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Now that SWG has player-passengerable vehicles, will we be able to drive and ride in cars?

EgaoNoGenkiEgaoNoGenki Member Posts: 397

Player-drivable and ridable vehicles will arrive in TMO, won't it? You see, Star Wars Galaxies already released the ability to not only drive their vehicles, but also take passengers along for a ride. Players even run their own taxi services now!

So if SWG can do it, TMO can do it too!

I recommend that there be as much a variety of vehicles in TMO just as there is in GTA: SA (approximately). Hence, that should make way for guild-owned (or what do you call a guild here?) buses! They should seat as many as real buses would so a sizable guild can travel to a large outing at once (say, a picnic, or a war rally, or any guild related functions a considerable distance away).

From Motorcycles to Motorhomes, Yugos to Yukons, Lincolns to Lambos, and even Scions to Semis, a huge variety of vehicles would increase the game's appeal.

Of course, as it works in real life, the various quality, marque, et al. of vehicles should influence the prices to obtain one. To buy a Yugo from a Used Car Dealer should cost ~$1000 (or 1000 of whatever money TMO has), likewise, to buy a Lambo from an upscale emporium should cost ~$250k.

I'll buy TMO once player-operable vehicles arrive. Do we see vehicles coming to TMO anytime in the near future? Especially now that SWG has player-operable vehicles already? (Not to mention if they'll have passenger-carrying capability as well?)

Comments

  • RognackRognack Member UncommonPosts: 30

    Although many people have requested vehicles.... I don't think it will be happening for a LONG time. A few reasons are that the devs are focusing on fixing the game and trying to balance things out right now, so vehicles would be on the bottom of the list (if its on at all). The second reason is because people WILL take this as GTA and will try to run eachother over and whatnot. I don't know about you but I would not like to see out of control cars all over the city breaking all kinds of traffic rules. The third reason (and biggest) is because vehicles are created on the client's side of the game. This means that the traffic is different for everyone, therefore it would be impossible to smoothly make the transaction (sure players can jump over cars.... but in a car will you jump over another car to make the same transition?).

  • EgaoNoGenkiEgaoNoGenki Member Posts: 397

    <quote>This means that the traffic is different for everyone, therefore it would be impossible to smoothly make the transaction (sure players can jump over cars.... but in a car will you jump over another car to make the same transition?).</quote>

    SWG doesn't appear to have this problem, now that they have released vehicular use. Hence, TMO should follow in SWG's footsteps and rectify the issue.

    <quote>The second reason is because people WILL take this as GTA and will try to run eachother over and whatnot. I don't know about you but I would not like to see out of control cars all over the city breaking all kinds of traffic rules.</quote>

    To remedy that, the game should have an automatic "fining" system so whenever someone disobeys a traffic rule, and a cop is within 500 feet of the traffic violation, then the driver's money automatically gets debited from their account. If the driver has less than they need to pay, then the car should engage an "autopilot", drive itself to a parking space, and not start until the driver pays the fine.

    For speeders to remedy getting fines however, they should buy a radar warning device so it warns them at 500 feet, and so they only get fined within 100 feet if they still don't slow down by then.

  • shaeshae Member Posts: 2,509

    Little of background, I was involved in phase 1 beta for MxO and lived through many many of the crapyness in MxO straight through till Release when I left for obvious reasons.

    Back then the plans for MxO were quite different then what actualy turned to fact, which of course isn't anything unique as many development companies changed their tune during production. Amongst some of the promisses were a single server solution (lol which they could probably do now thanks to low populations), the big freeway from the movie and of course cars.

    The idea was scrapped quite quickly with the explanation that the techonology was to difficult to get done right and as such the first ideas for the train and tram track were brought into place.

    Now anyone who has played this game knows that it runs like a dog, even on the best of systems, many of the problems exist on server side which people begged and pleaded to be fixed all the way through beta and still to this day if you go read the public forums. Can you imagine the absolute horror performance that would come from having free roaming vehicles... especially since they can't seem to get what they already have to work well. Ick !

    Anyways, I would not expect this to happen anytime in the near future, I would actually be surprised if MxO lasts past it's 1 year pre-thought out story line, as subscriptions continue to fall and people quickly become tired of the Developments Teams seemingly ignorant behavior towards players and the community.

  • EgaoNoGenkiEgaoNoGenki Member Posts: 397

    Somebody ought to go to the dev offices and check. They probably all died of carbon monoxide poisoning (just as entire families have been known to die of it in certain houses).

    Now tell me, how does SWG allow multi-player vehicles? How is it easy for them?

  • sygmassygmas Member Posts: 949

    Will not be happening in MXO, no. Too complicated on an engineering level, and not practical for the time required to design, implement and test it.

    image

  • EgaoNoGenkiEgaoNoGenki Member Posts: 397
    Just like how GM bought the Hybrid powertrain from Toyota, couldn't TMO buy from SOE the codes needed to allow vehicles in game?
  • shaeshae Member Posts: 2,509



    Originally posted by shultz
    Just like how GM bought the Hybrid powertrain from Toyota, couldn't TMO buy from SOE the codes needed to allow vehicles in game?


    It has nothing to do with the Code, they've always known to code (for the most part that is), it's the network infrastructure it takes to suport it, it's the development time it takes to adapt the surrounding areas, create the animations, design a system that can be easily used.

    As I mentioned in another post, these were exactly the reason they abondoned the initial design of the central highway and vehicles.

  • docminusdocminus Member Posts: 717

    Well, I don't see why u want a vehicle in MxO in the first place.
    Your much faster getting around with hyperjump & running. Too many obstacles, turns, etc if u want to get from point A to point B. And then u have the hardlines. Only Lv1-10 players might find it annoying since the running & hyperjump is not (advanced) available.

    A player construct similar to a housing system on the other hand I could find quite interesting and useful (& should be doable in terms of programming).

    imageimage

  • EgaoNoGenkiEgaoNoGenki Member Posts: 397
    Does the makers of TMO have ANY plans ANYTIME in the future to put in cars and highways?
  • shaeshae Member Posts: 2,509



    Originally posted by shultz
    Does the makers of TMO have ANY plans ANYTIME in the future to put in cars and highways?


    The layout of the city is actually designed with the big highway in mind, the one you see in reloaded, and was talked about as a possible expansion after the idea was scrapped in beta. Doubtful that will actually happen now with it's extremely low sales and poor subscription performance.
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