Development Cycle Archive

Thread: IT 7-17: Additional GCW Changes

soal-farous
Tue Mar 09, 2004 7:45 pm
#14

awsome possum



-Soal-Farous Maccama, Gorath-
-Master Pistoleer, Master Bounty Hunter, Carbineer 0440-
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Do You Need Some Soal?

JediKozel
Tue Mar 09, 2004 7:58 pm
#15

Awesome news!
And I have some follow up questions. Are Devs aware of this pescky little issues:
The fact that all turrets simply stop firing after awhile? They are not locked on target, just simply won't fire.
There is a bug, that allows to attack a turret from 0 meteres, without being shot at. This bug now is just as heavily exploited as 74m bug was.
I also heard that sometimes turrets can be fired upon from behind walls, but I've never seen that personally.
And there is a fact that both faction pets and creature pets cannot target and attack any turrets. (Is that intentional?)
I'm not whining or flaming. The additional news are really great news! I'm just wondering if these additional bugs are being worked on, and what is approx ETA for fixe on them? Any answer would be apprecaited. Our city lost all of our bases du to these problems I listed earlier. We are wary of re-delpoying our defenses since it does takes some tmie to gather cash and FP neccessary, even for a alrge guild.



Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
SpaceCobra
Tue Mar 09, 2004 8:10 pm
#16

Okay, I don't really PvP, so take these comments with a grain of salt...

This post caught my eye off the Dev Tracker, so it is the first time that I've heard about these issues, but as I've always thought that enemy HQ assault was one of the coolest GCW aspects of the game (I haven't had much time to develop PvP skills, so I haven't gone after any...yet), I felt the need to comment. I agree that it sounds like the base defenses being unable to take out players just running by them is very ineffective. I agree that is a problem that sounds like it needs fixing. However, I think that just making the base completely inaccessible until the turrets are taken out takes away any fun that might be had for those who would rather take a covert ops approach to taking down a base. Instead, it is completely head on assault game. While that is fun as well, it takes away an opportunity for a more sneaky kinda play (does it seem that I have a bit of a smuggler mentality here?).

What I think would be cool is if the base had some kind of lockdown when the turrets start firing, or just something that bars the doors from entry until the doors have been breached, whether it be by superior blaster fire, or maybe a sliceable lock. What I'm thinking of here is the imperial bunker in the battle for Endor in Return of the Jedi. You have your attackers drawing the fire of the turrets, while your slicer tries to get in and slice the door open. Of course, slicing the door isn't as instantaneous as slicing a terminal, so it takes a while. I think that would be a much cooler way of handling this sort of situation.

Of course, that might take some time to implement, and well, since the current method, as indicated by this post, is already going into test, I would say stick with what is being tested, but consider adding doors that are breachable in the future. I think that would be way more fun and give sneaky characters (*cough* smugglers) some more content.



Cortez Sparo
Master Adventurer
Intrepid
BlueMorgoth
Tue Mar 09, 2004 8:14 pm
#17



CmdrFel wrote:

has anyone thought about the fact that someone could stand inside a base with an inventory full of smuggler-purchased turrets and keep adding them one at a time as they go down to keep the base up for the longest time possible?

This is going to make it hard to get a well-prepared base =)






Yes, they did. If you read the TC update notes from about a week ago, there is a timer on when you can add new turrets. Basically you can only add them once each repair cycle, or once an hour (memory is a bit foggy on which it is). Thus, if the attackers take them down, the defenders may have to wait 30+ minutes before new ones can be added.



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JTGAlpha
Tue Mar 09, 2004 8:19 pm
#18

Hey dev's, wouldn't it be EASIER just to lock the front doors of the base and have Smugglers slice the lock?


That way, smugglers have another use.


There's a way in the base other than brute force.


Getting in's more than just hopping the gate, as slicing takes time.





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Pepto_kof
Tue Mar 09, 2004 8:20 pm
#19

Can you fix it so that player AT/ST's cant go inside bases too?




[SOE Strikes Back]
Dantae Montoya
3 accounts cancled. June 28, 2003 - December 24, 2005
TaimaishuYun
Tue Mar 09, 2004 8:23 pm
#20

Ok if your going to do this fix the damn exploit being able to override the terminal while yet


and better yet make it hard to override..



it is now impossible to attack bases with the exploit and overriding.. god job devs way to mess up the gcw even more





Taimaishu Yun

vv
\Samurai \
Doc_E_Roe
Tue Mar 09, 2004 8:23 pm
#21

Sorry TH and Devs,

The turret fix really is a half arsed thought out method in trying to fix a problem that has eluded this dev staff for some time.Yes it is true that it would make sense that you shouldnt be able to enter a base before the turrets are gone. But truthfully speaking the issue wasnt about people just running inside its about the lack of base defenses. NPC's generated by bases are well just cannon fodder. The turrets a minor distraction if buffed. Mines heh nothing like a buffed player to run around the entrance and take ten out before they loose any health. What the devs needed to do was buff up the defenses. Turrets, should one shot you and db you period.. Why, well have u ever wanted to stand infront of a Phalanx turret? Dont think so!. This would immediately solve the problem of people just being able to stroll right in to bases.


Second, You fix migrating vulnerability times. Yay again another unimaginative fix. Why do bases have vuln times? Heh I cant remember a military installation in history that ever had a vulnerability time. Any base that is to be taken over should be taken over with overwhelming power at any time. Again this goes back to the idea of having buffed bases as i will call them from here on out.


Third, a person can just stand in the base and keep donating yes that person would have to eventually run out but hey turrets are easy to come by and dont cost anything to a master smuggler or a millionaire keep a pack in the base and your good to go.


The lack of imagination on this dev team is unbelievable. So I think you have to have WO to see vuln times. Well um thats dumb as fp is as easy as to come by as credits from a terminal. Anyone can purchase it. Spy's and vuln times are the biggest downer to bases. You have to be naive to think that people dont purchase second accounts just to take advantage of this oversight (oh wait stupid me, second account, more money..guess soe wont be fixing this)


TH im sorry but turrets suck and a base with a vuln time at 3 am can still be taken by 6 people even with full turrets. Its not hard. Yes they may have to stand right next to the turret and UA2 it but its no biggie. The bases weakness is the fact that it really is all that easy, turrets really are all that bad.


Finally, on this rant, let me add ... ask yourself this What does a base contribute to the GCW well the answer is similar to the level of difficulty of taking a base with or without your new fix, your answer is nothing.
BlueChris
Tue Mar 09, 2004 8:28 pm
#22

This still doesn't fix the main problem with bases:


They don't DO anything GOOD while they're up. Now, I'm stupid and want to place them anyway for the hell of it. But I'm in the vast minority on my server.



Deski Grunder-Force Ghost Entertainer
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Lumped Flounder- Master Shipwright/Architect/Merchant
BlueChris
Tue Mar 09, 2004 8:30 pm
#23

Bring back zones of control. Make bases give a bonus to its faction in the zone of controllike the city specialties.



Deski Grunder-Force Ghost Entertainer
Iksed Plunder-Commando (Elder Rifleman/Combat Medic)
Lumped Flounder- Master Shipwright/Architect/Merchant
DrunkenRedneck
Tue Mar 09, 2004 8:37 pm
#24

Nice work on this bit here. Now bases have a freaking chance against the all mighty GhosTEF.



boceifus2000
Tue Mar 09, 2004 8:43 pm
#25


This doesn't matter one bit when all it takes is ONE BUFFED UP PERSON to wipe out all the NPC's and turrets surrounding a detatchment HQ. Make them tougher to kill AND implement these changes.


Takeing out a base needs to be a major operation, not a spur of the moment deal with just the professions needed and a doc.



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cyberotter
Tue Mar 09, 2004 8:47 pm
#26






boceifus2000 wrote:


This doesn't matter one bit when all it takes is ONE BUFFED UP PERSON to wipe out all the NPC's and turrets surrounding a detatchment HQ. Make them tougher to kill AND implement these changes.


Takeing out a base needs to be a major operation, not a spur of the moment deal with just the professions needed and a doc.





i think what u really mean is that buffs are to good... i mean they take NO SKILL POINTS and immediatly make the following things worthless


1.wookies


2.armor encumbrance


3.people who dont get a combat template but only maybe master fencer (cause if they manage to hit a combat template it is just healed back)


4. having abilties take any ham


5. most or all npc in the game





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