Development Cycle Archive

Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game

Aristoi
Wed Feb 02, 2005 4:29 pm
#131






Thunderheart wrote:




Turrets will be PvE, though it is a complex system and we'll need to get lots of feedback while these changes are on Test Center.








It's rather simple really, we've suggested it before. Make turrets placed with PvP bases only vlun when the base is. Turrets placed with PvE bases are fair game 25/7.



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Samath
Wed Feb 02, 2005 4:29 pm
#132

How do Jedi fit into this new model? Are knights still forced to PVP?



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Handsnake
Wed Feb 02, 2005 4:30 pm
#133







Arialias wrote:

Ok Im am IMperial and I buy 1 PVP base and I will get 2 PVE bases. What will the faction of these PVE bases be?







Might be nice to get 2 Rebel PVE bases for purchasing 1Real Imperial PVP base, perhaps as an option so we can drop it and kill rebels on a nice evening.


Message Edited by Handsnake on 02-02-2005 04:31 PM

Message Edited by Handsnake on 02-02-2005 04:32 PM



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soal-farous
Wed Feb 02, 2005 4:32 pm
#134

i think that the bases themselves need a nice re-doing. the rebel bases can stay the same, just take away some of the banners outside and try and disguse it a bit. the Imperial bases should be all above ground and really big (increasing in size with each level as normal). The imp bases should have lots of banners and maybe big statues and landed shuttles and stuff.


is there any plans on changing the appearances of the current bases?



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Gouta
Wed Feb 02, 2005 4:32 pm
#135

Wow, as I said earlier 2005 looks to be a great year for SWG. Good work guys keep it coming...
Nemesix
Wed Feb 02, 2005 4:33 pm
#136






Aristoi wrote:





Thunderheart wrote:




Turrets will be PvE, though it is a complex system and we'll need to get lots of feedback while these changes are on Test Center.









It's rather simple really, we've suggested it before. Make turrets placed with PvP bases only vlun when the base is. Turrets placed with PvE bases are fair game 25/7.




Yeah this is the way it should be...if i place turrets on my pvp base i definitely dont want some punk that is covert with a hammer killing my turret while i have to sit and watch because he is now protected




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Warryyr
Wed Feb 02, 2005 4:35 pm
#137

Fantastic stuff, this will add a lot of dimension to the GCW.


Will Entertainers still be able to heal/buff inside of these bases? Both PvE and PvP? I know that the current system has different sized bases, and the detachment headquarters (i think) had a nice area in the bottom, like a lounge. Will the new PvE and PvP bases be set up like detachment hq's?


Also, what are the chances that a PvP-enabled Musician or Dancer could provide a longer buff? You know, as a bonus tohelp defend the base? I thought I recalled talk of a factional bonus for overt (or PvP-enabled in the new system) Entertainers, but I don't think it works.


Keep the good stuff coming, and thanks!

Praeses
Wed Feb 02, 2005 4:38 pm
#138



silversaber wrote:


Praeses wrote:


SOETyrant wrote:


MadDog36 wrote:
my suggestion on the PVE base would have to be something to the effect of if you are within 32 meters of an enemy shutdown terminal for more than 5 minutes, you are turned PVP (special forces). This will allow players that are PVE to contribute to defeating NPCs of the opposite faction, but not participate in the base destruction sequence.
There has to be some type of player way to defend the base besides the NPCs. Having 5 players that are all combatants (PVE) go into a base, whipe the place clean, then destroy the base while the you just sit there with nothing to do (since they are unattackable by PVP-special forces), is not so good.


We are not forcing people into PvP anymore. It is a playstyle choice that people should make, not have it forced on them.

PvE bases are there for PvE players, and are defended by NPCs, not players.







Then make it so that PvE bases dont acount towards the 3 base limit or give it a seperate PvE base limit. No one is going to sacrifice one of their 3 base lots to go to a base that they have no way to defend.


I think the origional post stated that bases no longer take uplots.




Your correct, my reference to the "3 base lots" was the 3 base limit per player they are giving us. Why waste the 3 base limit to drop a PvE base that doesnt really benefit you, doesnt give you any real action, put PvE bases on a seperate limit.



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RedSpawnBravado
Wed Feb 02, 2005 4:40 pm
#139






Thunderheart wrote:




GCW Tracking

We now have a global tracking mechanism for planetary GCW conquest. This tracking system works for each individual planet. This score will be modified by placement of factional bases, both PVP and PVE. Based on who is winning the factional conflict per planet, faction point costs and the faction presence in cities will change. Planetary control status can be read by civilians using a "news net" terminal that will be placed in some starports. Factioned players can find out what's going on in the war by "talking" to a faction recruiter, who will give them updates.



  • Existence of a PvP base counts significantly higher towards planetary control than a PvE base.





  • Great ideas!!!


    Questions though please...


    What kind of perks do they get for leading the war of the planets? Sure it'll show up in the system and a few more FP for that cities terminalsl, probably lower the costs of bases and have NPC stormies or Rebels running around in the Major cities, but what does the player get in return as well for succeeding in planetary domination or at least controlling more of the planet? AT-AT's maybe for the PVP's? Some other kind of perk to later be disclosed or what? Still think this seems like a good idea (adds a feeling to the game for the GCW definitely), but seems kind of like an endless chess match if nothing is really going on. Players like substance... Not just more NPC's to cause lag.




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    Petra-MYTH-
    Wed Feb 02, 2005 4:41 pm
    #140






    Thunderheart wrote:





    Memnoch127 wrote:



    Thunderheart will Faction Turrets still be Vulnerable 24/7 or will they only be vulnerable when the actual base itself is vulnerable?





    Turrets will be PvE, though it is a complex system and we'll need to get lots of feedback while these changes are on Test Center.



    Are you saying PVE enabled characters can attack a PVP base's turrets, and PVP enabled players or anyone, wont be able to do anything about it?










    Yogol
    Wed Feb 02, 2005 4:43 pm
    #141






    JemyM wrote:





    SOETyrant wrote:
    We are not forcing people into PvP anymore. It is a playstyle choice that people should make, not have it forced on them.




    As a light PvE jedi I kinda wonder if this new vision will ever include me



    Same here. But I guess that they're right in ignoring us for now, there aren't alot of PvE Jedi. The focus should lie on PvP for the moment, because if they don't get PvP right this time, the game is dead.




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    Swashbuckler
    Wed Feb 02, 2005 4:44 pm
    #142



    Thunderheart wrote:


    JBrad95706 wrote:
    Outstanding!
    Silly question (I think I missed it while reading over all the cool stuff) when does this take affect ???

    These changes will be on Test Center in a couple of weeks-ish.








    You mean this is not part of the combat upgrade? We get this too?


    Anyway, the new faction-system makes more sense after reading this part. Luckily. It'll be exciting to see how this all developes and most of all what perks will come with planetary control. And on that: Will planets be biased when this system sets in? Like Corellia having more rebel activity and Naboo more imperial, being the Emperors holiday spot and all?



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    Thunderheart
    Wed Feb 02, 2005 4:47 pm
    #143

    Does this make more sense?


    Base Defense


  • PvE Bases are defended by NPC's



  • Kurt "Thunderheart" Stangl
    Community Relations Manager
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