Development Cycle Archive

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

PetaByte32
Sat Feb 05, 2005 6:40 am
#378

If the control of the planet affects faction perk costs I see a major issue here. Lets say Naboo is under Rebel Control. So an Imp wants to buy a base. But on Naboo lets say the base costs 50k FP. But on near by Tatooine where the Imps have control the base is only 30K. I dont see how this is a good thing.


One possible fix is make the bases planet specific. If you buy a base on naboo it can only be placed on naboo. If you buy one on Tatooine, it can only be placed there. And so on.


Another problem I see is its basically a 1 up system. If your planet is under enemy control you got two choices. Place more bases or destroy enemy bases. But how hard is it to place a base? If its not hard at all then its a 1 up system. You get a team together and do a good run that takes out 5 bases in a day, how would you feel to check the holonet and find the enemy just ran behind you and dropped new bases? Yah their down some faction but that is all they really lost. With faction being so easy to come by now a days I see this as a no win situation.


One possible fix for this is to make bases cost more each time you drop one and it is destroyed. So you drop a base that cost 50k FP and it gets blown up. You go to drop a new one and have to pay 10% more FP (5K) at the drop time. I say drop time becauseI knowfew people who would have a house full of base deeds so theywouldnt pay a penality. This continues to increase with each base you lose. But also degrades over time too. If you wait a week to drop a new base the cost is back to normal.


The last problem is the side switching is nuts. I see alot of people switch sides, to the winners, when one faction begins to win alot more. Its happening right now on my main server. One side is winning alot more so the other faction is switching. This is quite commonin FPS team games as well,where players will switch from the losing side to the winning side near the end of the map. But with a territorial control system this can be a real killer.


Possible fix is to make it harder to switch sides. Institute a bribe and timer. If an Imperial wants to change to rebels and rebels are clearly winning then the Imp has to work off all faction negatives then pay the rebel recruiter a bribe based on his former rank. After that he is told to return in a week to get his new faction assignment. If the rebels are clearly losing then the bribe would be half what it would normally cost and the timer halved as well.


PB32





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
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nogoodnamesareleft
Sat Feb 05, 2005 4:27 pm
#379

is this before or after CU or part of it!?!?





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Khoivo
Sun Feb 06, 2005 12:18 am
#380

YOU FRIGGEN ROCK TH!!!



---------------------------------
I'm a noob................again!!!
Leto_jr
Sun Feb 06, 2005 3:08 am
#381

can't say other then i just love these changes !!



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Darth_Meatloaf
Sun Feb 06, 2005 7:54 am
#382

TH? You.....feeling okay?

BECAUSE THIS IS AWESOMELY AWESOMELY AWESOME!

I guess the JtL beta did some good there, because....this game is actually getting
BETTER rather than going straight downhill!

I LOVE YOU (in a purely friendly way)!!



-------------------------------------------------
Kalash Bakimar
[|] Lightsabers can be FUN! [|]
-
MrBomb
Sun Feb 06, 2005 9:34 am
#383

These changes are really amazing. I write the same thing whatI had written on the "SWG Changes Part 1" thread:






MrBomb wrote:


Finally we can experience the real Star Wars Saga and the real side of theGalactic Civil War! Yeahh!


I wish that the game will be updated with these amazing changes in a short time. We are waiting for them impatiently!






I have a wish about PvP and PvE faction bases. I think there should be many NPCs inside the bases and some defensive weapons (like turrets) in the enterance of the bases.




Otkoo Jeliyeer - Master Pistoleer / Master Scout / Master Creature Handler
01201986
Sun Feb 06, 2005 12:32 pm
#384

perhaps this was answered and I just missed it. But I understand PvP bases will have nasty NPC's. what about the PvE bases? same old normal NPC's for those? oh and...


nice work



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SpecWar1
Mon Feb 07, 2005 1:07 am
#385

Well that takes care of the base problem....



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Spank-A-Thon
Mon Feb 07, 2005 1:48 am
#386






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.







But have you considered, much like the troops in Mos Entha, that these PvE bases may not provide any FP or XP? That their only purpose is to generate a "score" for your faction - and by blowing them up, you prevent that faction from receiving any more points from that base.


Therefore, the onlyreason to attack these bases is to help your faction, rather than personal gain. Which is how taking sides in a war should be.


I think there's a lot of worry about nothing going on at the moment. All this worry of FP/XP farming is going to be a non-issue. These bases are about Planetary Control... not Faction Points...


- 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!!!!!!"
Rougenndrews
Mon Feb 07, 2005 4:25 am
#387

Having come from the TEF thread and read this it makes a little more sense to me, but on the whole I really don't understand why people are getting so excited over this. It's just making things more complicated and I think less involving.


The wayit is now, areb / imp could go to the oposite factions town, have a quick fight near a base, kill some np'cs on a spur of the moment thingand then within minutes it all kicks off, its fantastic! Even people who arn't pvpers that have been with me have loved it! I fear this will scare a lot of players who dont want to PVP and then just never will bother, as they have it easy. They can go around, kill stormies, kill bases, with no consequences? wheres the fun and whats the point if theres no real danger of getting a good kicking?


Perhaps i'm missing the point here, but to me it takes away the risk and realism of the game. It's becoming too structured and too much hastle I think. It will also split players apart more, as people will now have an excuse not to venture into PVP and you will get those who just go npc killing, while the existing pvpers get into the new system and go off on their own....


Sometimes I just think things should be tweaked over time, not just changed straight off like this....



ROUGEN
DRUNK GuildLeader

- I supported keeping & balancing the pre CU combat system You could of too
Vicotnik
Mon Feb 07, 2005 4:30 am
#388






Rougenndrews wrote:

Having come from the TEF thread and read this it makes a little more sense to me, but on the whole I really don't understand why people are getting so excited over this. It's just making things more complicated and I think less involving.


The wayit is now, areb / imp could go to the oposite factions town, have a quick fight near a base, kill some np'cs on a spur of the moment thingand then within minutes it all kicks off, its fantastic! Even people who arn't pvpers that have been with me have loved it! I fear this will scare a lot of players who dont want to PVP and then just never will bother, as they have it easy. They can go around, kill stormies, kill bases, with no consequences? wheres the fun and whats the point if theres no real danger of getting a good kicking?


Perhaps i'm missing the point here, but to me it takes away the risk and realism of the game. It's becoming too structured and too much hastle I think. It will also split players apart more, as people will now have an excuse not to venture into PVP and you will get those who just go npc killing, while the existing pvpers get into the new system and go off on their own....


Sometimes I just think things should be tweaked over time, not just changed straight off like this....






Hum? Are you talking about the "planetary control meta game", or the TEF change? If it's the meta game thing, then people are most likely very excited over this since we'll finally get something to fight over instead of pointless skirmishes that no one can really win. If it's the TEF change, well... Then there are many reasons (No more GTEF, more PvEers in the GCW, etc).



--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
Rougenndrews
Mon Feb 07, 2005 5:28 am
#389

Sorry that came out wrong, I meant I don't understand why ppl are so excited over loosing the whole TEF thing.


My point being it's great to have a goal in pvp, just as its great to have spur of the moment battles. It's just rubish the way the PVE'ers can kill bases and NPC's with no conseqences. If your a rebel and kill imps, imps should be able to attack you, and if your a imp and kill rebels, well then rebs should be able to attack you, that the price you pay and the risk you take. I think thats they way it always should be regardless of the new icentives.


The thing i mentioned about it being complicated is the whole PVE and PVP base issue. I thought it was much better if you had one type of base like before, that everyone can attack and defend. Having PVP and seperate PVE bases like I said I think will seperate the player types more.


Also, give it a few months, and there will be cocky little kids all over the place knocking out npc's infront of you and mouthing off while you just stand there and take it in your own town.


Utter rubbish..........



ROUGEN
DRUNK GuildLeader

- I supported keeping & balancing the pre CU combat system You could of too
Spank-A-Thon
Mon Feb 07, 2005 6:20 am
#390






Rougenndrews wrote:

Sorry that came out wrong, I meant I don't understand why ppl are so excited over loosing the whole TEF thing.


My point being it's great to have a goal in pvp, just as its great to have spur of the moment battles. It's just rubish the way the PVE'ers can kill bases and NPC's with no conseqences. If your a rebel and kill imps, imps should be able to attack you, and if your a imp and kill rebels, well then rebs should be able to attack you, that the price you pay and the risk you take. I think thats they way it always should be regardless of the new icentives.


The thing i mentioned about it being complicated is the whole PVE and PVP base issue. I thought it was much better if you had one type of base like before, that everyone can attack and defend. Having PVP and seperate PVE bases like I said I think will seperate the player types more.


Also, give it a few months, and there will be cocky little kids all over the place knocking out npc's infront of you and mouthing off while you just stand there and take it in your own town.


Utter rubbish..........






Well, knowing you cannot defend a PvE base, if you place one somewhere really visible (i.e. such as your town) then you deserve to have it destroyed. The idea of PvE bases is to place them as well hidden as possible.


- 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!!!!!!"
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