Development Cycle Archive

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

Rothin
Wed Feb 02, 2005 5:43 pm
#183

Absolutely great changes guys. Keep it up!



Rothin Skyshrine

Retired Galactic Senator
Former Player Association Correspondent
"A people that values its privileges above its principles soon loses both."

DND_Cas
Wed Feb 02, 2005 5:47 pm
#184

I've already talked about my immersion "gripe" in the other thread so I won't repeat it here.

Its also good your giving pve and pvp factional players something to do

However I honestly think all you've done here is to ostrise pvp players more from the rest of the player base. The "token" "significantly more important" part you gave us with this new base system amount to absolutely nothing like what the pvp community needs. What it "needs" more than anything else in the world is to have a "commodity", a purpose, that the rest of community wants, needs and asks for.

The general player base should need pvp actions as it needs crafting actions, hunting actions, mining actions, entertainer actions and pve actions. At first glance this system does nothing to redress that problem meaningfully.

Unless you have something else up your sleeves (and I accept that could be the case so I apologise in advance if you have) all your suceeding in doing is spliting the two playstyles from each other. Sure we'll both need crafters and healers but there is nothing linking the two combat playstyles. Nothing a pvp rebel will need from a combat pve rebel and nothing a combat pve rebel a rebel pvp'er.

Please can we have a dialog with you guys about this because from all the documents, quotes and posts I see you havn't even identified this as a problem yet. It is a HUGE problem both from an immersion point of view (combat rebels helping combat rebels) and from a community point of view (pvp's being useful to the community at large).



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Flyinion
Wed Feb 02, 2005 5:49 pm
#185


woops, should have gone in the TEF thread instead

Message Edited by Flyinion on 02-02-2005 04:51 PM



------------------------------------------------------------------------------------------------
Mekar: Jedi Padawan, future Master Enhancer, demoted to the lowest Rebel rank after an incident involving a JSF and an Imp recruiter

Proud member of the "Village of the Damn".......as in "Damn I only get 30K of FS for a million regular?"......."Damn that's a lot of XP".......and of course "Damn this commute sucks!!"
Khristen
Wed Feb 02, 2005 5:50 pm
#186






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.





I cannot explain how happy it makes me to see this being acknowledged in an official way. Many, many thanks for this--and all--of the changes going on!



A suggestion I have in regards to the PvP players (or "owners" of PvE bases) upset that they cannot help against PvE players: Allow for a faction ability to call in NPC reinforcements. The higher rank you are, the more reinforcements you can call in. This would allow faction players to contribute to PvE defenses without opening up PvP to those who choose not to play that way.







| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
DeQuosaek
Wed Feb 02, 2005 5:59 pm
#187







DND_Cas wrote:

However I honestly think all you've done here is to ostracise pvp players more from the rest of the player base. The "token" "significantly more important" part you gave us with this new base system amount to absolutely nothing like what the pvp community needs. What it "needs" more than anything else in the world is to have a "commodity", a purpose, that the rest of community wants, needs and asks for.

The general player base should need pvp actions as it needs crafting actions, hunting actions, mining actions, entertainer actions and pve actions. At first glance this system does nothing to redress that problem meaningfully.



Well, we need PvP players to defend bases. They are the only oneswho can defend both PvP basesand PvE bases. It affects us now since we will benefit or suffer from the tides of the planetary faction balance.





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."

TK-132
Wed Feb 02, 2005 6:03 pm
#188

No offense but there is no point of placing bases that can just be easily be destroyed by your enemy.

If you want them to only be guarded by NPCs then have them be capturable. That is PvE, and PvE that can last and make it seem worth while. There is no point in placing a base that is for the purpose of having your own soldiers killed. Very in-logical, even if you are trying to make things "fun". There also vulnerable all the time. I mean yeah they may count for winning a bit, but they are'nt going to last and they can easily become faction farms don't you think?

Now how will turrets work? If you can still donate them then the whole PvE thing can work cause you at least somewhat get to do something for defense. Also turrets need to be cheaper then. Unless they are automatically built in which will be rather unsual.

What about the destruction sequence? Will it still require professions for both PvE and PvP bases to be destroyed? Will PvE bases have high level NPCs too? Cause a swordsman with buffs and all can easily take out NPCs at a base and turrets since current bases will become PvE. Heck I can kill the NPCs at most bases, most do. Turrets are somewhat hard but without players conrolling them two people (sometimes one) can take em out.

If you do make PvE bases at the very least make them a cheap base version you can buy. So those of us who do not PvP don't need to rely on friends for bases. I would hate to go and get another base just so I can get two freebies.

Honestly I like the idea of PvE bases, but do not make them little important faction missions for the opposite faction.

So even if you ignore all my other ideas and I think there are others who feel the same, at least make them obtainable by those who are not Special Forces to do so on there own.

Any other information would stop some confusion as the previous post is a little to vague.

Message Edited by TK-132 on 02-02-2005 05:16 PM



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
DaanteCross
Wed Feb 02, 2005 6:03 pm
#189






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.








YAY for Pow Wows!!!!




Ethaan Cross - Light Jedi Knight
Daante Cross - Master Bounty Hunter/Pistoleer
HALO - Guardians of the Force
*******************************************
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My next action was /addignore
DND_Cas
Wed Feb 02, 2005 6:04 pm
#190



DeQuosaek wrote:


DND_Cas wrote:

However I honestly think all you've done here is to ostracise pvp players more from the rest of the player base. The "token" "significantly more important" part you gave us with this new base system amount to absolutely nothing like what the pvp community needs. What it "needs" more than anything else in the world is to have a "commodity", a purpose, that the rest of community wants, needs and asks for.

The general player base should need pvp actions as it needs crafting actions, hunting actions, mining actions, entertainer actions and pve actions. At first glance this system does nothing to redress that problem meaningfully.

Well, we need PvP players to defend bases. They are the only ones who can defend both PvP bases and PvE bases. It affects us now since we will benefit or suffer from the tides of the planetary faction balance.





As I read it you only need them to defend pvp bases which is what we do now anyway.

PvE bases can be destroyed by PvE'ers and if those players are PvE then PvP'ers cannot interfere. If a PvP'er attacks a PvE base then another PvP'er can attampt to stop them according to the PvP ruleset.

Basically PvE and PvP completely seperate. Unless of course I've missed something (which is entirely possible).



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
MisterLeebo
Wed Feb 02, 2005 6:10 pm
#191

Ok, just trying to figure out the rewards for playing this "Planetary Control Meta Game"; You receive faction for having bases up (cool)? Do you get a bonus to earned faction points or something for owning the majority of the planets (pretty cool too, kinda like SW Battlefields)? Either I skimmed too fast or it's something else to ponder on. . .



v Leebo v
Need someone whacked?
I can stuff them down their own Food and Chemical
Processing Unit and make it look like an accident...
BinaryGeek
Wed Feb 02, 2005 6:12 pm
#192

Very Cool TH can't wait to see itlive*thumbs up!*



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!

SWG REFUGEE FORUMS
TK42I
Wed Feb 02, 2005 6:18 pm
#193


Huzzah!...I believe this "small-ish" change from a code perspective will have a positive ripple throughout the player community.


As per some of the questions regarding the PvE bases:


Iunderstand completely why you would want to attack a PvE base with some friends. I think the part some people are missing iswhat would compel you to place a PvE base for the other faction to have fun? I just hope the PvE bases don't become like the Turrets in the current system. They are fun at first, but then become a pain to keep setting up. If a wild animal in real lifekeeps knocking down your fence, how many times are you going to put it back up?


What might help is if youmentioned some of the rewards you might get for having a "zone of control" or planet tilting towards your faction. Some ideas I would like to see. If you have a certain amount of PvE bases in range of a player or NPC city:



  • They would have factional NPC's walking around automatically

  • They would have flactional flags flying

  • Overhead NPC ships would match the faction who controls the zone (tie fighters or x-wings)

  • Mission terminals for that faction become more available

Keep up the good work,I just renewed my account for another 12 months.

Message Edited by TK42I on 02-02-2005 11:22 PM



Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

NilsMakaby
Wed Feb 02, 2005 6:29 pm
#194


RougeSmuggler wrote:

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



as has been mentioned by others, people need to stop thinking in terms of defending pve bases. that is not the idea. say you're out in the woods and see a small clearing; you drop a base and move on. that's it, that's all. since pve bases are vulnerable 24 hours a day, you couldn't possibly defend them all the time anyway... the reason to drop it is that pve bases won't show up on the planetary map (my inference, perhaps i'm wrong) so it could be days or weeks before someone finds it and all that time it will be generating "points" (for lack of a better way to describe it) for your side.

relax, enjoy. defend your pvp bases all you want, 3 hours worth every 2 days. but just hide your pve bases and hope they don't get found.

nils

Message Edited by NilsMakaby on 02-02-2005 05:31 PM

Vicotnik
Wed Feb 02, 2005 6:38 pm
#195






Handsnake wrote:






KapowBzapp wrote:

My sense from your first post is that overall planetary control brings benefits like lower faction cost, higher faction presence in NPC cities, etc. So the reason to place your free and expendable PvE bases, besides general fun, is that they contribute to your faction's overall strength on that planet while they last.

Is that correct? Seems like everyone wins.






It looks like you've nailed it.

Popcorn Bases (pvE) are going to be cheap (since they come 2 to a box with PVP Bases) and I hope they're cheap (like 300-500 fp cheap) if you buy them singly.



It would probably be even better if the "popcorn bases" were completely free, so that you could requisition a set number of such bases per month (depending on your rank with your faction). Seems like the PvE bases are just "consumables" that will enhance the Star Wars feel of the game, no real reason to have them cost more than some token FP.




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Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
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