Development Cycle Archive

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

DeQuosaek
Wed Feb 02, 2005 5:24 pm
#170






RougeSmuggler wrote:





DeQuosaek wrote:

I thought for a moment that it might be neat to have NPCs come and raid your PvE base. In fact, the first thing that came to mind was that it would be an entirely PvE thing where you would only defend it from PvE enemies, but I can see how that wouldn't really work out in the long run...


It just seems like PvE players will befrustrated when any bases they place will be pretty quickly consumed by their stronger PvP counterparts while they stand by helpless to defend it.





I don't get you. Will PvE players not be frustrated when other PvE players come in and destroy their base?

Um, not so much, since they can actually shoot them and defend the base. <--- scratch that

That is the nature of dividing up the GCW into PvP and PvE, players can now affect you and you just get to stand by and watch, have fun.


Eh, I'm not complaining, just stating what I forsee happening.


-red






Message Edited by DeQuosaek on 02-02-2005 04:49 PM




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Abyssdame
Wed Feb 02, 2005 5:24 pm
#171






Thunderheart wrote:





Black-Sun wrote:

This is going to be so tight when it comes to live



You will be able to see this on Test Center in a couple of weeks-ish. Stay tuned for Tggs TC announcements










TH, I need to know, what about current Turrets? Are they being changed? I have been buying them as I was planning on creating somewhat of a battlefield (Imp bases and Rebel bases mixed) for people to come have fun at our city. Are those turrents I have been collecting going to be useless?



Rebelion Colonel

Master Creature Handler*Master Rifles*Master Architect*Master Medic*Master Combat Medic*Master Fencer*Master Artisian*Master Carbineer*Master TKA* Master Merchant*Master Politician*Master Musician.

All on Bloodfin The Ultimate Server!!

SianGali
Wed Feb 02, 2005 5:25 pm
#172






Warryyr wrote:

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!




Correct, there was supposed to be a 25% bonus if you were overt and mind buffed an overt member of your faction. It hasn't ever worked though.




(Asania.)___(DfR)____(Sian)
.NN

Adalie
Wed Feb 02, 2005 5:27 pm
#173


HI TH! This is awesome.


Here is my feedback. I love how we can pretty much take over planets now. But heres the thing

Whats the point for players to do that?

Like...the cities will have factional NPCs but that doesn't matter to most people. So what other rewards are there?


Some ideas...


  • Bonuses to faction members on their faction planet. Like maybe they fight a little better cuz of "homefield advantage." You could use the code for cities with strongholdbut decrease it to 10% better defense for faction members fighting on their faction planet.

  • Leaderboards or something to show who the most active GCW participants are..like the people that destroy bases the most.

  • Increased faction points for faction members on their faction planet.

  • On the starport galaxy view people see when travelling, maybe you could have a rebel or imperial insignia next to each planet so people know who owns it.

  • Maybe have a certain base that can only be placed after a faction owns that planet and require it to be destroyed before a faction can take control of the planet. There would only be one of these per planet. This would really centralize pvp on that planet leading to some big great battles.

hehe, anyways awesome changes!

Message Edited by Adalie on 02-02-2005 04:28 PM



(gggggggggggg9XWnnn[[[[ADALIE[[[[nnnWX9gggggggggggg)
Dark Legends
Super Evil Dark Jedi Princess of Lowca! (cancelled)


RougeSmuggler
Wed Feb 02, 2005 5:28 pm
#174






DeQuosaek wrote:





RougeSmuggler wrote:





DeQuosaek wrote:

I thought for a moment that it might be neat to have NPCs come and raid your PvE base. In fact, the first thing that came to mind was that it would be an entirely PvE thing where you would only defend it from PvE enemies, but I can see how that wouldn't really work out in the long run...


It just seems like PvE players will befrustrated when any bases they place will be pretty quickly consumed by their stronger PvP counterparts while they stand by helpless to defend it.





I don't get you. Will PvE players not be frustrated when other PvE players come in and destroy their base?

Um, not so much, since they can actually shoot them and defend the base.

That is the nature of dividing up the GCW into PvP and PvE, players can now affect you and you just get to stand by and watch, have fun.


Eh, I'm not complaining, just stating what I forsee happening.


-red












Heh, we still don't get each other yet. You can't defend your base from other players, whether they consider themselves PvP or PvE, because they are players. And the point of PvE bases is to have the attacking Players attack the NPC defenders without fear of other players interfering.


-red

Message Edited by RougeSmuggler on 02-02-2005 04:29 PM

Sc0rPs
Wed Feb 02, 2005 5:29 pm
#175

Nice but a bit confused for the PvE bases.


Are you saying I can destroy an Imperial PvE base?? I can fire on my own troops???



Where's the Star Wars!?

GCW Wish List!


Proof the Empire is the good guys!

Colonel Galdwin
DroidEngineering
Wed Feb 02, 2005 5:29 pm
#176

thank you
Abyssdame
Wed Feb 02, 2005 5:32 pm
#177






Thunderheart wrote:





MisterLeebo wrote:





NasherUK wrote:

Hmm I dont like the idea that people can attack your PVE base while not PvP enabled and destroy it, while you have to sit back not able to be anything.






PvE bases apperently are meant to be expendable. Don't expect them to take the arm and a leg it takes to plant a base now, since they're handed off for free with the PvP bases they'll be abundant and constantly changing places. If PvE bases weren't destroyed easily, than the GCW would basically be set by whoever's side gets the most bases out in all the prime spots first since they wouldn't go away.


I'm choosing to look at PvE bases in the same light you restock supplies, "Ooh, low on Vasarian Brandy, gotta buy another crate of that. While I'm at it I'll put up another PvE base and do my part for the GCW this week." Don't get too emotionally attached to them.



Yes - PvE bases are meant to come and go. The purpose is so that everyone can have fun shooting stormtroopers and rebels











So are they going to be much cheaper than PVP and current bases? If they are that easy to blow up they can't be as expensive as they are now. Its been a dream for me to create a huge PVE battlefield in my city. Please tell us if they are going to cost less fp to buy.


Thanks




Rebelion Colonel

Master Creature Handler*Master Rifles*Master Architect*Master Medic*Master Combat Medic*Master Fencer*Master Artisian*Master Carbineer*Master TKA* Master Merchant*Master Politician*Master Musician.

All on Bloodfin The Ultimate Server!!

Fingolfin-
Wed Feb 02, 2005 5:32 pm
#178

Will citizens on a planet recieve extra benefits for having that planet in their faction's control? I think it would be neat for players to feel a special urge to win their home planet.



Fingolfin
Leader of DM
Imperial TIE Ace - Storm Sqaudron
Terrantal
Wed Feb 02, 2005 5:34 pm
#179



KyleKnox 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.

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




How does this statement resolve with the forced PvP of jedi BH missions (even against non-Knight PvE jedi) and the forced Permaovert status for Knights. If the answer is "Jedi are forced to PvP still", then essentially, you ARE STILL forcing people to PvP...





Every Jedi knows that he becomes part of a PvP system the minute he decides to start the Padawan Trials. As such, you CHOOSE to PvP. Allowing Jedi not be hunted down would take away the point of the entire BH-Jedi system as it is. And yes, I am a Jedi myself.

As for these changes, I love them. Great work devs! But before I run off to grind faction points, what would happen to a Rebel Colonel "On Leave" that is scanned for contraband by an imperial trooper? Does he have the risk of being turned into a PvP-disabled state? I sure hope so or you would take away a large part of the risk of being a rebel.



New signature coming soon (I am so lazy)
RedDragon133
Wed Feb 02, 2005 5:35 pm
#180



Thunderheart wrote:


dashbarron wrote:

Is it part of the GCW revamp? Or something seperate too?

Nope, just a little love.

A small group got together and brainstormed with the goal of making a smallish change under the hood that would have a big, positive effect.







so GCW revamp might be even bigger??????

/faint
Adalie
Wed Feb 02, 2005 5:38 pm
#181

More ideas...


higher ranks for people that participate in PvP to get more people out there doing it!

Like right now, you can't gain any higher rank once you're a colonel.


So make some higher ranks, but only allow them to be awarded after a person has participated in successful base raids! These higher ranks wouldnt cost any imperial faction but just base raiding xp.


Make some factional clothing that these higher ranks could wear as a reward. Like we jedi get cooler jedi robes the higher rank we get. Maybe you could do the same with faction clothing for normal people to.

Or offer badges for unlocking certain ranks.


just ideas..



(gggggggggggg9XWnnn[[[[ADALIE[[[[nnnWX9gggggggggggg)
Dark Legends
Super Evil Dark Jedi Princess of Lowca! (cancelled)


DeQuosaek
Wed Feb 02, 2005 5:38 pm
#182






RougeSmuggler wrote:



Heh, we still don't get each other yet. You can't defend your base from other players, whether they consider themselves PvP or PvE, because they are players. And the point of PvE bases is to have the attacking Players attack the NPC defenders without fear of other players interfering.




D'oh! I already let the new system screw me up. Of course PvE players can't attack each other! That's where my logic was gettig hung up. I was thinking about it wrong, but I really do get it.


It almost encourages more PvP since you could defend your PvE bases from other PvP players if you went SF. (might as well start callingSpecial ForcesSF now and get it started) You just couldn't defend it against PvE players.


I see how it's just basically a new toy for PvE people, and I think it's great!




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

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