Bio Engineer Archive

Thread: Slicing Cloning Facilities (Bio Eng fixes slice)

MissileToad
Fri Mar 12, 2004 2:45 pm
#1

Sounds like a solid way of griefing to me. This would tick everyone off except for the Smuggler.



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Lasombra
Sat Mar 13, 2004 1:29 am
#2


Also posted this in the open discussion for week ending 3-15.


Concept in a nutshell: Give slicers the ability to enter and slice the cloning facility terminals such that anyone who clones back to that facility suffers normal death wounds even if they paid to clone. Then give Bio-Engineers the ability to un-do the slice to repair the facility back to normal operation.


Pre-requisites:

+ Only applies to player made cloning facilities incities noted asImperial or Rebel.

+ Similar to base take downs, make is such that a sliced cloning facility has a limited window of opportunity (10-15 min) where a Bio-Engineer can fix the station back to normal operation. If fixed the slicer cannot make another attempt for a period of time (n min). If not prevented, the cloning facility is locked in and will give wounds for 1 hour.

+ A person who paid to clone at the facility suffers normal wounds while the terminal is sliced. People who did not clone but merely accepted it as the closest facility suffer 2x wounds.

+ Only affects people who die as the result of PvP combat (overt or TEF'd).Neutral or non-participating individuals who clone appear normally.

+ Only an overt slicer can slice the terminal, and likewise only an overt BE can undo the slice.

+ People who die are warned on the cloning selection box. The sliced facility would come up as "Closest/Pre-Designated Cloning Facility (sliced)".

+ Facilities cannot be deeded when a slice is underway or in effect.


Details:

In many cases a PA who has established a city may also have factional bases placed near the city. Invading these bases can prove extremely difficult given that members of the city can simply zerg the invaders continuously from the nearby comforts of their cloning facility, and suffer no consequence other than loss of buffs or overt status as the result. Loss of overt status then quickly becomes TEF zerging, and the situation degenerates from there.


Well now say that prior to your main invasion, a small strike force invades the city's cloning facilities to sabbotage their opponents defenses. That force slices the terminal, breaking the way the cloning facility reconstructs people, thereby creating a situation where if people try to zerg in defense, they can only suffer a few deaths before they're left with full black bars. The defending city has a set ammount of time to route the force before the vulnerability timer is up, The invading force now makes their way into the main base area and beings taking down the turrets and base defenses. The defending forces then must make a tactical, legitamate effort at stopping them, rather than simply throwing themselves at the invaders like lemmings.


Benefits:

+ Gives smugglers and bio engineers more to do in the GCW.

+Balanced for offense as well as defense. The benefits to slicing the facilities are obvious, but in doing so, you give the other side a heads up that something bad is about to happen.

+ Does not completely exclude multiple returns to the battle field... you can still choose to clone and take the wounds if you have some way to heal your own wounds. Professions like TKA (meditate) and doctors have a chance to shine as some of the few professions that can eat the loss (at the cost of some sit-out time) to return to the battle.

+ Offers more to do for anyone participating in city/base take downs rather than straight up base rushing.



Fatal Exception
Raven's Fury - STOP 0x0000000E
"You will plead me unrepentant" - Jaster Mereel


BlakeIeldan
Sat Mar 13, 2004 1:59 am
#3

In theory, it sounds good, but it will be used too much as a grief tool.



________________________________________________
Sralak Ieldan
DarkJurai
Sat Mar 13, 2004 8:36 pm
#4

Not to mention scamming. I have a lot of smuggler friends, and I requent many cities... I could have a friend slice the clones, and then charge people for fixing it for them.
Lasombra
Wed Mar 17, 2004 1:33 am
#5

I think you may have skimmed over some of the finer points with the idea of griefing-


+ Only affects people who die as the result of PvP combat (overt or TEF'd).Neutral or non-participating individuals who clone appear normally.


+ People who die are warned on the cloning selection box. The sliced facility would come up as "Closest/Pre-Designated Cloning Facility (sliced)".


With those two safety measures in place I don't see how it can be called Griefing. You are not forced to clone back at your sliced cloning facility if you see that it has been sliced, you can choose to instead clone at the next closest facility.


Also, it only affects players who die as the result of TEF or overt PvP death. You have a cloning facility in your town, which is not normally a PvE hunting spot, and if you are doing PvE, chances are you will not be Overt.So let's think about it. Why oh why would you be overt in your own town bound to your own cloning facility running around? Two reasons:


1. You just got back from doing faction missions, or PvP somewhere else, in which case it would take a rather bored individual to slice your towns cloning facility, and then kill you, just to "grief" one, single, solitary person who then takes a few moments to head to the cities med center or cantina and get cured up by another member of the town. Slicing a cloning facility without pending invasion becomes silly to do just to cause someone's wounds, as a griefer I can get a better result by simply camping people at a star port and killing them when they land before they have a chance to clone.


2. You are there, in large force, overt, on purpose, because players are invading your city. In which case it becomes warefare, not griefing. People who are neutral and using the cloning facility on PvE death take no effect, but the townsfolk who want to try and "zerg" their attackers no longer have free reign to cash in as many deaths as it takes to win, which is the key point ot the idea. They already nerfed item decay on PvP, so for a defending force with a cloning faclity nearby, there is absolutely no risk.


Forcing wounds on death for the defending team really achieves one key ideal... it puts the attackers and the defenders on the same playing field when it comes to death. As an attacker I am more than likely far away from home, and I will more than likely not have time to clone at the enemy's cloning facility before dying, so therefore, if I die invading a town and I simply accept the nearest cloning facility so I can get back out there ASAP, I just cost myself effectiveness due to the wounds I take.


But the home team should have an advantage, right? They still do. As I noted, people who have cloned take normal wounds, but those who did not take double wounds. So guess what happens to that invader you killed who wants to jump right back into the fray and use your sliced cloning facility as the launch pad? His zerging effectiveness just went down significantly.


See the idea here is not only to give Smugglers and Bio Engineers something more to do, it is to attempt and correct the problem with defensive zerging that occurs in 99.999999% of PvP town or base invasions. It is not legit to have a system where the defenders have NO penalty for being defeated on the battle field, other than losing their overt status, which, grouped with a feigned smuggler, actually gives them MORE of an advantage by exploiting TEF to get free shots the next time they run out.




Fatal Exception
Raven's Fury - STOP 0x0000000E
"You will plead me unrepentant" - Jaster Mereel


Lasombra
Mon Apr 19, 2004 4:48 pm
#6

bump for old time's sake



Fatal Exception
Raven's Fury - STOP 0x0000000E
"You will plead me unrepentant" - Jaster Mereel


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