Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-22-04)
((I'll post this on the GCW forum for comment too.))
The purpose of this proposal, of course, is to give purpose and direction to the GCW. It's overly simple at this point and probably use a lot of fleshing and tweaking.
- Player andStatic city capitols will become a facility that is the determining factor as to who 'controls' the cities political identity.
- This city capitol may choose to be neutral, covert or overt. If neutral, the capitol will spawn the appropriate local police force (CorSec, etc.) or spawn nothing at all. A neutral capitol serves no purpose in the GCW and CANNOT be captured.
- Capitols that declare for a faction (and wait a requisite 24 hours) will become capturable but provide many additional benefits to the city.
- Factionally aligned Capitolsallow the creation of otherGCW Facilitiesin their build radius.
- Cities spawn large numbers of NPC factional soldiers. Unlike other facilities, these soldiers roam the city in the way imperial crackdown teams do.
- Citizens of a factionally aligned city have the ability to use specialized crafting stations to make factional equipment.
- Factionally aligned cities should be CHEAPER to run due to financial assistance from their parent organization, shared resources, etc. Imperial cities should run slightly cheaper than Rebel ones.
- The owning faction of a capitol should not have any way of interfering with local politics (that would ruin player cities...)
- Soldiersof the factionwith the most Capitolson a given planet gets a percentage bonus to all faction points they earn while on THAT planet.
- Just as with the Bestine elections, static cities should have quests and events that are determined by the current faction that owns the city.
- Military bases, like capitols, allow the building of GCW facilities in a limited build radius. The build radius of bases are dependant on the size of the base. Build radii of bases are much smaller than cities.
- Bases spawn factional NPC soldiers in fewer numbers than capitols but they areslightly tougher and are static defenders of the base.
- Military bases are the one place you can find GCW recruiters and GCW terminals. This means that bases are the only place where Faction Perks can be requisitioned.
- Bases of an appropriate size have combat shuttle capabilities (see below)
- The main purpose of research facilities is to discover new technologies. It could be set up so that the faction, per server, who has the most research facilities"unlocks" one more new faction perk than there opponent per publish.
- GCWResearchFacilities improve thetypes and quality of spawns that bases and other facilities in theirbuild areareceive.
- Needs to bebuilt in the build raidus ofa base or city.
- Require each side to have a certain number ofGCW Manufacturing Facilities on a given planet in order to purchase certain large faction perkson that planet.
- GCW Manufacturing facilities reducethe cost of each faction perka very small amount per factory owned by your faction.
- Needs to be set up near a base or city.
- Spaceports are more than just a place to travel to different worlds. They are vital logistics conduits for militaries in the SWG world. Ownership of a spaceport means a markedincrease in theQUANTITYof NPC spawns defending your city/base/facilities,
- Factional control of a spaceport also means a reduction inticket price for members of that faction.
- Other benefits will become apparent when it comes time for the Space Expansion to come out.
- Due to its size, a spaceport cannot be built near a base and needs to be set up near a city.
New GCW Concepts:
Factional Base Assault / Defend missions (Combat Roles in the GCW)
This concept is to provide more game driven content to players who aggressively participate in the GCW, and are interested in destroying enemy factional facilities.
The basic concept is to provide a mission to players who are interested in blowing up an opposing faction's bases, and rewarding them for their service to their faction, as opposed to the current system where there is no reward or motivation other then 1000 experience points for successfully slicing any of the 5 terminals invovled, and the idea that you've destroyed something that belongs to another player.
An assault / destroy mission will allow only a certain amount players to accept that mission (say only 10 people total could accept the same assault mission, and 15 people could accept the same defend mission)
Outline:
A Factional Intelligence officer provides missions to players to attack or defend vulnerable player-owned factional bases.
If no base is vulnerable in SWG at that time, then no mission is available to accept.
To speak to the factional recruiter a factioned player must posess a minimum of Warrant Officer 1.
To speak to the factional recruiter a player must pay 200 faction points, to gain access to the information.
Assault specific-(details)
If an enemy faction base is vulnerable at that time, the mission is available to accept at a cost of 200 faction points.
A successfull assault mission pays 5% of that bases factional cost in faction points to the mission holder, and 2.5% of the amount of money in the maintenance pool of that base.
A failed assault results in no additional loss other then the faction points involved in accepting the mission.
The player must be present (and alive) at the base at the time of destruction to recieve the rewards.
A player holding a factional assault or destroy mission is automaticly overt for the entire duration of the mission or until they abort the mission.
If a player holding an assault mission takes part in the destruction sequence (slices a terminal) that player should recieve an additional 5% of factional pay out, and 2.5% of that base's maintenance for successfully completing their intricate role in the destruction of the base.
A faction base assault mission can not be accepted unless there is over 1.5 hours of vulnerability time left on a base.
Faction bases going vulnerable within 1 hour of that time of viewing the terminal should be visible and available to accept a mission on.
Defend specific-(details)
If an allied faction base is vulnerable at that time, the mission is available to accept at no cost to the player (although the player still has to pay 200 faction points to use the terminal).
If the defend mission is completed successfully the player should recieve the 200 faction he spent on viewing the mission, back, and be paid significantly for their service provided they spent atleast 1 hour within 100 meters of their mission's corresponding base.
**The payment has to be more then the amount of money they could have made from doing any other missions during that time frame.
Factional Skill Sets and Professions / Specializations (Combat Roles in the GCW)
The idea here is to provide players with a set of skills / abilities granted to them as reward for factional allignment and to further diversify combat roles, and how any one player may interact with the GCW. I think that by providing additional abilities to factionally alligned players fits the Star Wars story line well, as it depicts characters in a faction as having additional capabilities over a neutral player, as a result of their military training and experiences.
Skills and abilities
Faction Specific Abilities-
Ability to search for contraband (imperial only, some sort of base value, with bonuses available through progression) (imperial only)
Ability to conceal contraband (rebel only, some base value with bonuses available through progression) (rebel only)
Intelligence based-
Ability to view concentrations of the enemy factions on the world map (control + V) (progression could allow a player to see smaller sized concentrations on the map, so a player could get more and more precise as they progress)
Ability to view where battles are occurring on the world map (progression could allow a player to view more and more battles on that planet, and determine the amount of allied forces, and through more progression, even enemy forces)
Ability to create waypoints viewable by all allied factioned players on the same planet (on the world map)
Command based-
Ability to command random allied factionally alligned NPCs (such as NPCs at faction bases, or random spawns)
Ability to call on reinforcements from NPCs (staggered ability increasingly powerfull through progression)
Communication based-
Ability to communicate with the entire allied faction on that planet in a system message
Ability to allow other players to declare from one's self
Contraband Scanner and jammer (Factional Item / Perk)
Outline:
Inclusion of a contraband scanner which could be purchased and operated by imperial players to scan suspected rebels for contraband which has limited uses per unit.
If an imperial discovers contraband, the rebel is given a TEF from the imperial faction.
If the imperial fails to discover contraband, the a use is lost on the scanner, and the scanner can not be used again for 10 minutes, in addition to the imperial receiving a TEF from the rebel faction.
A scanner jammer could also be implemented giving rebels the ability to conceal themselves from imperial players scanning.
Storm Trooper Armor (Factional Item / Perk)
Storm Trooper armor should be revamped to reflect something along these lines-
70% resists to all forms of attacks
Unslicable
Medium encumbrance
Game Driven Factional Raids (GCW Content)
SWG should have a certain amount of game driven factional content other then the currently existing theme parks. Regular game driven content would drive the players to participate more in the GCW through rewarding players for participation in this content. The current events and story arcs included are more setup to be content for an individual, as opposed to content for the masses to participate in against each other.
Something like this could be easily implemented through a variety of NPC troop movements, and system messages to factionally alligned players.
This sort of content should occur atleast once every 2 weeks, and basically have a mini story the players can interact with, and ultimately control the outcome of beyond whats currently implemented.
Each story doesn't have to be particularly detailed, just fairly simple to understand, and very rewarding to participate in.
Game driven GCW content like this could consist of the following events:
Defend / Assault missions - one faction defends a person, place, or thing, while the other faction attacks to take control over said person, place, or thing
CTF based - some sort of item which exists must be transported to a particular place, each faction battles for control over the object in an effort to return it to some place, basically a galactic kill-the-man-with-the-ball type event.
Here is an example of what I would consider an acceptable event for this sort of content-
Story line:
The empire has discovered the rebellion is currently hiding princess Leia in a secret location. Imperial agents are actively hunting for princess Leia and when her location is discovered, they will assault her hidden fortress and attempt to capture her along with her rebel allies. The rebellion has dispatched agents to intercept and kill the imperial rangers scouting out the princess. If the imperials discover her location, her capture is imminent.
So basically its just a big fat assault / defend mission. For a few days leading up to the event all factionally alligned players will get system messages, and have new options when talking to recruiters to get involved in this miniature story arc. There could be a few missions given out by recruiters to get players out there interacting with a bit of incidents leading up to the ultimate assault of a hidden rebel fortress. The day of the event, system messages go out to all factionally alligned players basically saying "your faction needs you, go to these coordinates to accept a special mission" and for everyone who goes there and accepts a special mission to participate in the final piece of the mini story will get a bunch of faction and money, and maybe some cool loot if they go and participate in a huge battle..
Then, when the time comes, everyone in a faction will get a system message telling them where to go to get in on the battle (wether they accepted the actually stories mission or not), and when everyone goes there, they'll find tons of NPCs from both factions and tons of players from both factions battling it out in a battle that lasts hours. In the end, the content can be static (a particular outcome regardless of who participates or what happens, which is obviously necessary to a certain capacity to keep the game in line with the time frame as depicted in movies) or swayed (all depends on the players' involvment).
This sort of content needs to be easy to get involved with, and happen fairly quickly, and be pushed out to players on a huge scale to get them all involved.
NecrozDarksoul wrote:
HOTH
/agree!!!! Hoth would be a great addition to this game!
People demand that travel be made easy in MM games, but they don't understand the economic impact that the removal of logistics has on the immersion factor. It is the players that give life to an MM game, and cities without players are not cities at all. In the stratics dev chat, I hear that shuttles will arrive every 5 minutes. That should make the problem quite a bit more noticible. If people don't want to wait for shuttles, then maybe remove the wait entirely and make the ticket prices ten times as much. Something should be done to bring logistics back into the game before things get downright silly.
GRR where to begin....
The five minute wait time sounds ok.....but the go from any planet to any planet is a no no.
Galactic travel needs SOME catches, stop caving in on the stupid things just because you are afraid of people leaving to new games.
AND WHAT ARE YOU THINKING PUTTING IN MANDELORIAN ARMOR???
THis is STAR WARS, this is not DEV team pull stupid crap out of your poop chutes.
It is one of the most solid facts that there are TWO sets in existence and one is on Boba Fett and one the Bounty Hunter wanna be Jodo Kast, and that is ALL.
It is just something anyone can craft, the race died out many years ago, and believe it or not there are SOME of us who DO care about tradition and keeping things Star Wars.
You can make many many armor designs without taking this short cut that will what little credibility there is left.
I very much agree that he is on the right track -- apparently, so does Sony. In EverQuest 2, a recent interview with "Moorgard" makes it clear that it is best if a player can simultaneously advance his or her combat skills and artisan skills to be able to fully enjoy the depth of the game.
Star Wars Galaxies could definitely benefit from this rationale. Ways to do this include:
Allowing people to access two spheres of the game: Combat / Combat Support and Entertainer / Artisan, and give them 250 skill points to advance in each sphere. This is similar to the current thought of receiving 250 skill points to advance for the Space Exploration professions.
Allow people access to two spheres of the game, but limit one sphere to 150 points.
The following is a snippet from the article at IGN.com:
"Deathstryker: There are many players interested in trying out your new tradeskill system, yet not everyone wants to play an artisan as a main character. Will there be any way for adventurers to experience tradeskills without having to make a separate character to do so?
Steve "Moorgard" Danuser: The goal in making a separate artisan archetype was to provide players an alternative to killing monsters that was equally challenging, rewarding, and fun. The downside to this approach was that it essentially cut our game's content into to two separate paths that never intersected for a single character. To experience the full depth of the game, a player would be required to create two separate characters.
We've decided to take a different approach. We have changed the artisan from being a separate archetype into an advancement path that any character can experience. All aspects of artisan advancement remain the same: artisans gain experience through their craft, gaining levels and moving through the class tree to choose a class and sub-class. Artisan experience is separate from adventure experience, so the only way to advance as an artisan is through the crafting process. A single character can, for instance, simultaneously be a level 23 paladin and a level 15 scholar; players choose which profession they want to display when another player sees them in the world.
All the fun and functionality of the artisan remains; we are simply opening up the tradeskill system to every player. If you choose, you can still avoid adventuring altogether and advance solely as an artisan. None of the challenge and fun of playing an artisan is lost through this change, but many players who might not otherwise have experienced our extensive tradeskill system will now be able to do so."