Development Cycle Archive

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

Erillion
Fri Feb 04, 2005 9:11 am
#365

>>>

Tyrants never sleep (job requirement).

>>>


Must be a Swarm Tyrant of the 'nids .... servant of the Hive Mind !


have fun


Novarider
KaylBreinhar
Fri Feb 04, 2005 9:24 am
#366

Devs:

I still want to know what's going to stop this change from taking up the majority of flat land in the game - if the playerbase gets into this change enough, it's going to be nigh impossible to plant harvesters if you're giving out free bases when you buy certain other types. :/

Some of the guilds on Eclipse would be crazy enough to try and cover massive plots of land with bases, and on Tat, some of the flattest land typically spawns Krayts (e.g. the Dune Sea).



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Cocomoe1
Fri Feb 04, 2005 11:01 am
#367

I like it, give you a choice on how you want to play.



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Auraboron
Fri Feb 04, 2005 2:01 pm
#368






SOETyrant wrote:


I don't think we will allow base deed trades to other factions, thanks for calling that out.





While you're on that one Tyrant, you need to make sure /transferstructure does not cross factional lines either. I've seen too many Rebel Bases (faction farms) LOT-held by Imperials.


Needless to say, seeing Imperials as the owners of Rebel bases is fairly immersion breaking.





__________________________
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smugglerorap
Fri Feb 04, 2005 2:58 pm
#369

can't wait heh



Orap Minon SGO - Master Smuggler, Master Teras Kasi Artist, and Master Pistoleer on Intrepid.
DeadlyTedly
Fri Feb 04, 2005 3:02 pm
#370

One last question - and maybe not for this thread, so please let me know which one otherwise.

One of the changes is that we are going to be able to display our faction rank under our name. When the new faction armour comes out, could our rank be displayed on that? i.e. the different coloured shoulder pads?

That would be wonderfully cool




Dwar Evonbar (gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggg) Avi'
[Pre-CU Dark Jedi Knight]--------------------------------------[Master Bounty Huntress]

SWG: LIVE BY THE NERF, DIE BY THE NERF
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Eihort
Fri Feb 04, 2005 3:38 pm
#371

I've read through most of the thread and heard a lot of issues.

1. I'm sure that they're going to make everything about a PvP base be PvP only. The NPCs, turrets, and everything associated with it will be unattackable by PvE factional players. If they keep that open, people will exploit it. Period. You leave any sort of loop-hole in this game and players will be all over it like ants on cake. That change really needs to be included in the current proposed design.

2. Faction farming is a fact of life, especially now that the TEF flags are gone. You don't like seeing PvE imp/rebs going around killing NPCs while you can do nothing about it? Thank all the people that did nothing but slink around and wait to GANK people that were just trying to get a nifty looking set of ST armor (Because you'd only get it for looks, period). There are people that want nothing to do with PvP players because quite frankly, given the PvPer stereotype, NPCs don't flame you in tells and harass you when you fight them, whether you win or not, and then follow you around waiting for an opportunity to gank you. Their playstyle is to just go kill some stormies like in the movies for fun. Let them do so, but the way the two types interact must be very carefully examined, as in the next paragraph.

3. What is the incentive for placement of PvE bases? Given that people don't just want to give free faction away, it's entirely worth a player's time to simply destroy the two free PvE bases and go buy 2 more PvP bases since they count for more and are insulated against PvEers. So then we're going to have the PvPers not putting these bases down to keep the other side from having an easier time farming faction, and a harder time getting control of the planet and then force people into PvP if they want to make ANY difference in the planet control metagame, and this is where people will start ganking and other things to players switching to PvP just so they can have some fun attacking a factional base.



-This sentence is false-
KaylBreinhar
Sat Feb 05, 2005 1:07 am
#372

Yes, but think about the impact to spawns and the ability to place harvesters. :/



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
drathon-3
Sat Feb 05, 2005 1:14 am
#373

*pinch self*


yep, I am awake. only good thoughs for the devs these days!!




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craftr
Sat Feb 05, 2005 1:41 am
#374



Thunderheart wrote:Base Cost
  • When a player purchases a PvP base they will receive 2 PvE bases for free. These can be sold, traded or placed as needed.
  • Factional bases will no longer cost lots. You will be limited to a maximum of 3 bases per player.
  • Message Edited by Thunderheart on 02-02-2005 05:39 PM

    Message Edited by Thunderheart on 02-02-2005 06:46 PM





    Excellent overall changes, one thing im worried about though. With Bases now taking up no lots and each player being able to have 3 I think we may have a situation where we get too many bases at one time. I believe the purpose of Bases is to create a an area where players can come in order to PvP. But if there are too many, we might end up endlesly chasing groups of other fation players from base to base to base, vainly trying to find them so we can have some fun pvp. Id rather we had fewer bases where we knew the enemy would be so we could waste as little time as posible trying to find the enemy and more time trying to kill the enemy.

    Also, Id like to ask if it is posible to change the bases so that they can not be taken down by the owner of the base during its vulnerability period. Its no fun getting buffed up and heading to a base, only to have the owner pull it down when you get there.
    Jubilee64
    Sat Feb 05, 2005 2:32 am
    #375

    These changes are fantastic and have gone down very well in our SWG guild.


    Some of our players prefer to pve and the idea of being able to group andcontribute to the GCWwithout pvping is marvelous. As for incentive to place these bases, well its already confirmed they count towards planetary control while up, and they are given away free with pvp bases and don't cost lots. I think they will be getting placed loads which means plenty GCW content for combatants. I hope the npcs in both bases are of the right level to ensure grouping..the pve bases will be a lot less disposable if you are in effect placing a corvette standard dungeon in your city.


    The best part of all is being able to determine the factional presence in NPC cities and hopefully the rewards for holding a planet can be enhanced over time.. but reduced fp costs is as good a place to start as any.


    Jubilee Jones

    Farstar
    elcin
    Sat Feb 05, 2005 2:55 am
    #376

    New changes look great but brings some concerns to my mind...


    PvE bases cannot be protected by players also TEF is gone now..so..


    PvE bases also dont require lots to place and every player can place up to 3!!!


    This will cause some things..


    PvE bases will be used for faction farming.


    PvE bases will be used for XP farming......more than ever been used.


    This 2 thing will occur if they put a reasonable respawn time for npc defending PvE bases.So to my opinion better put super NPCs to a PvE base and make the respawn time real slow.That can prevent any kind of farming.




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    Vicotnik
    Sat Feb 05, 2005 4:02 am
    #377






    elcin wrote:

    New changes look great but brings some concerns to my mind...


    PvE bases cannot be protected by players also TEF is gone now..so..


    PvE bases also dont require lots to place and every player can place up to 3!!!


    This will cause some things..


    PvE bases will be used for faction farming.


    PvE bases will be used for XP farming......more than ever been used.


    This 2 thing will occur if they put a reasonable respawn time for npc defending PvE bases.So to my opinion better put super NPCs to a PvE base and make the respawn time real slow.That can prevent any kind of farming.







    Faction farming as in guilds placing opposing factionPvE bases to farm?


    Seems a bit careless to do that, since the PvE bases will also count towards who is "winning" the game. By placing PVE bases of the opposing faction, you would in fact lessen the chances of your own faction "winning".


    Hopefully other guilds and people of the same faction would take those bases down ASAP.




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