Architect Archive

Thread: War What IS It GOod For? GCW issue Discussion

Niklesnitz
Sat May 08, 2004 10:16 am
#27

Right now there is nothing a nuetral combantant can't get that is not better than what faction members can, save the faction pets. And we all know that faction pets are nota determining factor when diciding to join a factionor there would be plenty more imperials than rebels. So, by not choosing a faction, a combat player is really not losing anything. Where in this situation a crafter will be losing a lot.


But saying this, I do agree that there needs to be some perks for crafters to join a side. But as it is now, the GCW has no bearing on this game and there is no reason to join a side. Maybe after the GCW revamp is done, we will see some compelling reasons to actually take up a side.



Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


blassster
Sat May 08, 2004 1:03 pm
#28

I was thinking that the architect should be able to craft a temp baracade or door that would prevent people from entering the base when it is vuln. Maybe have the durability and duration be based off of both resources used and level of the architect. Also i would suggest it have a long craft time which can be stopped by incap/killing the arch but the progress the arch made before he died is kept recorded and then the arch can come back and finish his work.
Huntercrom
Sun May 09, 2004 10:39 pm
#29

Guess this means that if I have to pick a faction, then I guess I know what I have to do.....



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Dark_0ne
Mon May 10, 2004 4:53 am
#30

ok - time to be controversial here :-)


I agree with a lot that has been said, but I dislike the idea of having to build factional structures in a factional base - that leaves the side that is the underdog at a severe disadvantage, with potentially no way of creating faction structures ever again (unless you are still allowed to buy a base with a lot of FPs). I agree that if you are losing, you should be at a disadvantage, but this could be too much of one.


The other point I wanted to make is this (was in my reply to the original Poll)


Given that you have to be overt to place the structures, why not go the whole way and have to become overt to use the schematics ?

The TEF thing (once gaining a TEF does not boot you from a building) is too easy IMO, I would just go to the basement of my PA where there are a full set of crafting stations, and craft there, wait untill the TEF has gone and then leave. So - as only our guild are allowed in the building I am at absolutely zero risk (unless I forgot !! lol)

Whereas having to go overt means running the gauntlett from the recruiter to the PA Hall .....

My crafting character has no combat skills whatsoever ... so I would expect my guild to buff me, dress me in composite, loan me a weapon so I looked like a combat pro, (I would remove my title) and then as a group go overt and back to the PA Hall so I can craft. Then - when crafting is done. we're overt so can place the structures.

Finally run the gauntlett back to the recruiter to go covert .... then hide for an hour !!! lol


To me - that would really spice up the GCW for a pure crafter such as myself - if you are careful and plan things well, then you should be fairly safe




Tony Weyland - semi retired
Niklesnitz
Mon May 10, 2004 7:57 am
#31

Ok, what I see most here is that people want to be able to have perks for joining a side. Well, if all you get are a few new structures to craft, then woopdeee doo. This is really not compelling enough to join a faction.The GCW has zero affect on the game. It does not impact anything. All it is, is a chance for people to PVP. If your a crafter you are not in this game for PVP. And even if you have a combat profession with architect, you aren't going to be very effective against those who are in it to PVP.


Until they actual make the GCW have an affect on the game world, all you are doing is limiting what other crafters can do.


Now, if they actually gave each side special structures that are unique to that faction, then it might be worthwhile to join. But as it is, rebel bases and imperial bases have the same things, turrets for protection and then the base itself. A factioned architect should be able to make structure that are unique to the faction, not what any faction can have. This is what I would agree on, but if your just going to throw vanilla flavored structures on both sides, to be aligned to the side to make those does not give me incentive to join.






Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


Cafa
Mon May 10, 2004 8:10 am
#32

Having been Imperial since day 2 of play for this toon, I think that people that do not choose sides should never get the perks. End of discussion.


GCW items should only be craftable while overt, no TEFs, no whining, if you cannot commit to a faction then obviously you do not want to play that faction. Everything good should have risks. This is just one more level for the pile.


I may only be a Master Sgt., but that's mainly because I went crafting at around Private and the remaining FP has all been donated to me in exchange for service to the community. I look on this as a badge of honor.


Neutrals are those weaponsmith type Dvnce is talking about, make stuff with no responsibility. Don't change the rules of GCW for crafters, make them adhere to the game. Overt or you do not get to do the faction-based activity. Plain and simple.


Fivo Asia





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Vanbowski
Mon May 10, 2004 9:04 am
#33

Maybe its me and I missed something along the way or because I haven't looked at faction perks in awhile, but I fail to see how an archie would have any role in the GCW short of making the faction furniture unless they patched in new perks. For instance, we could now make the turrets through a schematic that someone purchases with faction points and have to be overt to make. Unless they add new, crucial perks to the GCW, I don't see where an architect has a place in it. I just don't see rebels wanting to stop an imperial caravan because its carrying faction end tables and I for one don't feel like getting chased across the galaxy by a squad of stormtroopers over a bookcase.


My point is, if they give archies a crafting role in the GCW, make it worthwhile. If we craft some turrets and die before we hand them off, then the turrets are gone. That type of thing.


Dayspring Askani'son

Master Artisan/Master Architect of Sky Fork,Corellia on Kauri
Vanbowski
Mon May 10, 2004 9:05 am
#34

Sorry bout the double post
Dvnce
Mon May 10, 2004 9:27 am
#35





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Mon May 10, 2004 9:28 am
#36






Niklesnitz wrote:

Ok, what I see most here is that people want to be able to have perks for joining a side. Well, if all you get are a few new structures to craft, then woopdeee doo. This is really not compelling enough to join a faction.The GCW has zero affect on the game. It does not impact anything. All it is, is a chance for people to PVP. If your a crafter you are not in this game for PVP. And even if you have a combat profession with architect, you aren't going to be very effective against those who are in it to PVP.


Until they actual make the GCW have an affect on the game world, all you are doing is limiting what other crafters can do.


Now, if they actually gave each side special structures that are unique to that faction, then it might be worthwhile to join. But as it is, rebel bases and imperial bases have the same things, turrets for protection and then the base itself. A factioned architect should be able to make structure that are unique to the faction, not what any faction can have. This is what I would agree on, but if your just going to throw vanilla flavored structures on both sides, to be aligned to the side to make those does not give me incentive to join.









Actually from the looks of the timeline of publishes that was posted on the station news page.. it looks like the GCW is in fact getting revamped.. and what you are saying here.. looks like what is a main priority "given real reason" for a side to actually maintain control..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Mon May 10, 2004 9:29 am
#37






Vanbowski wrote:

Maybe its me and I missed something along the way or because I haven't looked at faction perks in awhile, but I fail to see how an archie would have any role in the GCW short of making the faction furniture unless they patched in new perks. For instance, we could now make the turrets through a schematic that someone purchases with faction points and have to be overt to make. Unless they add new, crucial perks to the GCW, I don't see where an architect has a place in it. I just don't see rebels wanting to stop an imperial caravan because its carrying faction end tables and I for one don't feel like getting chased across the galaxy by a squad of stormtroopers over a bookcase.


My point is, if they give archies a crafting role in the GCW, make it worthwhile. If we craft some turrets and die before we hand them off, then the turrets are gone. That type of thing.


Dayspring Askani'son

Master Artisan/Master Architect of Sky Fork,Corellia on Kauri






we are talking about being able to craft .. Bases and turrets .. along with the furniture...




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Fidgiter
Mon May 10, 2004 9:50 am
#38

"Maybe its me and I missed something along the way or because I haven't looked at faction perks in awhile, but I fail to see how an archie would have any role in the GCW short of making the faction furniture unless they patched in new perks"


Base / Turret schematics and as I said earlier deployment of the base is what would consume the FP.


AKA: Joe Rebel buys/aquires a Rebel Outpost. When he places the base 12,500 fp are deducted (And optionally 1,250 or a % of that FP total are awarded to the Architect that built it). He then goes to place the Large Turret into the base but since he only has 1,950 fp left that fails. He has to grind out some more faction missions before he'll be able to do this or give the turret to someone who has the FP to place it.


There is FP armor but the Armor that crafters make is better

There is uniforms but the tailor products made by tailors is better

There are faction weapons but the weapons made by weaponsmiths are better

There are Bases but the bases made by architects are... erm... nevermind

There are Turrets but the turrets made by architects are... erm... nevermind

There are ATST but the ATST made by Droid Engineers are... erm... nevermind


Mayor Feliz Gizmacher

Master Fidg'Ter Gizmacher



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FidgitCo Construction, Droid and Starships
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PizanDirect
Mon May 10, 2004 12:07 pm
#39

I also believe that factioned players should be able to craft items that neutral players cannot. Factioned players take a risk, even if they stay covert. The other day i was driving a considerable distance on my swoop and i didn't even notice i flew through a rebel town and right past a turret. Lit me up real good. Why should I be imperial? My craftin g character is just that, there is no reson for him to join a side, but he is imperial. There should be a perk to these risks you take, and a neutral getting a 5min tef for trading a faction item with a factioned player is not nearly enough of a sacrifice. In a war, some of the first targets are suppliers, and i believe if we are taking a part we should be targetable, and I have no problem with that.

Perhaps a system where to craft this item the player must be overt, and inside a factional base.

To give neutral players all the advantage would be the exact opposite of what we are trying to do, which is to give Architects a part in the GCW. To make it appealing for us to be neutral would be to make us all businessmen, not patriots to our cause. Those who accept the risk of taking a side, should be given special abilities.

I don't see us crafting as a battle rages on around us, doesn't seem to make such sense to me, but if we are crafting factional items we should, in some way, be vulnerable, and it should last for more than a few minutes.

Just my two cents. I'm really excited about us taking a part in the GCW. I hope we can work out a system that makes the majority of us happy.



pizan, elder bounty hunter
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