Development Cycle Archive
Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game
Mater_Gunfighter
Thu Feb 03, 2005 4:24 pm
#339
My question(maybe already posted but I'm not gonna read 9 pages):
WILL BASES ACTUALLY EXPLODE WHEN DETONATED????
Feyne
Thu Feb 03, 2005 4:25 pm
#340
OMG! This is looking more awesome by the minute, I am SO looking forward to the revamp coming out!
atytula
Thu Feb 03, 2005 5:48 pm
#342
The last thing we need is uber NPCs in SWG. I still laugh that it takes so long to kill a superbattle droid. Look how easy they die in SW:EPII. Intead of having really strong NPCs, make them as tough as a player, and have lots of them. A base should have a whole legion of troops (in SWG at least 50) and they should have good armor and weapons, but not 100k HAM. And spawn rate should not be as frequent as some of the village quests.
SOETyrant wrote:
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.
KnightHawk420
Thu Feb 03, 2005 5:51 pm
#343
There need to be real tangible rewards to having the most "control".... only thing I see really lacking here otherwise some great changes ahead...
But now PVE bases..... ?!?!?!?! Personally I don't see many putting down PVE bases unless they just had nothing better to do with them really. But even then I'd rather not have a base non PVP players can attack and harass without fear of retribution. I'm not real thrilled about these PVE only people in the GCW... its just silly, I don't see myself putting up bases to further support that cause.
KnightHawk420
Thu Feb 03, 2005 5:54 pm
#344
Faction farm is starting to come to mind...... /sigh
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.
Well, one thing we have to consider is that they aren't "your" bases per se. They are the Empire's bases and the Rebellion's bases.
The purpose of these bases is to run around and shoot NPC's of opposing factions - - for fun.
PvE bases will count towards planetary control, but not nearly as much as PvP bases.
Treal
Thu Feb 03, 2005 6:50 pm
#345
I think I might have a simple solution to the problem of sending in PvE forces to take out the turrets on the PvP bases. Make the all turrets on PvP bases attackable by PvP only. this way the Devs still get to keep the turrets up 24/7 like theywant and the base owner is not as concerned with having his turrets taken out while he/she is forced to sit back and watch. As for the NPCs outside the base, well they would still be fair game for PvE players.
Mercerian
Thu Feb 03, 2005 7:34 pm
#346
Very nice!!! I was just wondering will the base vunerability times be displayed to both factions whenever they want to find out the time, ordo we have to figure this out?
Mercerian
Thu Feb 03, 2005 7:42 pm
#347
Planetary control in its self regardless of other issues will help tremendously. Finally the dreams of Khade Deveron and others are being realized, now its a game I'm willing to pay for.
MoxieOtura
Thu Feb 03, 2005 7:46 pm
#348
* checks calendar * April 1st ? No. Hmm. * pinches self * Wow this is amazing.
Straker_Atrella
Thu Feb 03, 2005 8:59 pm
#349
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.
Are you saying that all the PVP NPC defenses will be inside? Meaning nothing outside? No more ST patrols, or ATST's? What about Turrets? Who can shoot at Turrets at a PVP base?
val5412
Thu Feb 03, 2005 9:10 pm
#350
ONLY 16 PAGES???? comeon people there where 70+ page threads when the devs where muckin things up, now that theyre workin to improve things let em know all thier hard work is apreciated
YAAAAAY ALL I CAN SA Y IS YAAAAA. GOOD JOB GUYS
two-tone
Thu Feb 03, 2005 10:53 pm
#351
omg my eyes are bleeding i just read every post 
sounds great imho
i love the idea of pvp AND pve bases (lag issues aside)
somepromising ideas posted too...
i like the bh spysvs commando or squad leader anti spys for base vulnerability times
also like the factional aligned poi /faction warn idea
(many other great ideas there too)
i am a little concerned about balancing in regard to 1 faction becomeing totally dominant
and this leads to a question about the reward for winning in the gcw
TH said ---> "Based on who is winning the factional conflict per planet, faction point costs and the faction presence in cities will change"
if for example the rebels on a particular server out number the imps andare winning the gcw (dominateing all planets) and have areduced faction point cost as a reward for this ,enabling bases to be purchased at a lower faction cost. how would the imps ever regain control or compete .
does it work this way round??
or??
will the rebels who are winninghave a higher fp cost enabling the imps to purchase cheaper bases thus enabling them to replace destroyed bases faster and have a chance to gain control (if this is the case u would effectively be punished for winning the gcw)
basicly it comes down to2 questions i suppose ...
what are the exact rewards for winning in the GCW ????
andare there going to besystems in place to stop a complete landslide into an unrecoverable situation for 1 faction or the other?
as i dont believe that would be fun for either faction.
other than that im really impressed and look forward to it going live the potential is amazing
i would like to see factional space stations in jtl contributing to the results of the gcw also (mebe in the future devs huh??)
devs i hope u manage to get all the issues ironed out and i wish u good luck in that, think u have your plates full tho
colonel totuss (chimeara) 
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