Development Cycle Archive
Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game
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
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
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.
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
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.
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
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.
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.
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
Message Edited by jphillips1868 on 02-03-2005 02:46 PM