Development Cycle Archive
Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game
DocSavag
Wed Feb 02, 2005 6:47 pm
#196
NilsMakaby wrote:
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.
nilsMessage Edited by NilsMakaby on 02-02-2005 05:31 PM
Exactly! The point is to find places to put them where they won't be found. The point from the other side is to find them and destroy them. The longer yours is up the longer it counts in the GCW score. So the idea isn't defending them its placing them..and finding the ones placed by your enemy.
WiskeDarkmoon
Wed Feb 02, 2005 6:51 pm
#197
This is some truly awesome news! Even better than the TEF removal 
Keep up the great work. Some really great work lately by all the staff
Keep up the great work. Some really great work lately by all the staff
OdiousEncounter
Wed Feb 02, 2005 6:55 pm
#198
If this is considered a "small change", then... I simply don't know what ot say. Even as a major change this is wonderful.
[Edit]: D'oh, posted my TEF questions here. Too many good changes to keep track of!
[Edit]: D'oh, posted my TEF questions here. Too many good changes to keep track of!
Message Edited by OdiousEncounter on 02-02-2005 05:57 PM
Datow_Cetifi
Wed Feb 02, 2005 6:58 pm
#199
wow thats awesome!!! cant wait to play again as soon as my pc gets fixed
Handsnake
Wed Feb 02, 2005 7:16 pm
#202
DocSavag wrote:
Exactly! The point is to find places to put them where they won't be found. The point from the other side is to find them and destroy them. The longer yours is up the longer it counts in the GCW score. So the idea isn't defending them its placing them..and finding the ones placed by your enemy.
Could I venture a suggestion?
First, I agree with how it will shake out. BUT - Imagine if PVP players could, once or twice a day for a Popcorn base, spend say, 100 faction on a reinforcement squad if they see it attacked. That'd reward PVP players and allow a bit more starwarsy feeling.
They could do it via the base's NPCs, a terminal inside the base, or best - by using a pre-purchased comunit (costing like 100 - 500fp) that allows the player to call in reinforcements for a base under attack. Seconds later a Lambda shuttle appears with a squad of Stormtroopers. The comunit self-destructs.
Higher ranks say, would be allowed 1. more powerful reinforcements, or 2. more reinforcement comunits able to be used per day per location.
By this method, pvp players would be valuable, able to contribute to the conflict in a way that doesn't involve actual combat with someone who does not enjoy it, reward higher ranks, and increase immersion.
On the other hand, for PVE Imperial colonels(for example), they would use the same method to safely call in NPC reinforcements for their PVP friends defending a PVP base. It would include them in the conflict as well, keep both PVE and PVP high ranks valuable, and be immersive too. PVE people would be able to help out for base defense in a safe, controlled fashion that would be valuable.
How's that for some further suggestions?
Message Edited by Handsnake on 02-02-2005 07:18 PM
SilentSlayer
Wed Feb 02, 2005 7:19 pm
#203
So why would I want to purchase a PVE base that's vulnerable all the time and I can't defend? I assume most of these will come as freebies from the PVP bases? Unless the PVE bases are cheap, I don't see a reason to buy them by themselves.
Staan
Wed Feb 02, 2005 7:21 pm
#204
Buy a cheap PvE base and place it in a secret location for planetary control points.
Its a cheap easy way to get planetary control.
Thats why PVE bases exist.
Its a cheap easy way to get planetary control.
Thats why PVE bases exist.
Gatgatsugatling
Wed Feb 02, 2005 7:23 pm
#205
Are you planing on changing the base layouts for the PVP maybe make them larger so it isn't a bottle neck situation? Maybe have multiple interences like a small back and a large front?
SpaceCrazy
Wed Feb 02, 2005 7:25 pm
#206
These changes are a bit more encouraging. I LOVE the GCW Tracking. That's what I envisioned for the GCW...having each planet a "zone of control" to be fought for to count in the overall "score" of the GCW.
On the whole however, I'm just not happy with the separation of PVE and PVP playstyles that started with no TEFs in JTL. As I mentioned in the Part 1 thread, my particular playstyle is nearly all PVE. I have little interest in PVP. However, I have always felt that there should be a blending of the PVE and PVP styles with regards to the GCW. There are players who are all PVE, players who are all PVP, and there are players (the majority, to my eyes) who like a mix of PVE and PVP.
By separating the playstyles with the removal of TEF changes and now separate PVP and PVE bases, it hurts the overall immersion in the Star Wars experience for me. While it's true that there are ways for players to switch between PVE and PVP if they choose to do so, I would have preferred a good blending of the two playstyles into the general experience of the GCW.
Again, we'll have to see how it all plays out to truly judge how good or bad these changes are, but at first glance I'm disappointed with the announced GCW changes.
On the whole however, I'm just not happy with the separation of PVE and PVP playstyles that started with no TEFs in JTL. As I mentioned in the Part 1 thread, my particular playstyle is nearly all PVE. I have little interest in PVP. However, I have always felt that there should be a blending of the PVE and PVP styles with regards to the GCW. There are players who are all PVE, players who are all PVP, and there are players (the majority, to my eyes) who like a mix of PVE and PVP.
By separating the playstyles with the removal of TEF changes and now separate PVP and PVE bases, it hurts the overall immersion in the Star Wars experience for me. While it's true that there are ways for players to switch between PVE and PVP if they choose to do so, I would have preferred a good blending of the two playstyles into the general experience of the GCW.
Again, we'll have to see how it all plays out to truly judge how good or bad these changes are, but at first glance I'm disappointed with the announced GCW changes.
DarthHossith
Wed Feb 02, 2005 7:27 pm
#207
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.
Wow... this is smallish... What could we have to look forward to soon?!?!?!
We SWG players are easily impressed!
DktrEVille
Wed Feb 02, 2005 7:31 pm
#208
MY GOD!?! What is this....?!?! Dev's responding to people on forums in a timely manner?!?! Making badass changes to the game!?! Fixing much that needs to be fixed?!? I must be dreaming!
Here's a big one for you Dev's
...no kissy faces so a lick will have to suffice. Keep the goodness coming!
Col. Boroc Grimstone -DKE-
451st Imperial Guard Regiment
Proud Servers of the Emperor