- Proposal
- To start server wide collaboration activities, which allow players to unlock content and benefits server wide.
- Justification
- a new activity to work on and Collaborate with the whole server, a different approach to content release.
Using existing systems and processes the game has, a minor introduction could be possible fairly quickly with further development down the line and then more automation (everyone loves automation). We could then get a feeling for the popularity and then put more effort in.
This could also eventually reduce event workload for the dev team.
I really think contributions and collaboration for the QoL changes could make things really interesting and could be on-going regular activity.
In the future I would really love to eventually help unlock DF2 content with my fellow players by contributing to the building of the the Death Star (forced by the empire of course)
- Motivation
- An idea that can be expanded slowly and can lead to the introduction of a galactic economy power changes in the galaxy. In the short term bringing new content and QoL improvements to the server.
Goal:
Start Server wide collaboration activities, reduce resource inventory and spend some of those hard earned credits.
High level Overview:
Create a server wide activity or collaboration to open up new events, content, benefits, badges, QoL improvements, or POIs.
Allow players to add resources, credits, specially crafted (or themed items) to contribute to the release or unlock of content.
Once the set contribution is met, the achievement is unlocked. YAY go Server!
Contributions:
Contributions can be contributed by any player (Crafting or Combat) and the faction doesn't matter, these are handed in to a vendor or NPC for contribution points.
All players are able to place extractors and artisans can sell items to other players who wish to contribute specific items and of course everyone can earn credits.
Resources can be contributed using a direct one to one point system, or a calculation of the value like total stat count (like the SWGtracker resource rating).
Another Contribution idea could be to break resources down with Resource Recyclers bringing in more use of recyclers.
Introduce a player contribution rank per unlock. Bragging rights encouraging some healthy competition.
Low stat resources that would never normally be mined\harvested can have a use. Constant harvesting and mining different resources would be encouraged.
Examples or resources or items with low use.. Inert gas, Bone, fish, solar\wind energy solid fuel Petrochem, Space Resources. low level crafted items or components which do not have much use near end game.
I imagined an unlock requiring resources and items that are relatable to the unlock, for example an ISD requires 200 million credits, 200 billion smelted steel and ore, 2 million Power core units 1 million wall modules 100 ship weapons. Requirements should be high but doable. I think the OR logic might be better for the requirements of an unlock so we are not reliant on artisans crafting specific items 2 million times. Maybe credits trump all
Unlocks:
My initial idea was the unlock of a Death Star via contribution (requires massive amounts of credits and resources, maybe for the DS2 release?), but a more lore aligned idea is the release on unlock new POIs like a star destroyer, capital ship or cloud city. Something that can be visited by everyone and can enjoy the server unlock. Some say that might\should be factional and GCW related, but I wanted to keep away from this.
Not all unlocks need to be permanent, continued contribution would also keep people busy if they want to keep a benefit or unlock.
Unlocks can be related to any server count down, tick or spawn, I drafted a few other ideas below which I would find very useful.
Possible City benefit unlocks:
Server wide reduction of shuttle times.
Medical Center wound healing increase tick unlock.
Entertainer tick increase.
Bank Storage Increase.
City specialization in game (not player) cities.
Server unlocks:
Extractor rate/Power usage.
XP increase.
Faction point gain/loss increase.
mission terminal credit increase.
Buff benefits:
An NPC buff bot could be unlocked to get similar buffs to ISD break-in buff. Contributions or tributes can be given by a group to receive the buff (smaller contributions)
Special Spawns:
Release of a high level creature or PvE content requiring mass group combat.
Planet bosses increase in level and loot possibilities.
QoL:
Any new server changes can have a contribution to unlock and be earned.
POIs
Any new content with POIs can be unlocked for those die hard collectors.
With new Star wars TV content comes new SWGR content. Unlock a new POI which is existing in SWG current galaxy and in the new TV content. I can't think of any right now (input required)
How:
trying to use existing systems for example...
The Musty instances were unlocked as the server progressed, these kind of unlocks would not be new to SWG.
In general I assume counters (shuttles timers) are set server wide and can be changed, but new processes would be needed to allow unlocks to these kind of city benefits, once a contribution amount is met.
Collecting contributions has been used in GCW city defenses by crafting items and there are also in some factional bases and there are options to donate credits to a terminal (I do not know if these actually go anywhere). similar terminals can be created for this purpose.
During the player introduction content in ME you can drag and drop crafted items on an NPC to complete a mission, there are counters for this and maybe able to be reused.
The dev team organises fairly regularly short events, increasing benefits for mission terminals, instance rewards (coins) and XP bonuses. These could be automated on unlock.
NPC spawns also have been created and used by Devs during fun player events.
Changes to counters, spawns and timeouts have been implemented already on Restoration and further improvements may not be possible, these could be converted into an unlock (and dare I say it reset first), similar to how the speeders stats were kind of reset or reduced to allow the added benefit of speeder parts.
The same systems could be used with server wide player contributions.
Conclusion:
Using existing systems and processes the game has, a minor introduction could be possible fairly quickly with further development down the line and then more automation (everyone loves automation). We could then get a feeling for the popularity and then put more effort in.
This could also eventually reduce event workload for the dev team.
I really think contributions and collaboration for the QoL changes could make things really interesting and could be on-going regular activity.
In the future I would really love to eventually help unlock DF2 content with my fellow players by contributing to the building of the the Death Star (forced by the empire of course)
I tried to write this player voice with many options that are interchangable and flexible, to start some discussions and get different ideas running. I welcome feedback and questions if something is unclear in the above.
Start Server wide collaboration activities, reduce resource inventory and spend some of those hard earned credits.
High level Overview:
Create a server wide activity or collaboration to open up new events, content, benefits, badges, QoL improvements, or POIs.
Allow players to add resources, credits, specially crafted (or themed items) to contribute to the release or unlock of content.
Once the set contribution is met, the achievement is unlocked. YAY go Server!
Contributions:
Contributions can be contributed by any player (Crafting or Combat) and the faction doesn't matter, these are handed in to a vendor or NPC for contribution points.
All players are able to place extractors and artisans can sell items to other players who wish to contribute specific items and of course everyone can earn credits.
Resources can be contributed using a direct one to one point system, or a calculation of the value like total stat count (like the SWGtracker resource rating).
Another Contribution idea could be to break resources down with Resource Recyclers bringing in more use of recyclers.
Introduce a player contribution rank per unlock. Bragging rights encouraging some healthy competition.
Low stat resources that would never normally be mined\harvested can have a use. Constant harvesting and mining different resources would be encouraged.
Examples or resources or items with low use.. Inert gas, Bone, fish, solar\wind energy solid fuel Petrochem, Space Resources. low level crafted items or components which do not have much use near end game.
I imagined an unlock requiring resources and items that are relatable to the unlock, for example an ISD requires 200 million credits, 200 billion smelted steel and ore, 2 million Power core units 1 million wall modules 100 ship weapons. Requirements should be high but doable. I think the OR logic might be better for the requirements of an unlock so we are not reliant on artisans crafting specific items 2 million times. Maybe credits trump all

Unlocks:
My initial idea was the unlock of a Death Star via contribution (requires massive amounts of credits and resources, maybe for the DS2 release?), but a more lore aligned idea is the release on unlock new POIs like a star destroyer, capital ship or cloud city. Something that can be visited by everyone and can enjoy the server unlock. Some say that might\should be factional and GCW related, but I wanted to keep away from this.
Not all unlocks need to be permanent, continued contribution would also keep people busy if they want to keep a benefit or unlock.
Unlocks can be related to any server count down, tick or spawn, I drafted a few other ideas below which I would find very useful.
Possible City benefit unlocks:
Server wide reduction of shuttle times.
Medical Center wound healing increase tick unlock.
Entertainer tick increase.
Bank Storage Increase.
City specialization in game (not player) cities.
Server unlocks:
Extractor rate/Power usage.
XP increase.
Faction point gain/loss increase.
mission terminal credit increase.
Buff benefits:
An NPC buff bot could be unlocked to get similar buffs to ISD break-in buff. Contributions or tributes can be given by a group to receive the buff (smaller contributions)
Special Spawns:
Release of a high level creature or PvE content requiring mass group combat.
Planet bosses increase in level and loot possibilities.
QoL:
Any new server changes can have a contribution to unlock and be earned.
POIs
Any new content with POIs can be unlocked for those die hard collectors.
With new Star wars TV content comes new SWGR content. Unlock a new POI which is existing in SWG current galaxy and in the new TV content. I can't think of any right now (input required)
How:
trying to use existing systems for example...
The Musty instances were unlocked as the server progressed, these kind of unlocks would not be new to SWG.
In general I assume counters (shuttles timers) are set server wide and can be changed, but new processes would be needed to allow unlocks to these kind of city benefits, once a contribution amount is met.
Collecting contributions has been used in GCW city defenses by crafting items and there are also in some factional bases and there are options to donate credits to a terminal (I do not know if these actually go anywhere). similar terminals can be created for this purpose.
During the player introduction content in ME you can drag and drop crafted items on an NPC to complete a mission, there are counters for this and maybe able to be reused.
The dev team organises fairly regularly short events, increasing benefits for mission terminals, instance rewards (coins) and XP bonuses. These could be automated on unlock.
NPC spawns also have been created and used by Devs during fun player events.
Changes to counters, spawns and timeouts have been implemented already on Restoration and further improvements may not be possible, these could be converted into an unlock (and dare I say it reset first), similar to how the speeders stats were kind of reset or reduced to allow the added benefit of speeder parts.
The same systems could be used with server wide player contributions.
Conclusion:
Using existing systems and processes the game has, a minor introduction could be possible fairly quickly with further development down the line and then more automation (everyone loves automation). We could then get a feeling for the popularity and then put more effort in.
This could also eventually reduce event workload for the dev team.
I really think contributions and collaboration for the QoL changes could make things really interesting and could be on-going regular activity.
In the future I would really love to eventually help unlock DF2 content with my fellow players by contributing to the building of the the Death Star (forced by the empire of course)
I tried to write this player voice with many options that are interchangable and flexible, to start some discussions and get different ideas running. I welcome feedback and questions if something is unclear in the above.
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