Development Cycle Archive

Thread: SWG Changes Part 3: GCW Occupation System

Efix_Lordana
Tue Feb 08, 2005 4:15 pm
#222






Dovakic wrote:
Carebare or not, rebel crafters need a safe place to get to their player cities on tat.

Message Edited by Dovakic on 02-08-2005 02:27 PM



Rebel crafters do not need a safehaven. Neutral crafters do.




Here rests:
Efix Lordana
R29 August 2003 - W12 November 2005
Spanish-Angrod
Tue Feb 08, 2005 4:18 pm
#223






Calandryll_SOE wrote:


Some answers to questions I saw here:


Just wondering, why just these 3 planets? Why not all 10?
-Mostly a scheduling issue. Other planets could be added in the future.






Will be Yavin, Endor & Dathomir out of the GCW as we cannot build in there?


Angrod



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SOETyrant
Tue Feb 08, 2005 4:19 pm
#224






Hylidex wrote:





Ruh wrote:


I don't mean to come off harsh with this, but if you are not a combatant, dont join the war. I cant remember all of the changes but isnt there the civilian status you can go to, where you wont have to worry about rebel or imperials "ganking" you since you wont get set "overt" (or PvE Combatant I believe) to the npcs.


But my main response to your complain is...if you cant fight in the war, don't join it.







Hmmm. There are two messages that are clear in this thread:


1. "This is war. Pick a side or opt out."--Gordon Walton


2. "If you are not a combatant, don't join the war."


Put together, this means there is really no place left for primary crafters in the game. Most of the game content is becoming more and more exclusive to people who have joined a faction. Without faction alignment, you lose out on the majority of game content.


Currently most crafting professions require considerably more SP investment than most combat professions. For example, the actual cost of being a bio-engineer is 135 SP with no vendor. Wanting a machine-type vendor takes 24 more SP. (While a character builder may show BE as requiring 121 SP, it is impossible at present to be a fully practicing MBE without at least Exploration IV). By comparison, a master pistoleer requires 92 SP.


In current practice, combat-stacked professions are far, far more powerful than a typical crafter. Since the occupation forces are geared to take on the combat-stacked players, typical crafters get killed on a regular basis. While sliced armor and weapons may help a crafter survive such an attack, they also increase the probability of being scanned in the first place. Up until now, it has been only rebel crafters. Now it looks as if it will be both factions.


Honestly, I like the changes that are coming about. However, at some point it will be necessary to look at crafters' roles in the game, as they are steadily being squeezed out of more and more content. The real result of this will be more and more crafters turning to combat professions instead.


This affects all of us. If there are no weaponsmiths, then there will be only looted weapons. If there are no merchants, then there will be only the bazaar.


I'm sure there are many viable solutions to this issue. I just don't believe "if you want to be a crafter, don't join the war" is one of them, especially in light of Mr. Walton's statement.






Jeez people, we are not eliminating a Civilian/Neutral/Crafting lifestyle. But the GCW will affect the environment.


When we add things to one aspect of the game or another, we are not "squeezing" out everyone else. Opting-out to me means notengaging in the GCW combat. I sincerely doubt everyone will leave the crafts because combat and the GCW gets more interesting.


CIEBrandon
Tue Feb 08, 2005 4:23 pm
#225






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!



QFE!! This needs to go in again





Kagon' Solo'ra ~ Dark Jedi Master ~ Slain by the "NGE"



BleuDestiny
Tue Feb 08, 2005 4:24 pm
#226

This is mostly great, and I look forward to it, but one thing that bothers me is being identified as a faction member by being scanned. How exactly is that done, it's in my DNA? If I'm not wearing a uniform, and I'm going to plant my harvesters, why am I subject to being fired on? I can see if I'm running around with a faction pet, or faction NPC, or in uniform, or attacking enemy forces, but just walking around in my civies? That doesn't sit right.





Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
Jabourn
Tue Feb 08, 2005 4:25 pm
#227






Zeon_Zaku wrote:



But one thing... I think Mos Eisley should be left out, or atleast have a weaker faction there. Mos Eisley should be run by Smugglers, criminals, Jabba and those of the underworld, not Rebels or Imperials. I really don't want to be walking down the streets of Mos Eisley and see a parade of Rebel soliders marching along, nor Imperial soldiers.
Instead, place high-level thugs around, along with the usual Mos Eisley police.

Or, another idea, is to have Eisley effected just as the other cities are. But instead, have it controlled by either outlaws or Mos Eisley police and a few Imperials. So, if the planet is under Rebel control, make Eisley under the control of outlaws and Jabba the Hutt. If Tatooine is under Imperial control, make Mos Eisley under the control of the Mos Eisley police.

This would keep the "rechid hive of scum and villainy" feelwhile also making it factioned.





Yes I think this is the answer to the Mos Eisley concern I was already having. I used to live outside of Eisley, and the solution stated above would be a perfect way to handle the planetary control issue.


Mos Eisley must be kept as the retchid hive that it is now, and should forever be.


Don't touch my Eisley! I love that place, may even be moving back there again soon!









Do you like it? Do you like it, Scott? I call it, "Mr. & Mrs. Tenorman Chili"
-One of Cartman's finest moments-
MedrautHalyd
Tue Feb 08, 2005 4:33 pm
#228



BleuDestiny wrote:
This is mostly great, and I look forward to it, but one thing that bothers me is being identified as a faction member by being scanned. How exactly is that done, it's in my DNA? If I'm not wearing a uniform, and I'm going to plant my harvesters, why am I subject to being fired on? I can see if I'm running around with a faction pet, or faction NPC, or in uniform, or attacking enemy forces, but just walking around in my civies? That doesn't sit right.





Seems fine to me. I mean, if you've previously committed illegal actions, they might well check you against some list of wanted individuals while you're there being scanned. They're not then going to think, "Hey, this guy matches the description of that rebel insurgent who slaughtered our patrol last week - but since he's not actually doing that right now we'll ignore that," are they?
SaleusCorwen
Tue Feb 08, 2005 4:33 pm
#229






Calandryll_SOE wrote:





Telakyte wrote:
Calandryll you and every other person it seems still just glances over the topic I raised without addressing it.

BASICALLY you're telling me as a Special Forces member I watch while NPCs get ganked by someone scanned and made combatant. AKA cities are really not worth patrolling at all.

The message is = PVPers get out of town and go to a PVP base for your fun.

That's fine and I suppose I could understand it, but really...these kind of "watch and laugh" scenarios of troops watching idley while their city's forces are attacked is a bit absurd.





Actually we addressed this in the TEF and first GCW threads. We don't want players to be forced into PvP situations if they don't want to. PvP players will have a very large affect on the GCW (remember, PvP bases count a LOT higher than PvE bases) but they won't be able to attack players who want to play in a GCW and be a part of a Star Wars experience but do not wish to be attacked by other players.




The issue he brought up Calandryll is this..


Situation..



Rebels own Naboo..



City A has Rebel patrols



Imperials take control of Naboo..



City A still has the rebel patrols..


Imperials come to wipe out City A's Rebel Patrols.. How can a Rebel defend the city which is still in essence a rebel strong hold?


in this situation, since there is much at stake with it.. any in this situation either needs to be overt to do so, or should become overt (fully PvPable) when attempting to wipe out a faction aligned city strong hold..


its not a fact of being forced into PvP, bases are one thing.. cities are completely different.. how can someone defend a cities patrol?





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Kettemoor Galaxy
Verser
Tue Feb 08, 2005 4:34 pm
#230






Calandryll_SOE wrote:




How powerful [referring to reinforcements called on the Jedi]? Enough to put the Jedi's back into hiding instead of how it is now?
-Depends on the Jedi. But the reinforcements will be pretty powerful.

Message Edited by Calandryll_SOE on 02-08-2005 12:06 PM



Please make these incredibly powerful... last thing we need are Jedi EXP farms in major cities.

SmugglinZane
Tue Feb 08, 2005 4:35 pm
#231

1.The Alliance controlling some of these planets and cities is extremely wrong. I would favor a system where Imperial patrols lessen and Rebel raids increase. Any planet that so overtly acted in opposition to the Empire was usually subject to orbital bombardment by Star Destroyers or another garrison of Stormtroopers.


2. Planetery authorities will fine or attack as appropriate. I once again read this as the neutral players will once again be left out since the only reason NPCs attack is if the player is of the opposing faction, or in this case the non supported faction. Now it appeards that not only are you writing us out of PvP entirely, but you're even making the non joinable factions have interaction that we won't be able to be a part of.


I know this is a rough outline of what you plan to do. Unfortunately you keep taking these things in a direction that writes out an entire portion of the player base from the game.


In other words, I appreciate and congratulate you on working on the content of the game, but you need to start thinking of all the players while you're doing it.



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
DarkSmyth
Tue Feb 08, 2005 4:37 pm
#232








Calandryll_SOE wrote:


Actually we addressed this in the TEF and first GCW threads. We don't want players to be forced into PvP situations if they don't want to. PvP players will have a very large affect on the GCW (remember, PvP bases count a LOT higher than PvE bases) but they won't be able to attack players who want to play in a GCW and be a part of a Star Wars experience but do not wish to be attacked by other players.





There's one little thing here... I think most folks would rather fight to control cites thanfight to defend bases.





SWG Classic > SWG CuNge
MedrautHalyd
Tue Feb 08, 2005 4:38 pm
#233



Zeon_Zaku wrote:
I really don't want to be walking down the streets of Mos Eisley and see a parade of Rebel soliders marching along, nor Imperial soldiers.

Message Edited by Zeon_Zaku on 02-08-2005 01:36 PM




I get what you're saying, but in Episode IV, when Obi-Wan and Luke arrive in Mos Eisley, isn't the first thing that happens them being scanned by Imperial stormtroopers? I'd be surprised if they didn't have a presence in any city with a starport, regardless of the Hutt presence.
Yogol
Tue Feb 08, 2005 4:38 pm
#234






SOETyrant wrote:


Jeez people, we are not eliminating a Civilian/Neutral/Crafting lifestyle. But the GCW will affect the environment.




Yes you are. You are forcing people to PvEagainst scanners. And don't say "then don't carry sliced stuff", because that is impossible, sliced stufff is up to 30% better. so, yes, you ARE forcing people to fight or die.


And there is no escape, not evenfor people "on leave" (which is by far the most reidiculous term I ever heard, BTW, why not just call it covert ???)




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