
                                    orton
                                    wrote on last edited by
                                    #50

                                    Celoth, post: 4016, member: 2958 wrote:

                                    Done

                                    thank you! anything in particular you would like to see the most?

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                                    • CelothC Offline
                                      CelothC Offline
                                      Celoth
                                      wrote on last edited by
                                      #51

                                      orton, post: 4049, member: 2006 wrote:

                                      thank you! anything in particular you would like to see the most?

                                      Yes, but I'm not sure how feasible they are.

                                      If I'm dreaming, I'd love to see new ships. Lots of new ships. Several options that fit the timeline (some may need a slight stretch): ST-70 Razorcrest, U-Wing, TIE Reaper, T-70 X-Wing, Lamba Shuttle. I'd also love to see several of the freighter-style ships added as mining or cargo ships (could be non-combat ships tied to missions that require shipping cargo across a specific route, needing a player escort to fend off attackers).

                                      But all that is very "stretch-goal" energy, at best. As far as QoL type stuff, not much else comes to mind but I'll give it a think and get back to you with something more realistic and less 'magical Christmasland' ๐Ÿ˜„

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