Development Cycle Archive

Thread: SWG Changes Part 3: GCW Occupation System

Darth_Meatloaf
Tue Feb 08, 2005 3:18 pm
#183

Awesome! Finally, a GCW that means something!

Of course, being a SW buff, I don't like the idea of Coronet being a constant rebel city. Corellia's populace was at best rebel-sympathetic, though the Diktat was overtly Pro-Imperial. Corella was CONTROLLED by the Empire, so I doubt heavily that the Imperial factions on Corellia would leave the capitol city of Coronet in rebel hands. Had I any say in this new publish, I'd make Bela Vistal or Kor Vella the Rebel stronghold (Vella for proximity to the base, Vistal perhaps due to remoteness).
But....I don't have any say. Heck, these plans are likely already finalized, tested, retested, set in stone and scrawled into the forehead of every Dev.

Okay, that's my little SW nerd rant. Guess I should stop reading the EU so darn much.



-------------------------------------------------
Kalash Bakimar
[|] Lightsabers can be FUN! [|]
-
Ipseck
Tue Feb 08, 2005 3:18 pm
#184



Warryyr wrote:


Telakyte wrote:
So, basically if a town has friendly Special Forces standing around, an onleave individual gets scanned and turned Combatant, Special Forces just watch while he shoots all the neighboring guarding NPCs. So theoritically he and his partners have a field day in enemy controlled cities. Great....really great.

My thoughts exactly.

What fun is watching some people who got scanned (and their friends) smoke your controlled city of all NPC's? And being totally powerless to do anything about it?

I also think the complete and total LACK of consideration for non-combat players (crafters, entertainers, what have you) to be very shameful. We have no way to defend ourselves from all of this, and it sounds like not only will we be scanned, REINFORCEMENTS show up to give us even LESS of a chance to survive an encounter. I already pity the Armorsmith who makes a vendor run and gets ganked and all his new armor is slightly decayed.

I don't look forward to being a non-combatant in this new system of NPC gankfests. I ended up with negative CorSec faction for going up on the Corellian Corvette once. As it stands now, CorSecs shoot at me every so often, sometimes a few at once. Sounds like I'll get detachments of CorSecs ganking me if I step foot in Coronet Cantina and get scanned. WHAT FUN - can't wait to play some music in there!

What about the non-combatants? Is our new place in this game to just...die for past mistakes before this new system was put in place? Though faction standing was a factor before, it sounds like it's going to be a nightmare now. What a hoot for the non-combatant, and what little fun to have while just trying to make a delivery or run your business.

Sorry to rain on the Combat people's parade, but there are lots of us who can barely handle a CDEF pistol. Think what you want of us, but we're not Combat people, and before this change was announced, it seemed like a viable way to play SWG.






Sounds like you need a smuggler to run your goods.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
zerosk8tr137
Tue Feb 08, 2005 3:19 pm
#185

I like the idea....but have a few problems with it.

Firstly: Giving the major player hub on every server, Coronet, to the Rebels regardless of the GCW is ridiculous. On most every server the greatest concentration of malls and shops is in the area surrounding Coronet. Coronet is also the major area for both Doctor and Entertainer buffs. Simply handing the Rebels Coronet and the surrounding area seem as if it is shows a bit of bias. I would suggest having another city on Corellia as the permanent Rebel city.

Jedi: With Light Jedi being safe in their own cities and Dark Jedi being vulnerable in all cities, this again seems to show a bias. Though themeatic this is a crippling blow to anyone playing a Dark Jedi. I would suggest having both Light and Dark Jedi treated the same way.

Base Count: The way the system has been proposed gives any server who has a vastly different population of one faction over the other a distinct advantage. Granted we have not seen statistics for such in quite some time, but using older numbers lets take Naritus. On Naritus there has always been a 60/40 Rebel/Imperial split. Given that each character is only ever allowed to place 3 bases, lets assume that there are 100 total players on Naritus. With the proposed system Rebels will be able to place 180 bases where as the Imperials will only be able to place 120. The spread between these numbers obviously becomes greater as the total population increases. This means that the Imperials on Naritus will have to work a good deal harder to control any of the planets. For this I would suggest that in the equation for planetary control something be added like this: (# of Factional Bases)x(Amount of Time Placed)/(# of Possible Factional Bases) = #. Then compare the two final numbers....and go from there.



~Cypher~
Master Smuggler/SC Mall Manager~ Naritus Galaxy
ALLIED CORELLIAN RESOURCE AND INDUSTRIAL DEVELOPMENT

[SC Mall Rules & Application Process]


Obed
Tue Feb 08, 2005 3:21 pm
#186






Ruh wrote:


due to something Obed said a bit back,







Look at me, I'm famous!




Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
LaughingWolf
Tue Feb 08, 2005 3:23 pm
#187

Calandryll said:

The neutral police forces are loyal to the faction that controls the planet and some will conduct scans of passers by. The police will be searching for contraband such as illegal spices and sliced weapons (regardless of faction) or enemy faction players (Rebel or Imperial) and will fine or attack as appropriate. Running away from a scan will continue to have the same effects (loss of faction). High ranking members of factional armies will be safe from scans if their faction controls that planet.

Just a clarification request, one that change completly the picture from the Smugglers point of view.

Wich one of thoses scenario will happen?

1- Neutral police scan everyone, regardless of faction and rank. If I am a Rebel Colonel in a Rebel controled city, I won't be scanned by Rebels troopers but CorSec might scan me.

2- Neutral police never scan high ranking officer of the faction controling the planet. If I am a Rebel Colonel in a Rebel controled city, I am never scanned.


Mmm just another question, since now there will be faction scan as well as contraband scans.... Will the scan avoidance bonus of the Smugglers only apply for the contraband, or will it apply for the faction too? (thinking the former more likely while hoping for the latter )

Thanks!



LaffyWolf'ya - Master Smuggler / Master Pistoleer / Rebel Colonel

Fresh out of witty signatures, sorry.
Trean
Tue Feb 08, 2005 3:23 pm
#188






Calandryll_SOE wrote:






Initially Tatooine, Corellia, and Naboo will be affected by this system.







Yeah it all sounds good, besides the part I quoted. I live on Lok, breathe lokian air, and do a majority of my everything on Lok. What is the point in putting in this for three planets when their are 10. You alienate a vast portion of your player base by doing this as all those bases on Lok, Talus, Rori, and Dantooine do not count towards anything whatsoever. You are attempting to add motivation for players to drop bases, and go destroy other bases. I don't want to drop a base on the main planets, I don't do barely anything on the main planets.


Stop alienating the player base that occupies the other 4 inhabitable planets and start working on something that benefits us all.



Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

Inamalcus
Tue Feb 08, 2005 3:25 pm
#189

Can I safely assume that a 'citizen' who is registered as an imperial or rebel pilot is still simply a 'citizen' and not part of the ground war?



-I think ribbons are pretty.
IndySWG
Tue Feb 08, 2005 3:27 pm
#190






Warryyr wrote:





Calandryll_SOE wrote:





Ko-aIri wrote:
Mr. Hanna,

Since you're monitoring this thread at the moment, I was wondering if possibly you could comment on this item related to what you just posted:

Back before Publish 9, Jedi had a limited, random ability to avoid a crackdown scan based on how advanced they were. Once they hit Padawan in the old system, a scan was basically guaranteed to be avoided with an automatic mind trick.

Jedi avoiding the scan, part 1
Jedi avoiding the scan, part 2

Those screenshots are my Jedi, then an Initiate, doing the auto-mind trick. It was one of the coolest things for immersion that happened in all my gaming experience.

Since publish 9, Jedi lost this ability. With the advent of these new GCW changes, there has never been a more compelling time to ask for this ability to return.

Perhaps either a Jedi could automatically do it (like the old system) based on how many skill points are invested in Jedi skills (i.e. a % chance to avoid a scan)... OR the useless Master Force Powers skill "Jedi Mind Trick" could be modified to be a shield or reactionary ability that would enable a Jedi to avoid the scans.

This would be immersive, true to the movies, and a way for Jedi to stay clandestine while traveling.

I thank you for your time and I eagerly await any comment you have. Thank you!





We are looking into this.



Wow, cool! I remember hearing of Jedi doing the little mind trick (never saw pics of it so THANKS Ko-alri!). That'd be a lot of fun to see stormtroopers and such get the good ol' Jedi Mind Trick.








I remember the first time my jedi did this ... I wasbabbling uncontrollably like 7 year old who got a new puppy. I started calling my friends who played but all they heard was " omg omg omg omg that was so cool" and some nonsense about mind tricks =D


It really was very good for immersion. I hope this ability stays with the jedi if only for that reason.





Korin Sterling - Master Smuggler / Master Musician - Ashla's Wing Part: [1][2]
Perfection City, Lok, Lowca [About Perfection] | [Vendor Directory] | [Forums]
Perfection ... it's not just a state of being ... it's a destination!

DeQuosaek
Tue Feb 08, 2005 3:28 pm
#191

Absolutely amazing! Superb work! I can't wait for these changes.


And this is all before and in addition to the CURB.


Keep up the good work! Thank you!




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."

Jupal
Tue Feb 08, 2005 3:31 pm
#192






Calandryll_SOE wrote:





Ko-aIri wrote:
Mr. Hanna,

Since you're monitoring this thread at the moment, I was wondering if possibly you could comment on this item related to what you just posted:

Back before Publish 9, Jedi had a limited, random ability to avoid a crackdown scan based on how advanced they were. Once they hit Padawan in the old system, a scan was basically guaranteed to be avoided with an automatic mind trick.

Jedi avoiding the scan, part 1
Jedi avoiding the scan, part 2

Those screenshots are my Jedi, then an Initiate, doing the auto-mind trick. It was one of the coolest things for immersion that happened in all my gaming experience.

Since publish 9, Jedi lost this ability. With the advent of these new GCW changes, there has never been a more compelling time to ask for this ability to return.

Perhaps either a Jedi could automatically do it (like the old system) based on how many skill points are invested in Jedi skills (i.e. a % chance to avoid a scan)... OR the useless Master Force Powers skill "Jedi Mind Trick" could be modified to be a shield or reactionary ability that would enable a Jedi to avoid the scans.

This would be immersive, true to the movies, and a way for Jedi to stay clandestine while traveling.

I thank you for your time and I eagerly await any comment you have. Thank you!





We are looking into this.





Whilst on the subject of Jedi, I am not sure if anyone has brought this up as I just scan read Cal's replies to issues raised, but would it be possible to implement an option for current Jedi "in training" to get a new trainer before this is implemented. The reason I ask is I have a high ranking rebel toon who has got his trainer located within Theed. From reading one of the replies about Theed always being and remaining under Imperial control this is going to make it incredibly hard for my toon, who is currently being forced to visit Theed, to go and get trained without getting scanned and then having the Imperial might brought down on him.


I am sure I am not unlucky enough to be the only one in this situation, although quite possibly a minority, I can see the possibilty of never being able to get trained dependant on how diligent the scans are in these faction controlled cities.
Darka-ce
Tue Feb 08, 2005 3:31 pm
#193

Hello all,



I guess I don't understand how the "occupation" would grieve the crafter. Let's look at it in these two lights. First, the typical crafter/merchant is interested primarily in profit and therefore wouldn't be or at least shouldn't be affected by the occupational forces, assuming that this crafter is neutral. My alt is a Master Architect/Master Dancer and NEUTRAL. I have no interest in chosing sides for this VERY reason. I do not want to prohibit any potential customers based on MY faction. Secondly, if a crafter is factionally aligned it is a DIRECT result of actions YOU chose, therefore you must now live with the consequences of your actions. This is BY DESIGN. Any manufactorer who has ever been aligned with one side in any war, has been subjected to retaliation by the opposing side. So let's say if you are an Imperial Weaponsmith, it would naturally be assumed that you are "in league" with the Imperials and thusly, be subjected to some unpleasant consequences by the Rebellion for "providing aid and support to the enemy", yes? I mean, does it make ANY kind of sense to have a factionally aligned crafter IMMUNE from search, seizure and possible attack by the other side in an enemy city? If you want "diplomatic crafter immunity", then don't chose a faction. How simple can this be? If you chose to be a Rebel, regardless of your profession, you are a Rebel and can be placed in danger in an Imperial controlled area. There shouldn't be any "Yeah, I'm a bad guy, buy I only knit sweaters" immunity. Faction allegiance is a (in game) ideological CHOICE. It's about time that we have REAL and dynamic results FOR our choices. In WWII, didn't the allies bomb munitions factories in Germany? I'm quite certain the allies weren't interested in stopping simply because those who were making the guns ran out and said "Hey, don't attack us, we can barely defend ourselves with our CDEF pistol"


To those crafters who feel that they have no part in the GCW, you are wrong. By chosing a faction, you immerse yourself INTO the GCW as a support player for one side. For those crafters like myself, who do NOT want part in the GCW, then you should remain neutral, and thus, would not be subject to any ill by either side. Crafter non combatants chosing sides have no cause to grieve if they are scanned, outted and attacked. YOU chose a faction side, and must now suffer the consequences of your choice. To the person who mentioned negative CorSec standing by taking the Corvette mission? You chose to go, you knew the potential negative outcome, now you must deal with the consequences. Do not ruin the "feel" of the GCW simply because you cannot live with the results of your actions.


Darka'ce





______TK-99______
Stormtrooper

"Greedo did NOT shoot first !"

IndySWG
Tue Feb 08, 2005 3:34 pm
#194






Cassiopeia_Suthorn wrote:
The whole Jedi system is so messed up and just because the designers could never come clear with a concise background and some new ideas instead of just hanging onto what little background the movies give.

It just makes absolutely no sense that Dark Jedi Knights are forced to fight openly for the Empire but at the same time are hunted by the Empire. Who the hell comes up with such a lousy design?

Cassie




Actually the problem is not that they stuck with the background the movies gave the problem is that they stuck with the limited background the game had implimented.


jedi factions should not be imperial / rebel. They should be light/dark (two completely seperate jedi-only factions). Light Jedi should have the option of joining rebel faction as well (but not imperial). Dark Jedi shouldn't be able to join a GCW faction but rather the dark-jedi faction would be enemy to both.





Korin Sterling - Master Smuggler / Master Musician - Ashla's Wing Part: [1][2]
Perfection City, Lok, Lowca [About Perfection] | [Vendor Directory] | [Forums]
Perfection ... it's not just a state of being ... it's a destination!

Rissen
Tue Feb 08, 2005 3:35 pm
#195






GlanocRunningstrider wrote:



Sounds like an ideal use of either the LUCK or PERSUASION FS branches to me!!





aren't they locked into the fs trees tho? seems like it would be telling current and in progress jedi they are SOL to make that part of the unchangeable part of their templates?



FELON
NOW RECRUITING IMPERIALS AND NEUTRALS ON BLOODFIN
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