Development Cycle Archive
Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game
Anthemion
Wed Feb 02, 2005 8:58 pm
#222
I'm going to step out on a limb here and guess that all news buildings (faction bases) and furniture will not be carfted by architects.
freedomwarrior
Wed Feb 02, 2005 9:02 pm
#223
What Im trying to imply, is 3 bases per player, but is this specific to acct or to chars? I mean, every player can have 8 chars on different servers. So the way im reading this, and I might be reeading it wrong, but im reading it as 3 per player for each char. Now again, I might be reading something into it thats not there, but I would like it clearified for safety sake.
DarthMinos wrote:
Maybe I don't understand how trading lots will effect this. TH said you can only place three bases, and they don't cost lots. So, it will do you no good to trade lots in order to place more bases. If I don't get it, straighten me out.
freedomwarrior wrote:
I can forsee alot of griefing here. Lot trades are already rappant on the servers. With this coming into play, your going to have even more issues with cross traded bases. This has the potential to be great, but also has a real potential for disaster. Please look at the issues with lot trading before its implemented or the servers are going to be even worse than they already are for lag and placement room.
Thunderheart wrote:
Base Cost
When a player purchases a PvP base they will receive 2 PvE bases for free. These can be sold, traded or placed as needed.
Factional bases will no longer cost lots. You will be limited to a maximum of 3 bases per player.
To soften the transition, for each existing base you own you will be rewarded replacement faction points
New PvP Bases will cost the same number of Faction Points.
Strohm
Wed Feb 02, 2005 9:15 pm
#224
I left the game and cancelled my five accounts about 3-4 months ago. I have been checking in every so often to see what is going on. I am really, really impressed with the progress. I can't believe it's even the same people running it. The changes outlined today, along with some of the others, have got me thinking of coming back. The change of lot useage (such as no lots needed for multiplayer ship) and the reduction of lots and increase in items. Once the combat upgrade comes, I'll have to join back up. I think if all these changes were taken seriously earlier, not as many people would have left.
Good job, and keep at it.
Cheers
EnSab
Wed Feb 02, 2005 9:16 pm
#225
Holy SMokes, this sounds fantastic! Allowing everyone a equal share with base take downs should be a blast. I like the PVE base idea, just pure fun for anyone. I imagine the higher end bases being filled with the vette type of troops, so you'll need a good group to takeout.
This is going to be a great year
This is going to be a great year
Sunakk
Wed Feb 02, 2005 9:20 pm
#226
Great changes! I've been all for a small reward or incentive for placing bases so that they are worth defending. Having war news for each planet is just what we needed! More details on what changes happen when control shifts would be nice, but I'm sure we'll get a lot of that once this goes to TC.
I'm hoping to see more Rebel NPC presence in static cities if they gain the upper hand. It's not much fun having only a few select places to go to fight Rebels. Finding PvE bases will also help in that effort. Again, great changes!
I like the fact that PvP bases will registeron the planetary map. Will PvE bases show up as well, or do we have to search out the wilderness to find them? I'm sure we'll just have to search out Player Cities and their surroundings, but that will be fun in itself. 
Frost1977
Wed Feb 02, 2005 9:40 pm
#227
with the New PVP bases. will there be a methoid coming for finding out the pvp base vanurability times with out, having the same old spy accounts, or just getting lucky?
add spy skills to a profession like bounty hunter .and detect the spy skills to cammando orsmuggler. there needs to be a more GCW faction based way to find this out.
mbh can make spy kit where they apper as NPC rebel or stormtrooper ( can't be used while "on leave") quality of kitmakes harder for NPC's to detect u or players to ID scan & use a device build by a Droid Engineer maybe on the terminal to find out Time vanurable. tool quality & BH skill = greater chance of sucsses. each use and failure increase chance of detection by NPC's for suspisious activity.
cammando/smugglers can use a single or multy (5 ) use device built by DE's that can scan a Suspisous NPC chance of sucsses depends on tool players skill ( bh's & cammandos) & bh's spy gear quality.
just food for thought.
there needs to be something done, what ever it is. besides the old spy account.
Jedi-Merc
Wed Feb 02, 2005 9:45 pm
#228
Anyone else notice how the new patches have become exceptionaly brilliant? This makes me want to be part of the game more!
JerethBane
Wed Feb 02, 2005 9:52 pm
#229
So...I'm reading this and working it all out in my head...and really likeing it.
I don't knwo if anyone has caught on, but the fluidity in planet control is there, waiting to be tapped. Also, like it or not, the "Carebears" have a definite roll to play in this fluidity....
Okay, Tatooine for example and let's place ti on the greatest server there is, so we're all agreed, it is on Tempest. (sroyy, little home team cheerleadign there). Anywaythis all goes live and let's say the rebels are the first to control Tatooine. Decrease in Imp NPCs, increase in Reb NPCs....*gasp* Rebels (NPC) patrolling the streets of Bestine and the banners at the outpost are in tatters while Prefect Talmont is no longer wearing an Imperial Uniform....
Well yeah, the rebels control the planet....but it has also become a target rich environment for Combatant Imperials. While all the Special Forces Imperials are trying to take down the Rebel PvP bases, the "carebears" are racking up Faction Points left and right to place more new PvP and PvE bases so that we can regain control of the Jewel of the Outer Rim.
I like it the more I think of it. However, I do have a few questions now
For instance, what about the Static Factional POIs? Imp Retreat, Bestine Capitol and outpost, Imp Bases on Talus and Dantooine, Dathomir Prison, Abandoned Reb Base on Dantooine, Reb Bases on Corellia and Rori...
What happens to these if the opposing Faction takes the planet? Will Bestine always Spawn stormtroopers, will Berchtesgaden, I mean the Retreat always be guarded? Will Moenia always have rebel troops?
Also, what about the No Build Planets?
Will we be able to take control (as a faction) of Endor, Dathomir and Yavin IV?
Very interesting...well done guys.
Elan_Nossirah
Wed Feb 02, 2005 9:52 pm
#230
Tried to read through all the comments so not sure if it was mentioned before.
My question has to do with LAG.
Obviously lag is a very difficult thing to overcome in a MMOLRPG. Yet, It is going to be inevitable that as these great new changes to the GCW make it to live, there are going to be a lot more people getting together to duke it out. At least in the beginning.The lag issue may, in fact, get worse.
So I'm just curious if, along with all the furious redesigning going on at SOE, any serious thought has been going into trying to reduce the lag situation?
LamirVargas
Wed Feb 02, 2005 9:55 pm
#231
Frost1977 wrote:
with the New PVP bases. will there be a methoid coming for finding out the pvp base vanurability times with out, having the same old spy accounts, or just getting lucky?
add spy skills to a profession like bounty hunter .and detect the spy skills to cammando orsmuggler. there needs to be a more GCW faction based way to find this out.
mbh can make spy kit where they apper as NPC rebel or stormtrooper ( can't be used while "on leave") quality of kitmakes harder for NPC's to detect u or players to ID scan & use a device build by a Droid Engineer maybe on the terminal to find out Time vanurable. tool quality & BH skill = greater chance of sucsses. each use and failure increase chance of detection by NPC's for suspisious activity.
cammando/smugglers can use a single or multy (5 ) use device built by DE's that can scan a Suspisous NPC chance of sucsses depends on tool players skill ( bh's & cammandos) & bh's spy gear quality.
just food for thought.
there needs to be something done, what ever it is. besides the old spy account.
BHs as spies? Nope I think Smugglers would be better as spies, you know as they can be 'Smuggling information about the opposing faction to their faction friends'.
Obed
Wed Feb 02, 2005 10:02 pm
#232
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.
Not part of the CU OR the GCW revamp? Wow, you guys ARE feeling warm and squishy! <3 the small group of love
Sznake
Wed Feb 02, 2005 10:06 pm
#233
Base Vulnerability
All existing bases will be treated as PvE bases.
To soften the transition, for each existing base you own you will be rewarded X faction points
PvE bases are always vulnerable. When they are defeated, they will explode.
One of our cities on our server has around 5-6 factional Detachment HQs and other types. Are you saying that these will become PvE bases always vulnerable? Some players have over tens of millions of credits into the bases to have them turn into faction farms, and to have a nice PvP...basically Fortress turn into faction farming central, gets some of us VERY steamed. It will take a lot more than faction points to get new bases placed, there better be a way to withdraw credits from the maintenance pool to reimburse our new PvP bases.
The existing bases should be CHOSEN to be PvE or PvP
Message Edited by Sznake on 02-02-2005 11:09 PM
JerethBane
Wed Feb 02, 2005 10:20 pm
#234
Yeah...bit of a proposal popped up
Since these bases are not our per sae, but rather owned by the Empire, can we waive having to pay maint on them?
Would suck to lose control of a plant because you ran out of cash.