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SWG: Evolve Forums

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Citrine

@Citrine
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Recent Best Controversial

  • QoL Discussion: Random Loot, Tokens
    C Citrine

    My thoughts on this:

    Create a unique "Evolve Currency". Players could purchase this currency, for example, by turning in 1 token each of the 5 OG tokens (1 TK, 1 ISD, 1 EK, 1 AM, 1 IG). The evolve currency token, could then be used to purchase items like field ace backpacks, tool chests, disabled homing beacons etc. Id say put the cost of 10 Evolve tokens, for these items. This way players are encouraged to continue to run OG content, but even if they fail during their runs to ever loot the items theyre after, they can obtain it by buying it from a unique vendor.

    Traders could also use their trader tokens at a rate of 100:1, to buy the "Evolve Token".

    Entertainers could use their entertainer tokens at a rate of 25:1, to buy the "Evolve Token". I came to this ratio based on the fact that entertainers only have a 20% chance to get a token upon buffing a player for a 3hr duration, and then having a lockout before they can get another token. Not an ideal way to farm for the unique token.

    Historical reactions: Like × 2

    Suggestions

  • Entertainers
    C Citrine

    Babayaga, post: 119, member: 259 wrote:

    1. Allow entertainers to get tokens and build-a-buff from their alts. As long as the cool down is maintained it shouldn't matter what toon is buffed. Crafters don't have to craft for for non-account characters to get tokens.

    2. Make items purchased with entertainer tokens no trade - protects the economy while allowing entertainers to get jewelry via alts (I don't think this is necessary, but offsets any issues caused by #1)

    3. Allow entertainers to create Buff holocrons (similar to medics) that they can sell on the bazaar. There are often delays when someone gets DB'd twice in OGs or other times when someone has to go get their entertainer buff, but if we can carry some around with us that delay is reduced. Especially if 1 event calls for specific buffs and another needs completely different buffs. Ents make the least money as a profession, this would be extremely helpful (imo) to make it viable.

    4. Ent droids that function as a camp module (without the need for a camp) - provides another revenue stream for droid engineers and allows in the wild buffing, without the need for an entire camp.

    5. Space Buffs - bonus to space mining, space crystal harvesting, loot drop (like % drop, or maybe a % chance to get a higher tier part or something)

    I'd like to throw my support to the above 🙂 Good ideas.

    Suggestions

  • Shirt bake in modifier device needed...
    C Citrine

    It offers tailors something to craft that would hold value. Of all the crafting professions, one could argue that it is the weakest in terms of making profits in comparison to other crafting classes.

    Also, it'd satisfy the OCD for many players to have balanced exotics across all three items.

    Suggestions

  • Shirt bake in modifier device needed...
    C Citrine

    Can we get this added to the tailor profession please? Thank you!

    Suggestions

  • Increase factory speeds please.
    C Citrine

    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

    Suggestions

  • More things.
    C Citrine

    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.

    Suggestions

  • New RE NPCs
    C Citrine

    Rezec, post: 81, member: 1 wrote:

    Are you not crafting mod bits in factories?

    I am, but it'd be nice to have ALL the modifier bits be craftable. Remove the need for my crafter to have to take up combat skills to accomplish providing RE services.

    I realize that certain class specific modifiers - Devastation is not currently listed, but you gave us heal action cost reduction, which is a class specific modifier. I'd like to have that added to a craftable option. The class specific modifiers would sell well, and itd be nice to be able to sell these to players.

    Suggestions

  • Flight Computers - make them tradeable.
    C Citrine

    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.

    Suggestions

  • Space - Allow FCs and Astromechs to have more descriptive names within the datapad
    C Citrine

    I throw my support in a 'renaming function' as well. Good idea.

    Suggestions

  • New RE NPCs
    C Citrine

    Create an NPC that drops loot and junkloot, but remove any credit value to the individual npcs.

    Suggestions

  • Add resource quality +2
    C Citrine

    Please add this to the armorsmith set, so we can get our 6600 armor asap. Thank you!

    Suggestions

  • Space bounty hunting / space smuggling missions
    C Citrine

    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.

    Suggestions

  • Player City Terminals
    C Citrine

    Could we please get starship terminals, as well as bazaar terminals for player cities?

    Suggestions

  • Squad Leader addition
    C Citrine

    csr_nord, post: 66, member: 209 wrote:

    Too easily abused and exploited. I think that it's a fair tradeoff to require pickup range and buffs to be in close proximity.

    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?

    Suggestions

  • City Militia perks
    C Citrine

    Bring back TEFs for city militia. These TEFs would need to allow a said player to get outside of the city range, and have some sort of system notification in game telling them how much time they have left to leave. If a player received a TEF, it only remainds until they leave the city limits, or are killed by the militia member that placed the TEF. Only the militia member that placed the TEF can attack the target, this avoids the ganking of individuals who do not with to pvp.

    Allow the mayor however, to Pardon individuals to have received TEFs from city militia members, that way the TEFd player can go about their business within the city.

    Suggestions

  • Squad Leader addition
    C Citrine

    Master Squad leaders should have the create group pickup range extended to 64m (rifle range), or planetary so long as at least once person is grouped with them.

    ~~Allow Master Squad leader buffs to be region/planetary wide. ~~ Ive reversed my position on this.

    The create group pickup ability for a mater squad leader cant really be abused, as players would still be transportted to the nearest shuttle/starport on the planet according the the group pickup location. Im not asking for group summons to the squad leaders specific coordinates. Please reconsider.

    Suggestions

  • Chronicler QoL
    C Citrine

    Welcome to the Chronicler QoL, I will be doing my best to keep this post up to date with suggestions while crediting ideas with the original poster's name.

    #1 Add a vendor where chronicles can be purchased to make it easier for chronicle masters to craft their epic quests for players to experience.

    #2 Add chronicles that include missions that involce space (example: Go to Tatooine system, Kill 30 black suns, go to the following coordinates, and pickup jabba's package and deliver it to him).

    Historical reactions: Like × 1

    Suggestions

  • Smuggie Love
    C Citrine

    This was a great idea, and thank you for suggesting it!

    Suggestions

  • Shipwright QoL
    C Citrine

    Welcome to the official Shipwright QoL. Please post your ideas on how to improve this class here.

    To start this off:
    #1 I'd like to see our crafting timers reduced significantly to be more on par with other crafting classes.

    #2 We need to get an OMNI-crafting suit for our class! Requring shipwrights to maintain a unique crafting suit for each component is an outdated concept, and its time to move us into the future in this regard.

    #3 Make all space resource qualities set at 1000OQ instead of the current system of 1000 OQ on certain types and 500 OQ on others.

    #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.

    #5 Allow shipwrights to construct astromechs and flight computers. Considering nothing really special goes into the crafting (modular wise) when it comes to astromech flight certification levels. Perhaps introduce a mod that droid engineers make that is an optional component, that allows for faster droid speed commands/storage.

    #6 Add a Asteroid Resouce deed to the existing daily login rewards vendor. The resource deed would need to be at least 60k to be of any true value. But if it takes 30 days to acquire 1 of these, then Id push for a 100k resource deed, as only shipwrights use this particular resource, and in no way could upset the player economy.

    #7 Introduce a new tool that analyzes your starship loot for you and can tell you the quality of the item you possess. We could take this a step further and have it anonymously report your loot, so that a "server best" is tracked. This could really come in handy with those pesky Quantum Ion Drives from nym's starmap.

    #8 Grant Master Shipwrights a schematic (unlimited use, but acquired from pilots) to craft deployable guild space stations and guild capital ships (ISDs for imperials, Nebulon Frigates for Rebels).

    Historical reactions: Like × 2

    Suggestions

  • Crafting QoL
    C Citrine

    Lower the crafting times on starship components. At present the average craft time is over 30 secs and all starship components have 1 sub component, meaning it takes 60 seconds to make 1 final craft. Obsurd, imho.

    Suggestions
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