Development Cycle Archive
Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game
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).
Message Edited by Flyinion on 02-02-2005 04:51 PM
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.
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.
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.
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
YAY for Pow Wows!!!!
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.
DeQuosaek wrote: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.
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.
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).
- 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
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
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.
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.