Development Cycle Archive

Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game

Raptor2k1
Wed Feb 02, 2005 10:35 pm
#235

Wow, as much as I've wanted to see this in-game, I really didn't see this coming. Nice!



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jphillips1868
Wed Feb 02, 2005 10:46 pm
#236

This is a subject that has really need some attention for a long time and I am glad you are working on it. I have a few comments.

1. Why are the current player bases being converted to PvE bases. Aren't the new PvP bases closer in purpose and fuction to the existing PvP bases. Why not just convert them to PvP? If you do convert them to PvE bases, the only adequate compensation would be the amount of faction points it originally cost the player. Anything less wouldn't be enough.

2. I guess I am still not clear on what utility the PvE bases have. Don't they just give your enemy content that you can't defend? Why would anyone ever buy these? There just isn't an incentive to do so. The only possible us I could is to use them to put more NPCs in the area near your real PvP base.

3. I have a big problem with how the turrets will work, if I understand your comment. You stated that they will still be vunerable and that they are PvE. So why would you place them? They will be open to attack with no possibility to defend them againt the covert players. They are hard enough to defend now(pratically impossible because you can't be on 24/7). Under these rules, what will happen attackers will bring a PvE crew to attack the turrets and the NPCs outside of a PvP base, without fear of reprials from the PvP base defenders. Once those are cleared out by the covert players, the PvP crew will move in. That is NOT a tolerable situation. You must either make it so that PvP Disabled players cannot attack PvP Base associated NPCs and turrets OR keep the TEF for these situation. This must be addressed.

4. Please make it so that turrets on a PvP base are only vulnerable during the specific vunlerability window of the base.

5. Last but not least, the idea of linking the number of bases on the planet, impact the war is a great one and this has the potential to be the best patch yet, including JTL, vehicles/mounts, and player cities. You are definitely on the right track with that high level concept.
ImperialReporter
Wed Feb 02, 2005 10:47 pm
#237

Hmmmmm No answer to my question?

=-(

Collin Moonrider
EE
Corbantis
Excess3
Wed Feb 02, 2005 10:48 pm
#238

just adding my stamp of approval
Woot to the return of the GCW.
I still miss the battlefields though.



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MillioDesai
Wed Feb 02, 2005 11:31 pm
#239

Is there any check in place to keep the side with the larger number of players to keep control of the GCW by simply placing the greater number of bases? Bases cost no lots, you can place three bases per person, PvP bases will be more difficult to destroy.


How difficult will bases be to destroy? Will there be a waiting time before a player can place a base once his base is destroyed or can one simply let it die and immediately replace it? Even if base are more difficult but not impossible to destroy, if one is allowed to immediately replace the base, it seems as though alla sideneeds is numbers to win the GCW, there would be no need to fight.



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FranzSolo
Wed Feb 02, 2005 11:49 pm
#240



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.



  • Will there be a faction point cap? If so what about people that own mutiple base deedsworth more than the faction point cap allows? Will they have to chalk it up as a loss if they don't use them before the upgrade?

    Ash057
    Wed Feb 02, 2005 11:52 pm
    #241

    Turrets should only be vulnerable during base times!





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    MagusZDark
    Wed Feb 02, 2005 11:53 pm
    #242

    Will battlefields be playing a role in any of this?
    AythenGallo
    Thu Feb 03, 2005 12:27 am
    #243


    Like a lot of others seem to be saying,I think this is a wonderful idea but I'm curious how Combatants are expected to be able to defend a PvE base against PvP players without a TEF system. I agree with the reasons behind removing it, but I sincerely hope that the Devs will replace it without removing the flexibility it provides. The main reason I play Covert is because it allows me to PvP when I want to (or NEED to, like when defending a base or city for example), without having to leave myself wide open for every PvP Killwhore out there to attack me out of the blue.


    Something to keep in mind -the constant vulnerability ofOvert status is one of the biggest causes of players living in their armor and we know this is an issue the Devs want to minimize. I'm no melee stacker and I don't carry inifite-charge Mind-Fire DOT weapons (yes I know they were nerfed, using this example for the sake of argument only), and I also enjoy roleplaying from time to time so I don't live in my armor. I attempt to immerse myself in the Star Wars feel by doing things that help my Willful Suspension of Disbelief, and in doing so, I disadvantage myself PvP-wise -I think thisis the root of the problem with the current PvP system. Forplayers like myself, going Overt putsus at the mercy of the "uber" God-gamers simply becauseour playstyledoesn't value template strength, stacking, and overall PvP advantages over game "realism."


    Point is, my character is a "Covert Rebel" in current game terms...but just because I'm not living in hiding on some secret Rebel Base doesn't mean I don't want to be able to defend against attacks on abase my guild has placed. Devs, please make sure that whatever replaces the TEF system includes ways for PvP Disabled players to "/declare," temporarily or otherwise, in order to defend against attacks from PvP Enabled players.

    Message Edited by AythenGallo on 02-03-2005 02:30 AM



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    Roeding
    Thu Feb 03, 2005 12:43 am
    #244

    What about the Rebel/Imp POI:s (like the Stronghold on Corellia), will they get fixed so they can be convertible?






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    JerethBane
    Thu Feb 03, 2005 12:51 am
    #245








    jphillips1868 wrote:
    This is a subject that has really need some attention for a long time and I am glad you are working on it. I have a few comments.

    1. Why are the current player bases being converted to PvE bases. Aren't the new PvP bases closer in purpose and fuction to the existing PvP bases. Why not just convert them to PvP? If you do convert them to PvE bases, the only adequate compensation would be the amount of faction points it originally cost the player. Anything less wouldn't be enough.


    While I understand your concenrs, I believe that one of the issues is goign to be one of artm,b tu I could be wrong. Second, they have said you will be compensated for FP. Third with the new Combatant/Special forces system, FP will be much easier to get and much less dangerous. Fourth I believe they are doing this to make a more dynamic war to first control a planet when the system goes in. If all extant bases were PvP bases we could in theory, plant base after base in the coming weeks in effort to own a planet the second this goes live. I'd rather see how the race playes out personally.

    2. I guess I am still not clear on what utility the PvE bases have. Don't they just give your enemy content that you can't defend? Why would anyone ever buy these? There just isn't an incentive to do so. The only possible us I could is to use them to put more NPCs in the area near your real PvP base.


    The utility of a PvE base, as TH has said numerous times so far, is FUN. They hold a near complete lack of strategic purpose (contributing little to planet control) yet they allow people to gather faction points, blow them and engage in GCW PvE. Furthermore, you do not specifically purchase a PvE base. When you buy a PvP base, you are also given two PvE bases. You can place, trade or sell these bases. So really you aren't wasting any FP buying them.



    3. I have a big problem with how the turrets will work, if I understand your comment. You stated that they will still be vunerable and that they are PvE. So why would you place them? They will be open to attack with no possibility to defend them againt the covert players. They are hard enough to defend now(pratically impossible because you can't be on 24/7). Under these rules, what will happen attackers will bring a PvE crew to attack the turrets and the NPCs outside of a PvP base, without fear of reprials from the PvP base defenders. Once those are cleared out by the covert players, the PvP crew will move in. That is NOT a tolerable situation. You must either make it so that PvP Disabled players cannot attack PvP Base associated NPCs and turrets OR keep the TEF for these situation. This must be addressed.


    You could send your PvE crew in to kill the turrets first, but while you were waiting, your PvP crew would still be vulnerable to Special Forces of the other faction. Further, from my understanding, your PvE crew cannot enter the PvP base, so the PvP crew will still need to contend with the souped up NPCs inside. Also, I am imaging that it will still be the case that the PvE crew can get shot by the turrets. In all I believe that we are going to see more FP going around the "economy" as it were and more Turrets around.

    4. Please make it so that turrets on a PvP base are only vulnerable during the specific vunlerability window of the base.


    I don't see this happening.



    5. Last but not least, the idea of linking the number of bases on the planet, impact the war is a great one and this has the potential to be the best patch yet, including JTL, vehicles/mounts, and player cities. You are definitely on the right track with that high level concept.







    SOETyrant
    Thu Feb 03, 2005 12:54 am
    #246






    ThalenCynelles wrote:





    Thunderheart wrote:





    NasherUK wrote:

    Hmm I dont like the idea that people can attack your PVE base while not PvP enabled and destroy it, while you have to sit back not able to be anything.



    PvP bases will spawn with very nasty NPCs inside...it won't be a cake walk.











    I think he means PvE bases will spawn with very nasty NPCs inside.


    Will we be able to trade PvE base deeds with the other side? I.E. Can Rebels put down an Imperial PvE base and use it for training (NOT farming!!!), roleplay assaults or self-driven sieges of your own city, those sorts of things? I am assuming, and hoping, that the PvE bases come with a built-in troop compliment that does not respawn if the troops are killed but the base left standing. If these come with unlimited troops, everyone will quickly be the highest rank and have a zillion faction points.


    Being able to trade and create your own GCW content sounds like fun, and it's pretty safe as you can assume thatan obvious1:1 exchange on them means you should place and attack the enemy PvE base you received, because you know the other side is going to attack and destroy the base you gave them to raise their planetarycontrol score.


    If we're not supposed to get attached to our PvE bases, we might as well be permitted to trade them to the other side and make a little GCW content for ourselves, right?






    There are going to be uber NPCs in the PvP bases so they are not undefended and more of a challenge. What they don't have is external defenses.


    I don't think we will allow base deed trades to other factions, thanks for calling that out.




    WarHokie
    Thu Feb 03, 2005 12:59 am
    #247

    Just to toss in:

    I think many readers are missing the logic to PVE bases.

    Essentially, they are dirt cheap, and give your side a bonus in the civil war just by existing, that's why you'd want to place them. They cannot be defended, because they're not meant to be the center of your attention. Have fun with them; place them around your house so your place looks Imperial/Rebel. Hide them in the mountains and in the most remote places so your enemies have to hunt them down. Until an enemy can find it, its running up the bonuses for your side. And if you lose it, eh, who care? Buy another one, they're cheap! (Or so its implied)

    Many are concerned these PVE bases would become ready made faction farms. And, indeed they would, but for one detail: Soon after the crackdown, rebels began farming Stormtroopers in the cities in large numbers. It got so bad, the devs made the troops give no Faction Points at all, and so the city-slaughters ended. The same could happen here, with the reward coming from the destruction of the base, not the death of the PVE troops guarding the base.

    As both sides will be dropping PVE bases quickly, its up to rival players to keep knocking them down again. PVP goes on as it does today, and is rewarded for being more difficult by being more rewarding. Together, they dictate who controls the galaxy, and thus, we will at last have An Empire Divided.

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