Development Cycle Archive

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

KundoJet
Thu Feb 03, 2005 10:55 am
#313

VERY positive change, thanks Devs! This will give a real sense of changes occuring over time as the struggle for planetary control shifts back and forth, and thus give a purpose to GCW activities while understandably placing a premium on PVP activities. I look forward to further developments - glad to see you're listening, and care as much as we do about bringing the "star warsy goodness" to SWG!



Celebriel Inle
Black Rabbit
darthrovile
Thu Feb 03, 2005 10:59 am
#314


Planetary control status can be read by civilians using a "news net" terminal that will be placed in some starports.


Heres an idea: setting up monitors on starports and around cities with active *news* flashes about the GCW



---------------------
eddu
rayo
'artesano (VENDORS: IN RORI 469 -6613
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Spank-A-Thon
Thu Feb 03, 2005 11:22 am
#315






Sien_Chotor wrote:

There is a serious flaw in this design, you really need to make the area around a PvP base, combat enabled only, I can just see the raids now, they send in a group of coverts to clear out the npc's at no risk then cause confusion then a few overts come in and take out the base. This is a whole new form of griefing, I really hope you consider all scenarios so we dont get a half-a**ed system like before which allowed so many different kinds of grief.






Do you people not f'n read anything before you raise "serious flaws"??



  • PvP bases are defended by NPCs (as well as PvP Enabled players).

  • NPC's are inside the PvP base.

  • Only PvP Enabled players can enter a PvP base.

  • Therefore, only PvP Enabled players can kill the NPC's.

Got it? Good. Simple when you read things properly.


- Ymo





--====Ymobacca====--

[ Master Bounty Hunter ] [ Master Combat Medic ]

--====Wraith Squadron Ground Unit Leader====--

"Whatcha gonna do brother when wook-a-mania runs wild on YOUUUUUUU!!!!!!"
jphillips1868
Thu Feb 03, 2005 11:40 am
#316






Spank-A-Thon wrote:





Sien_Chotor wrote:

There is a serious flaw in this design, you really need to make the area around a PvP base, combat enabled only, I can just see the raids now, they send in a group of coverts to clear out the npc's at no risk then cause confusion then a few overts come in and take out the base. This is a whole new form of griefing, I really hope you consider all scenarios so we dont get a half-a**ed system like before which allowed so many different kinds of grief.






Do you people not f'n read anything before you raise "serious flaws"??



  • PvP bases are defended by NPCs (as well as PvP Enabled players).

  • NPC's are inside the PvP base.

  • Only PvP Enabled players can enter a PvP base.

  • Therefore, only PvP Enabled players can kill the NPC's.

Got it? Good. Simple when you read things properly.


- Ymo








Not its not that simple Ymo. All of the current bases have NPCs inside the base and outside of the base. Why should we just assume that there aren't anyNPC outsides the new PvP bases. The Devs posts certainly don't say that. And what about the turrets. TH said that the turrets will still be vunerlable all the time and that they are PvE? So there is a flaw.
blackdaniel
Thu Feb 03, 2005 11:45 am
#317


Message Edited by blackdaniel on 02-03-2005 07:46 PM

blackdaniel
Thu Feb 03, 2005 11:46 am
#318






Sznake wrote:





Sznake wrote:


Base Vulnerability

  • All existing bases will be treated as PvE bases.

  • To soften the transition, for each existing base you own you will be rewarded X faction points

  • PvE bases are always vulnerable. When they are defeated, they will explode.



  • One of our cities on our server has around 5-6 factional Detachment HQs and other types. Are you saying that these will become PvE bases always vulnerable? Some players have over tens of millions of credits into the bases to have them turn into faction farms, and to have a nice PvP...basically Fortress turn into faction farming central, gets some of us VERY steamed. It will take a lot more than faction points to get new bases placed, there better be a way to withdraw credits from the maintenance pool to reimburse our new PvP bases.


    The existing bases should be CHOSEN to be PvE or PvP

    Message Edited by Sznake on 02-02-2005 11:09 PM





    Could I get some form of a response on this? Some of our bases are paid off with millions of credits, and to have them turn into PvE bases is a significant loss to us. WIll there be an option to have them PvP bases, whether by more FP payment or something, or be able to withdraw maintenance from currently placed bases? It will take a LOT more than faction to reimburse our losses.





    agree
    Darter
    Thu Feb 03, 2005 11:51 am
    #319



    jphillips1868 wrote:


    Spank-A-Thon wrote:


    Sien_Chotor wrote:
    There is a serious flaw in this design, you really need to make the area around a PvP base, combat enabled only, I can just see the raids now, they send in a group of coverts to clear out the npc's at no risk then cause confusion then a few overts come in and take out the base. This is a whole new form of griefing, I really hope you consider all scenarios so we dont get a half-a**ed system like before which allowed so many different kinds of grief.


    Do you people not f'n read anything before you raise "serious flaws"??

    • PvP bases are defended by NPCs (as well as PvP Enabled players).
    • NPC's are inside the PvP base.
    • Only PvP Enabled players can enter a PvP base.
    • Therefore, only PvP Enabled players can kill the NPC's.

    Got it? Good. Simple when you read things properly.

    - Ymo




    Not its not that simple Ymo. All of the current bases have NPCs inside the base and outside of the base. Why should we just assume that there aren't any NPC outsides the new PvP bases. The Devs posts certainly don't say that. And what about the turrets. TH said that the turrets will still be vunerlable all the time and that they are PvE? So there is a flaw.




    PvP bases will still only be vulnerable for three hours every two days, though, so at the very least you know when the next attempt is going to be made to blow it up.

    So a bunch of PvP-disabled punks come and kill all your NPCs...so what? They still can't take out the base or go inside, and NPCs will respawn automatically, so you haven't lost anything. You KNOW when the PvP-enabled people are showing up to destroy it, so if you want to stop them from doing so, you show up and prevent them. Even if the PvP-disabled people take out the NPC's and turrets, that still leaves players ready to be killed as they try and blow up the base. It's no different than PvP is now.



    ---
    Ar'pacha Darter, Trandoshan extraordinaire
    http://www.technodevil.com

    Make Bounty Hunters accountable for their failed missions!
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    jphillips1868
    Thu Feb 03, 2005 11:56 am
    #320

    It becomes an issue when the base is vunerable and a wave of PvE disabled players come first and take out the outside NPCs and the turrets without risk of attack from the PvP defenders. Then after those defenses are eliminated, the PvP attackers come.
    Darter
    Thu Feb 03, 2005 12:04 pm
    #321


    jphillips1868 wrote:
    It becomes an issue when the base is vunerable and a wave of PvE disabled players come first and take out the outside NPCs and the turrets without risk of attack from the PvP defenders. Then after those defenses are eliminated, the PvP attackers come.




    But so what? Are defenses only supposed to hurt one kind of player? A PvP base's defenses can only attack PvP-enabled players, including the NPCs? Isn't the whole POINT of PvE so that they ONLY fight NPCs?

    OK, so let's take your example, then. A PvP base is in its invulnerable time and PvP-enabled players attack it. They can take out the NPCs and turrets, but not destroy the base. No different than it is now. OK, so now let's say PvP-disabled people attack it. They can destroy the NPcs and turrets. No different than it is now.

    Now the base is in its vulnerable stage. PvP-disabled players come and attack it. They can destroy the NPCs *outside* and the turrets, but not destroy it. Now PvP-enabled people show up with the base's defenses softened, and they can blow up the base. Your scenario, yes?

    Isn't the whole point of having set times when a base can be destroyed so that BOTH sides know when the attack is coming? If you want to prevent your base from being destroyed, send a bunch of PvP-enabled people to guard it. They may have to stand around and watch and their turrets and NPCs are destroyed, but they can wait for the PvP-enabled people to show up and attack, and they can fight them and/or stop the destruct countdown. Now it's the PvP-disabled people's turn to stand around and watch. 100 PvP-disabled people can attack the base, destroy all the defenses, but all it takes is one PvP-enabled defender to stop the countdown.

    Message Edited by Darter on 02-03-2005 11:08 AM



    ---
    Ar'pacha Darter, Trandoshan extraordinaire
    http://www.technodevil.com

    Make Bounty Hunters accountable for their failed missions!
    My Proposal for Bounty Hunter "Deadbeat Points"
    ShineKnuckle
    Thu Feb 03, 2005 12:25 pm
    #322






    Sien_Chotor wrote:

    There is a serious flaw in this design, you really need to make the area around a PvP base, combat enabled only, I can just see the raids now, they send in a group of coverts to clear out the npc's at no risk then cause confusion then a few overts come in and take out the base. This is a whole new form of griefing, I really hope you consider all scenarios so we dont get a half-a**ed system like before which allowed so many different kinds of grief.







    That can't happen.



    The devs' posts indicated that the PvP bases will spawn high-level NPCs only INSIDE the walls, and you have to be PvP-enabled to get inside. PvE players can't even enter the PvP bases.





    Altaire Ferrous - deceased Bounty Hunter
    Rail An'geles - deceased Jedi Knight

    Darter
    Thu Feb 03, 2005 12:34 pm
    #323



    Yezzo wrote:
    The PvE base sounds like a great addition to me. I like combat where you don't have to prepare for ages. It's nicer to just bring along a friend and pop a couple of stormies. Even better that it actually affects the GCW.
    Quick question: Will the PvE bases look like the bases already in game, or will there be new art?





    I'd imagine they'd look like pre-existing bases since the devs said that all existing bases will become PvE bases at the time of conversion.

    However, I hope that the devs take this opportunity to create new types of bases or at least variations on the different types already in existence. Different layouts, etc. If they can have Small Naboo house Type A, B, and C, I think they can have Forward Outpost base Type A, B, and C. Same stats, different look.



    ---
    Ar'pacha Darter, Trandoshan extraordinaire
    http://www.technodevil.com

    Make Bounty Hunters accountable for their failed missions!
    My Proposal for Bounty Hunter "Deadbeat Points"
    f33d84ck
    Thu Feb 03, 2005 12:37 pm
    #324


    TH and Tiggs, these changes are great for the game, but why would players even bother if the GCW standings don't mean anything? Great, you are controlling a planet, but what does that get you?


    - Bonuses to NPC's?

    - Added faction perks?

    - Is it tied in with the new veteran rewards?

    - Is it tied in with the availability of armor schematics when the faction becomes craftable?


    These changesneeded to happenand are fantastic, don't misunderstand me. However, if there is no significant rewards to either side of the war, then it will get stale quick.



    The Cleric Regnor
    http://mortis.teamego.com
    jphillips1868
    Thu Feb 03, 2005 12:41 pm
    #325






    Darter wrote:




    jphillips1868 wrote:
    It becomes an issue when the base is vunerable and a wave of PvE disabled players come first and take out the outside NPCs and the turrets without risk of attack from the PvP defenders. Then after those defenses are eliminated, the PvP attackers come.







    But so what? Are defenses only supposed to hurt one kind of player? A PvP base's defenses can only attack PvP-enabled players, including the NPCs? Isn't the whole POINT of PvE so that they ONLY fight NPCs?

    OK, so let's take your example, then. A PvP base is in its invulnerable time and PvP-enabled players attack it. They can take out the NPCs and turrets, but not destroy the base. No different than it is now. OK, so now let's say PvP-disabled people attack it. They can destroy the NPcs and turrets. No different than it is now.


    The difference is that under the new system, they get to do this (we think) to a PvP base without any risk. Even if the base isn't vunerable, this uses up the resources donated to the base that effect how quickly the NPCs spawn, meaning there is less for a real PvP attack.

    Now the base is in its vulnerable stage. PvP-disabled players come and attack it. They can destroy the NPCs *outside* and the turrets, but not destroy it. Now PvP-enabled people show up with the base's defenses softened, and they can blow up the base. Your scenario, yes?


    Yes, these PvP disabled players make it easier for theOvert players to take the base, because there are less NPCs to assit the PCs defenders and without any risk.

    Isn't the whole point of having set times when a base can be destroyed so that BOTH sides know when the attack is coming? If you want to prevent your base from being destroyed, send a bunch of PvP-enabled people to guard it. They may have to stand around and watch and their turrets and NPCs are destroyed, but they can wait for the PvP-enabled people to show up and attack, and they can fight them and/or stop the destruct countdown. Now it's the PvP-disabled people's turn to stand around and watch. 100 PvP-disabled people can attack the base, destroy all the defenses, but all it takes is one PvP-enabled defender to stop the countdown.


    In that scenario you are right, the base is safe. But what about a situation where you have 2 PC defenders, and 5 Overt PC attackers. In that case, the elimination of the NPCs might very well give the attackers the advantage to win. And advantage they would get without any risk to the PvP disabled players.


    Message Edited by Darter on 02-03-2005 11:08 AM




    If we are going to add these PvE bases for the coverts to farm, why do thecoverts need to participate in the PvP bases. Except under these system as stated, the PvP baseswill be part PvE and part PvP.Iknow its techincally not a exploit,but the PvE aspect ofa PvP basehas an explotish feel to it.

    Message Edited by jphillips1868 on 02-03-2005 02:46 PM

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