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Add extra planets, when a Star Wars Galaxies emulator is released?
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Add extra planets, when a Star Wars Galaxies emulator is released?
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cealla
Member Integration Officer
Joined: Thu Aug 07, 2008 11:41 pm Posts: 767 Location: Detroit
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
[quote="BankyEdwards"]how about the Twi'lek home word. love to have a place to go find more Twi dancers :P[/quote]
ooooh the Twi'lek home world makes a lot of sense actually. I like that idea :)
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| Fri Aug 15, 2008 7:14 am |
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BankyEdwards
Master Corporal
Joined: Thu Aug 07, 2008 3:57 am Posts: 435 Location: Chicago, Illlionis
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
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| Fri Aug 15, 2008 7:23 am |
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DarkPhoenix
Private
Joined: Sun Aug 10, 2008 8:42 am Posts: 49 Location: Naboo
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
Go Rodia 8)
Although if putting in new planets is a real possibility once we have a working emulator, I'd favor putting in whichever planet would be easiest to implement.
By easiest to implement, I mean there's a lot of background info on it from the EU and other Star Wars sources. This would help speed things along as far as good content goes IMO, since there would already be plenty to work with. Also, with more information available, designing the terrain, the cities, and everything else would be easier.
At the end of the day, I think most of us would be grateful just to have another planet in, even if it's not the one we originally wanted.
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| Sat Aug 16, 2008 5:45 pm |
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brokensoldier
Site Admin
Joined: Tue May 16, 2006 8:29 am Posts: 1638 Location: Planet Earth
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
Well Tanaab was already part of the game but never implemented. So it's been extracted from the game files, rendered, and populated with some npc cities. So there will be a new planet right off the bat. Plus, PK started Geonosis as a training exercise so if that's the planet we go with it is partially done. It is already to the point where you could travel there, but is not yet complete.
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| Sat Aug 16, 2008 10:16 pm |
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BankyEdwards
Master Corporal
Joined: Thu Aug 07, 2008 3:57 am Posts: 435 Location: Chicago, Illlionis
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
well Taanab is done on ANH but will swgemu have any access to that. I have been on Taanab. some interesting possiblilties there. and if buildings knock out those totem poles the same way they knock out trees some very intruging city locations could be built there as well.
yep me and Mirasa scouted it well one night. damn that was a long walk lol
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| Sun Aug 17, 2008 7:43 am |
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conllo
Private
Joined: Thu Aug 14, 2008 4:25 pm Posts: 3
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
Well I voted for Geonosis, it's got a certain ring to it but I voted so knowing that we would all ready be getting the planet Taanab, I also know that on swgemu they are also already working on Taanab and have every expectation that Taanab will also be available at time of release.
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| Sun Aug 17, 2008 1:53 pm |
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Gorst
Private
Joined: Sun Nov 02, 2008 1:19 am Posts: 22 Location: Czech Republic (heart of europe they say xD)
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
Korriban ! :D Even when I´m loving the "good side". Its great planet there should be Sith Academy (like KOTOR) and tombs with very hard missions etc :)
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| Sun Nov 02, 2008 3:20 am |
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Jordy
Master Corporal
Joined: Tue Sep 02, 2008 6:48 pm Posts: 305 Location: So Cal
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
I was wondering how people would feel about "mini" planets. There's a couple locations that really wouldn't need the wide open spaces, or else, those spaces would be hazardous or inaccessible anyway. I'm thinking Bespin and Kamino specifically. Given the extreme nature of these types of planets, they could be constructed as much smaller "pods/city centers" with the only access being to take shuttles/starports/other methods of travel from each point. Each could have 3-5 facilities all with various things to do/mobs to fight/quests etc.
I originally envisioned this idea as a possible method to implement Coruscant. Rather than have to render an entire city planet, several specific city zones could be rendered, all representing different levels and districts of the planet. Zones would be separated by large industrial sections and/or off limits Imperial sections requiring players to take shuttleports from one zone to the next. And of course each zone would have dramatic backdrops of citiscapes, giving the player the feeling of being in a much larger city area.
For all intents and purposes these little zones would be like mini planets, but they'd be presented in such a way as to all be part of a bigger planet. Nothing would be instanced. The coding would have to be modified a bit to allow bh droids to identify marks i.e. your mark is on Coruscant: Entertainment District. Additionally the bazaars and planetary chat would need to be modified on these worlds to unite each individual zone all under a singular planet heading.
*edit It actually just occurred to me that if kamino and bespin are implemented in the fashion I mentioned, they'd essentially be "planetside space stations". Only differences being that the planetary versions would have open air sections, and would incorporate shuttleports to travel from pad to pad, while the space counterparts would simply allow you to launch into space. Seems to me that the coding here could essentially kill two birds with one stone.
On an even wilder note, if planets are created in the above fashion, it would theoretically be possible to implement "gasp" atmospheric flight in the atmospheres of these planets. Basically everything would just be like another section of JTL, simply packaged to look like you're on a planet instead of space. Boundaries would be in place to keep you from flying too high or too low in the atmosphere.
I like this idea so much I'm gonna paste this to it's own thread.
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| Sun Nov 02, 2008 9:09 am |
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Sasori
Master Corporal
Joined: Fri Feb 01, 2008 3:50 pm Posts: 293 Location: Nebulon B Frigate Anvil Zwei
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
Kashyyyk Then Geonosis Then Kessel then Hoth Why?
Kashyyyk is very significant to the timeline at this point. It is a focus of the Rebel Alliance in terms of Liberation. And is interesting as is. SOE just bastardized it as far as I can Say.
Geonosis is second because of it being a new planet that can be really interesting. However I feel it would be like Mustafar in the sense that people are there to excavate the CIS Ruins left after the battle and there are still a hell of alot of droids left over from the battle from any Core Ships that did not escape or were left behind. But there is the Rebellion's focus of liberating the Geonosians and opening the Imperial Grip on the planet. Thus it can be a fun and all rounded Experience.
Kessel Because of its significance to smugglers and again both the empire and rebellion. Wedge went here at some point and had to be broken out of the Prisions. It could be a planet to get missions for Smugglers due to the loads of spice there along with it having known wild life and those creepy caves full of them dreaded spiders.....
Hoth is last because It is a frozen wasteland. It is also a smugglers haven but other than that there is only Echo Base which would get attacked in like a Year. There is then Wampas and some wild life. With some creativity however it could be a really cool planet.
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| Sat Nov 08, 2008 7:37 pm |
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Monosyllabic
Sergeant
Joined: Fri Jun 23, 2006 2:26 am Posts: 601 Location: Lost Somewhere In Space.
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
[quote="Sasori"]Kashyyyk Then Geonosis Then Kessel then Hoth Why?
Kashyyyk is very significant to the timeline at this point. It is a focus of the Rebel Alliance in terms of Liberation. And is interesting as is. SOE just bastardized it as far as I can Say.
Geonosis is second because of it being a new planet that can be really interesting. However I feel it would be like Mustafar in the sense that people are there to excavate the CIS Ruins left after the battle and there are still a hell of alot of droids left over from the battle from any Core Ships that did not escape or were left behind. But there is the Rebellion's focus of liberating the Geonosians and opening the Imperial Grip on the planet. Thus it can be a fun and all rounded Experience.
Kessel Because of its significance to smugglers and again both the empire and rebellion. Wedge went here at some point and had to be broken out of the Prisions. It could be a planet to get missions for Smugglers due to the loads of spice there along with it having known wild life and those creepy caves full of them dreaded spiders.....
Hoth is last because It is a frozen wasteland. It is also a smugglers haven but other than that there is only Echo Base which would get attacked in like a Year. There is then Wampas and some wild life. With some creativity however it could be a really cool planet.[/quote]
yes but in terms of work loads. and timelines, Hoth could be a more realistic planet to do first as like you said "Hoth is last because It is a frozen wasteland" we wouldnt need to go about creating Huge cities etc...Echo base could be a new theme park. we could throw down a small smuggler outpost somewhere with soemthign tied in to imps and neus. whilst making the entire planet an adventure planet like dath with alot of content for both factions.. im unsure..and i need a SW geek to answer this..how did the empire find out about echo base? i dont remember...perhaps that could be the imperial side of the theme park idea...gathering intell etc for echo base, whilst making wampa's the next krayt/gorax,
where as in comparison... kash would be alot larger work load at first, and geonosis equally as much to make these planets actually come alive and live up to their reputation.
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| Mon Nov 10, 2008 2:17 am |
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Jordy
Master Corporal
Joined: Tue Sep 02, 2008 6:48 pm Posts: 305 Location: So Cal
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
I think the empire simply found echo base via the probot droids vader dispatched everywhere. Honestly it would've been overlooked as a simple smuggler's outpost, only Vader saw the imaging the droid sent back, and immediately knew it was the hidden rebel base. It's all in the beginning of episode V
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| Mon Nov 10, 2008 12:58 pm |
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Sasori
Master Corporal
Joined: Fri Feb 01, 2008 3:50 pm Posts: 293 Location: Nebulon B Frigate Anvil Zwei
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
The Imperials ultimately found Echo Base with Probe Droids after months and atleast a year of rebels inciting conflicts and using Guerrilla tactics to destroy critical Imperial forms of resupply (The Events of the X-WING video game's expansions along with some of X-Wing VS Tie Fighter which are technically concurrent with TIE Fighter in a sense.) An example of this is Operation Ram's Head which took place a year after the Battle of Yavin and was to destroy an array of star destroyers in a shipyard (After capturing a single corvette and outfitting it with Shield X). Another was Operation Grain Snatch which was to siphon grains for the rebellion and even poison grains going back to the empire.
there is the whole B-Wing prototyping (within timeline of SWG) and delivery which can be part of the themepark
Operation Blunt Stick takes place a few days before the migration to hoth. And involved destroying probes and resupplying an imperial fleet in the area with newer TIE-Fighters its successful and shortly afterwards most rebel ships hyperspace to hoth.
The final mission can involve protecting a rebel fleet hyperspacing to hoth (instead of protecting The Cathleen) which would be from fighters ,frigates and corvettes.
Thus we can have a theme park going through the imperial and rebel sides of the events leading to the battle of hoth.
Basiclly EVERY mission in X-Wing Expansions could be the space/ normal theme park (with a community made ground version) and the opposite could be for the Imperial Version ( although it may take some work)
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| Mon Nov 10, 2008 7:41 pm |
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Lord Revan
Private
Joined: Wed Aug 27, 2008 2:51 pm Posts: 28 Location: Greencastle, Indiana
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
I decided to be different, i thought utapau would be cool, but my other choices were korriban hoth and geonosis would be cool, but maybe we could do all of them. and my none on the list would be ziost
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| Wed Nov 12, 2008 3:16 pm |
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Jordy
Master Corporal
Joined: Tue Sep 02, 2008 6:48 pm Posts: 305 Location: So Cal
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
I think kessel has a lot of potential for creating new content, especially if an underworld faction is included. Additionally, given the unique dangers inherent in the kessel system (i.e. gravity wells) the space sector could be very intense as well. Imagine actually having to make the kessel run to access the planet!
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| Wed Nov 12, 2008 8:49 pm |
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senlusan
Sergeant
Joined: Tue Jul 03, 2007 12:08 pm Posts: 730 Location: New york
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 Re: Add extra planets, when a Star Wars Galaxies emulator is rel
HAHA nice!
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| Wed Nov 12, 2008 10:44 pm |
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