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What was outcasting? Was that where we could put bounties on other players heads?
I am rusty as hell, but what I remember was the developers were trying to make a system where players controlled an area. A player could be labeled as an outcast if he did something wrong in that area like killing a citizen, then that outcast person would be kill on sight when in that area. There could be huge lawless areas where the outcasts could really act like scum and villainy. A outcast person could get pardoned to remove the outcast label.
My point was not that outcast was a bad or good thing. My point was that the magnitude of time devoted to this single idea was huge. When it was trashed in favor of a blank slate system which became the overt/covert system, SWG was forever to be doomed in catch up mode. That is why crafting was so raw. That is why quests were as deep as kiddy pool. That is why battlefields and PvP were lacking. That is why droids did not work as intended for years.
Basically I think the loss of time one that one early issue may have been SWG’s setback that rippled unto all the other setbacks. In construction, and I imagine many other things, there is a form of scheduling know as CPM or critical path method. You have many tasks that need to be done and some start and end related to other tasks. Each task has duration. Some tasks fall on the critical path, meaning that delay in those tasks will effect the completion date. The overt/covert or Outcast design task was key to the game. Other tasks may not have been able to start until it was complete… thus so many unfinished systems. Like a house... if you delay the foundation, you cant paint the walls or lay the carpet.
But as I type this, I remember how the Devs were surprised that players wanted to play on the imperial side. That to me is extreme short sidedness. Maybe the setback of making an imperial playing faction was enough to set the back to failure. But I doubt much was coded back then. Whereas outcast was coded and being tested internally.