Development Cycle Archive

Thread: Developing a Solution for the Faction Base Issue

BoneHook
Mon Nov 03, 2003 12:26 am
#235

Well here is my take on the HQ's.I'm in an Imperial Guild we saved up and got 5 HQ's.Rebels out number us 4 to 1 on the planet we are on.Because there are rebel recruiters in town the rebels refuse to get HQ's so basically we spend all of our time defending.Which really sucks especially when you get by 200 rebels and you only have 40 guys to defend.My personal opinion take the recruiters out of the cities.That would stop alot of the fighting there and it would make bothsides have to get HQ's.Plus I have one more pet pieve so to speak.I think HQ's should be able to be re-deeded atleast 3 times especially with player cities coming out.I know we are gonna have to move alot of our houses because of the HQ's.I think the fighting on pvp is fair.But there will always people be whinning about it.
BlackTiger1329
Mon Nov 03, 2003 1:22 am
#236

I dont htink you should get a tef for doing NPC missions alot of us enjoy NPC missions and dont want to be jumped while doing them I think only declared overts should be able to attack Declared overts, so teh people who want to PVP can and those who dont arent fodder for the rest....And I am all for lowering tef time

Morwen
Mon Nov 03, 2003 12:29 pm
#237

*dies laughing at the implementation of this in-game*


I healed an overt in my house last night. Suddenly, the walls disappeared and I was standing on what looked like the cement slab the house should be based on. Walked through where the wall was supposed to be and found the door red-locked to me. The overt, however, was still in the house and had no trouble going in and out...

Astev_Aris
Mon Nov 03, 2003 2:46 pm
#238

Pepople running for cover in a building is not a new thing in real-life warfare either. The trick is to find a system that accurately represents this in the game.IMO, the most realistic way to do this would be to assign the door of the private structure a TEF if someone with a TEF enters the building. That way the door could be destroyed, after which the structure becomes public until the door is "replaced" (add the option to the structure menu).


The suggested system of lowering TEF's to 5 minutes and not allowing those with a TEF to enter a building, while potentially effective, is completely unrealistic. Suddenly the door of my house is locked because I happen to be in battle with an Imp? How does that work? No soup for me, I guess.




___________________________________________________________________

Astev Aris. (Formerly) Master Artisan/Architect/Shipwright
  • Founding Mayor of Skyfar (Retired) - Naboo, Bloodfin, -3980 6350.

    For those who may be unaware, this is a lame-a$$ sig.
  • CHiP2sum
    Wed Nov 05, 2003 5:12 am
    #239


    I see just one problem with the "in combat cannot enter" idea--having a number of NPC's camped on your door step and not being able to get in your house for a week or ??because every time you try you are going to be in combat mode...


    I have had some camped on my door step for about a week and could not even get near my house without getting incapped/death blowed when I first set up my house. Now I can hold my own at least for a time--time enough to get inside safely anyway. Heh, had to put on a full set of armor and burst run to get out though

    brmatty
    Wed Nov 05, 2003 11:18 am
    #240

    TEFs in my opinion still need work. I am covert at the time because I'm a relative newbie and not ready for PvP. I traded with a member of my guild in the PA Hall, and next thing I knew. I was outside and couldn't enter. But the other guy was OVERT at the time and had no trouble going in and out of the PA Hall. Why could he do this and NOT me?? I had a TEF - that sucks. I was not involved in combat; I was trading.


    Currently, I am content with PvE not PvP. I have no problem getting a TEF when talking to the Imperial Recruiter or getting Imperial Destroy missions. However, I do have a problem with getting a TEF whenever I take Destroy Missions from the Mission Terminal - or kill an animal or something on the way home.


    TEFs should only occur when doing one of the following:



    • Talking with a faction based recruiter - conversing - getting a promotion, etc

    • Browsing the faction based mission terminal

    • Attacking an NPC of the opposing faction

    • Basically get a TEF for COMBAT only

    I also do not like when I have a TEF and do NOT know it. I have not completed any tree. I am currently working towards Marksmen and this Master Bounty Hunter just kept chasing me around and incapping me. Finally, I died the 3rd time and won a trip to the clone center. All this guy did was laugh at me while I was incapped. Oh great big Master Bounty Hunter picking on a newbie - that gets in my craw. That was really annoying and it is things like this that I personnally DO NOT LIKE.


    Perhaps allow a person to pick to be openly PvP and only those people can be attacked. Like I said, I'm not a big PvP person. It was my understanding reading things about the game that I could pick to NOT do this, however, I find out I don't have that real choice.

    jaschris688
    Sun Nov 09, 2003 9:02 am
    #241


    Tef Indicator

    DukeGnarley
    Sun Nov 09, 2003 2:23 pm
    #242

    It'stremendously inconvenient if you run a few missions, decide to go craft, or pick up a few meds from your house, but you can't, you have to sit there and wait for five minutes wile some randomly spawned aggro animal teleports himself 60M to your location and proceeds to kill you. you then spawn in the cloning center and have to run 6.5k back to your house to start over. If someone is overt or tefd and hiding in their house, an overt member of the opposite faction should be alloud to enter the building. this way the house is still usable, but it cannot be used to hide in during pvp.
    ednerd
    Mon Nov 10, 2003 10:51 am
    #243

    How about fixing other aspects of the Factional HQ's?


    The lag bug when trying to destroy a Factional HQ is unbelievable.


    Also, will we ever be able to re-deed the Fact. HQ's? With Player Cities coming, this is especially important to those that have put so much time and effort into building their homes around their HQ's, and will have to destroy the HQ when they become a City.




    Kal-ed
    Captain, DC Army
    Royal Guard to Overlord
    www.durmanhoth-clan.com
    Renairdor
    Mon Nov 10, 2003 4:58 pm
    #244

    Can you drop the Tef on trade please? I'm sure I'm not alone.


    Scenario:


    I'm Overt, meet a friend in my shop. (yes, I'm a overt doctor). They are Imp Covert, and we trade. He is then ejected from my house for 5 minutes. Seems inappropriate, and this is not fun.


    Is there any reason to tie in a TEF with trading? If anything it seems far more hassle then good.


    Renairdor


    Master Doctor/Master Combat Medic, Naritus

    charb
    Mon Nov 10, 2003 6:13 pm
    #245

    this is all nice about TEF's but is anyone concerned about FIXING the actual HQ's themselves?


    I mean the turrets can be singled out if done correctly, whats the setup of the current HQ's? I mean a castle is setup with four towers on the outskirts so they can view each corner, 1 turret can effectively protect protect the other 2. this is not the setup with ours, unless your at range, the turrets won't cover each other


    another thing, dish turrets are horrible, sure they have a range of 70m, but players abuse the 45m scanning range, and can be covert, attack the dish, then run out of range before they die, heal and repeat


    whats the deal with lettings pets attack turrets now? all you need is a big pet to tank a turret while you destroy it easily,


    Imperials have it made with stormtroopers guarding their HQ, we get rag tag guys with padded shirts, sure I understand the logic of it all, but can we get a Boost to the rebels the HQ produce for rebels at least? or at least code it, so if the base is attacked their is an alarm, the base alarm would set off and ALL the rebels charge towards the enemy, else you can pick off all our troops easily doing the 5 man squad at a time

    imrahil81
    Wed Nov 12, 2003 12:23 pm
    #246

    My experience with faction HQs has been nothing but negative. Let me paint a scenario for you...


    A rebel guild of good size decides to buy a Rebel HQ, a couple turrets, and several minefields to place near our city, kind of as a base of operations. Several hours later it's found. Now, even though we're a large guild, it's basically impossible to be there 24/7 to protect the HQ. Within the first day, the turrets have been destroyed and a single Imperial - yes one - is responsible for it. He logged onin the wee small hours and did it whenwe weresleeping, like normal people. When people started logging on that morning, we found him camped in the HQ with an AT-ST with him. Problem - the AT-ST is IN the HQ, IN the room with the recruiter. If anyone tried to declare to take the guy out, the AT-ST made short work of them. Problem - One Single Imperial with an AT-ST waltzed into a base without little or no difficulty thanks to a powerful faction pet. Minefields, turrets, and spawned NPCs - all of it gone. By the end of day two, the base is destroyed - by us. Why? Because it turned into a place for imperials to camp and earn quick FPs and Experience as new rebel NPC troops spawned to "protect" the base.


    When people were on and able to defend the HQ, there were no problems, we could make short work of any Imperial that tried to attack. But as I said, it's impossible to be there 24/7. I don't intend to bash AT-STs, I know you generally have to work hard for them (that orget a lotmoney, possibly using some exploit,and buy FPs, but we won't discuss that here either)but this is ridiculous. Admittedly, our turrets were anti-personell, but that shouldn't matter! The Imperial was able to stand a safe distance away, out of range, and have his 'Pet' destroy the turrets.


    One thing that needs to be remedied here - Pets larger than a structure should Not be allowed into them - especially something like an AT-ST. Further, deeds donated, such as turrets, should be fully repairable. Anything associated with a base like that should never be fully destroyed - just rendered inoperable. There's no reasonwhy, given the resources and money, a turret couldn't be repaired unless it's melted into a lump of metal, which unless you're packing it with thermal detonators or using thermo-nuclear warheads probably won't happen. Another idea I have - the NPCs spawning at the base should award no FPs unless they've been there guarding it for a while. This helps encourage people to stage actual raids rather than spawn camping on the base.


    A very few Imperial players managed to cause a lot of stress and, yes, grief, with many people in our guild. Especially our guild leader and the people who worked on getting all the FPs needed for everything. People might say that we shouldn't get a faction HQ if we're not prepared to defend it. The problem is, we knew it would be hard work - but we didn't expect it to be impossible. Part of this is due to immature players attacking us which is hard to create in-game checks against. Anyways, I hope my thoughts will be considered.


    As far as TEFs...Anyone should be able to enter a structure any time. However, if there is any TEF'd person in thereit should temporarily be set to public so anyone can enter, even if the owner has the structure set to private. Also, as was mentioned earlier - TEFs from non-GCW combat shouldn't really prevent you from entering your house. There's nothing more annoying than being aggroed by, say Jabba's Thugs, when I step out of my house on Tatooine to check my Factory/Harvesters then not being able to get back in to continue crafting or whatnot...




    ----------------------------------------------------------
    All that is gold does not glitter;
    Not all those who wander are lost.
    The old that is strong does not wither;
    Deep roots are not reached by the frost.
    --JRR Tolkien, Fellowship of the Ring
    snert_
    Wed Nov 12, 2003 2:01 pm
    #247

    does dragging an incap person give you a TEF i have seen players use this as well. one player runs out of the house and gets incaped before getting back inside. another player inside rushes out and drags the incap person back in.

    Page 19 of 21