Development Cycle Archive

Thread: SWG Changes Part 3: GCW Occupation System

LeBob
Wed Feb 09, 2005 1:28 am
#443




What is the reasoning for allowing high ranking faction members to avoid scans?
High ranking officers aren’t going to be scanned by their own army, but they will be scanned by the opposing army. This isn’t anything new. We haven’t touched the code or the percentages at all. The only difference is that now, Rebel officers are protected from Rebel scans.




I think the point was "What was the original reasoning when this was implemented in the Imperial Crackdown?".


I personally do not agree that high ranking officers should be immune... of either faction.



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LordBluefire
Wed Feb 09, 2005 1:29 am
#444






Dovakic wrote:





AlexandorDoran wrote:





Dovakic wrote:
This looks very very cool...just one thing that I think needs to be addressed...the rebellions "stronghold" city on tatooine, anchorhead, doesnt have a starport. This would make it impossible (well, not impossible, but very difficult) for rebels to shuttle into tatooine if all the other cities were heavily patroled by imperial npcs. Carebare or not, rebel crafters need a safe place to get to their player cities on tat.

Message Edited by Dovakic on 02-08-2005 02:27 PM





Keep in mind that the Imperial Stronghold on Corellia, Bela Vistal, doesn't have a Starport either. So we are at the same risk if Corellia falls entirely to the Rebellion as Rebels are if Tatooine is controlled by the Empire.




That's true as well...so corellia needs an imp stronghold with a starport and tatooine needs a rebel stronghold with a starport. Otherwise...well, I can easily see a crafter having to shuttle in to a hostile starport, getting killed, and not being able to get out of the city in question because the closest cloner would be in that city as well. Not good.





It would seem that the more logical answer would be to get a smuggler in your grouped with your crafter so you can "sneak" by. You know, actually use those smugglers a bit? Now we just need an in-game terminal for smuggler missions from players. From the way I read it if you are truly a nuetral crafter you aren't going to be killed for having contraband, just fined.


As far as Dark Jedi go, they should be rare. This is a step in the right direction. Jedi should be rare, period. Will this stop me from unlocking? No way! Will it stop me from going Dark Jedi if I want to? No way! This will only add to me using strategy in the game and thinking before I fly somewhere. No more "It doesn't matter, I am buffed and thus safe at all times." Will a Dark Jedi not be able to master pilot? No! That is plain crazy talk. Will it take him longer to master pilot because of the fighting he spends on the ground trying to get missions. Undoubtedly. Will it add a challenge and thus some fun? Most likely. Is it better than waiting 15 minutes at a starport watching people trash talk and gank each other? *You betcha!*


This is what we have been screaming for. Give us a challenge. It shouldn't be a safe galaxy. We will all have to make some new strategies and have more fun, I hope!


Death for faction is not supposed to result in decay, so hopefully that will hold true in this new system.




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KapowBzapp
Wed Feb 09, 2005 1:29 am
#445

First I just wanted to throw in another enthusiastic Yes. This sounds fantastic.

Maybe I'm jumping the gun, but does a faction's planetary control confer other benefits to that faction? Right now I'm a Rebel and, on my server, still get a 15% Cries Of Alderaan bonus on all my faction point earnings. It seems to me long overdue for Imperial players to have an opportunity to pull that advantage their way, and extending Imperial occupation of a planet seems like the perfect way to earn it.

If Warryyr is still reading, the Rogue Corsec POI on Corellia is an easy, low-level way to get your CorSec faction back in the black. Sure you'd need a group to get you through as a non-combat character, but still far less effort than it must have taken to do the Corvette.





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Shiznat9000
Wed Feb 09, 2005 1:30 am
#446


There needs to be some incentive for the losing side to keep trying to place and destroy the bases.


I know on Bria at least the imps always beat the rebs hands down simply because they're so outnumbered. Once every planet is imp controled and the rebs know they have no chance of changing that, why should they bother to let the imps keep beating them? They'll just find other things to do, or if they like PvP they'll switch to imp.


One good way to counter this is to increase the cost of bases for the winning side. And keep increasing the costs until that side isn't winning anymore. Don't put any cap on how high the cost can go. Without the impression that the war is going back and forth it will becoming boring very quickly.


Also faction costs need to be the same across all planets. From what you've said it sounds like if the planet I'm on is controled by the other faction I can simply go to another planet and get a faction discount. That's pointless.
LeBob
Wed Feb 09, 2005 1:30 am
#447






jefmes wrote:





ElfDruid wrote:





CraggSwampRoamer wrote:

Why are Imperial forces attacking Dark Jedi?
The Empire has a campaign against all Jedi. The soldiers of the Empire have no knowledge of what differences there are between Dark & Light Jedi. There is nothing to indicate that the Emperor and Vader want Dark Jedi around.


*****


Continuity atlast!




At this point, I'll take all the continuity I can get!

Now...the real question.....can LucasArts/SOE start getting permission from Lucas to begin working on EP3 work for SWG?



YAY! And I'm sorry Dark Jedi, but this is how it should have been from the get go...you've been getting off easy till now. PLEASE Devs, don't sway on this...Vader and Palpatine would be quite upset with you if you allowed challengers to their dark side rule get off easy





Q.F.E.


Some would say Dark Jedi and Light Jedi should be equal in this respect. I do not understand why someone would want to play a Dark Jedi that was buddies with Darth Vader. The idea of that sickens me.



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-Smokey-
Wed Feb 09, 2005 1:30 am
#448



Tlk wrote:
So SOE, what happens when a Dark Jed happens to eb a high ranking imperial officer? Which flag takes precedence?
By the way, still a terrible imballance between light adn dark jedi. If I am an imperial officer, why would an imperial attack me whether I am a jedi or not? Wouldn't based on that idea, prevent any dark jedi from being in the imperial forces? Since they would use their powers on the battlefield? Why can I flash my saber to kill an NPC base and the Stormtroopers near by will come and assist me?
Consistancy, that is what is needed, consistancy and balance.

Continuity is not relevant for this game, hardly anything is based on continuity in the game.
For those arguing against darke jedi, do you even have jedi? Are you aware of the games large imbalances between the dark and light jedi? This just continues down the line of the devs being rebel biased hindering the development a well balanced game.
For continuity sake shouldn't this be a very dark time for teh rebellion? Where Vader himself is hunting down the remnants of the rebels that were scattered after the destruction of their base on Yavin? Always amazes me people argue continuity only when it favors them.





I think this is a great opportunity to get the Jedi to think about what they are doing. How about a jedi wearing robe, equipping a LS, carrying tuned crystals etc would be found to be a jedi. Jedi being discrete going about their business get scanned as non-jedi. Or something along those lines.

Smokah
Amscu_Edfo
Wed Feb 09, 2005 1:30 am
#449

So, basically if a town has friendly Special Forces standing around, an onleave individual gets scanned and turned Combatant, Special Forces just watch while he shoots all the neighboring guarding NPCs. So theoritically he and his partners have a field day in enemy controlled cities. Great....really great.
_________________________________________________________

Exactly right. If you guys are going to take the TEFs away, then if someone gets scanned in one of these cities and is "outed," then they need to be turned special forces(PvP enabled). Before the argument could be made that they could not participate in the GCW without fear of player retribution. Well in this case they really do have a conscious choice to make, while still being able to participate. Do I carry illegal goods and have a chance to get killed by a player if I get "outed," or abide by the law and avoid PvP? Remember, the ONLY way to get "outed" is to have illegal items, so PvP in this situation is 100% avoidable. And please don't go crying to me that it's not fair that you can't carry sliced stuff now. You want the reward, take the risk. In a case like this no one should have any sympathy for the person who gets "outed" and complains because they did it to themselves.

TEFs going away I don't agree with but will tolerate, but this is inexcusable. Being scanned and caught with illegal goods should flag you attackable by ANY of the opposing faction. A single Imperial outpost in the middle of nowhere being killed by a Rebel PvEer means nothing, but to let PvEers turn whole cities because they go unopposed cannot stand.

People always ask how just letting the PvE players have their fun negatively affects me, well, this is it. I have to stand by and watch as PvE only players eliminate all resistance in a city with impunity, in some cases turning the city from one side to the other. I can't just "ignore" that as some have suggested because it's all part of the same GCW. What they are doing in that city will affect the overall status of the war, so it cannot be allowed.

In giving the PvE only players a pleasurable playing experience, please make sure that you don't eliminate everyone else's.

And if you aren't going to do that, then those had better be some REALLY hard hitting reinforcement NPCs if you expect them to wipe out whole groups of elite players.



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Gamble
Wed Feb 09, 2005 1:31 am
#450

I am more of a PvE fan than a PvP but as this does pit us against each others actions even if indirectly, I can see the complaint of special forces not being able to defend their city against normal combatants. I don't see a real way around this except for the situation of a city that has just lost control by it's faction and is transitioning to the other (waiting to be cleared out). To ensure that a few combatants cant single handedly clear out a town to enable their faction to take claim, perhaps you can setup 2 to 3 'hard points' in each city that basically function like PvE bases (if I understand their function correctly) where you must be pvp enabled to enter and are full of high level NPCs. This seems like it would create several alamo type scenarios and at least give PvPers something to hold onto.

Just a thought..



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IndySWG
Wed Feb 09, 2005 1:31 am
#451

WooooOOOOO HOOOO!!!!



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FantasticPlastic
Wed Feb 09, 2005 1:32 am
#452



Ruh wrote:

Good point O. However, lets say this had an effect on OZ, how would that effect our base there. Wll the npcs be fighting 24/7? that would kind of suck since its a pretty much waste on resources etc.

I kinda like the idea and i kinda dont...






Yeah, I see your point about that. Not sure what the ideal solution would be, but I still think there could be some way for the "Occupation" to affect player cities.

O.



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Lorgara
Wed Feb 09, 2005 1:32 am
#453






Telakyte wrote:
Calandryll you and every other person it seems still just glances over the topic I raised without addressing it.

BASICALLY you're telling me as a Special Forces member I watch while NPCs get ganked by someone scanned and made combatant. AKA cities are really not worth patrolling at all.

The message is = PVPers get out of town and go to a PVP base for your fun.

That's fine and I suppose I could understand it, but really...these kind of "watch and laugh" scenarios of troops watching idley while their city's forces are attacked is a bit absurd.




Yay it didn't bork!! I'll address it. You are arguing two things as far as i can see. immersiveness vs. Content and PvP vs. PvE. On the first, immersiveness in this situation can go out the window because... well, wouldn't it be a better GCW on the whole if a larger majority of players were active in the GCW? I understand that the current scope of the GCW is defined by PvP, but it doesn't have to be that way. The system they are coming up with is a way to have a two-tiered system, one PvP and one PvEwhere both can enjoy the content.


And that brings up PvP vs. PvE. It's safe to assume that the PvEers that don't want to PvP have no issue here, but for the PvPers, their only beef is that there's a PvE player killing some faction NPCs and they can't attack the player. What has to be seen, is that the whole idea of that PvEer attacking the NPCs while a "combatant" and not "special forces" ... is because s/he doesn't want to PvP. If they did, they would have gone overt. It's a playstyle choice, and I've done both at various times, personally.


The idea that the cities will not need to be patrolled just is not true. Will there still be PvPers? Yep. Will they still raid the main cities looking for other PvPers? Definately.


PvEers should not be forced to be "content" for PvPers because they want to join the GCW. It's all about playstyle, and some people just don't like to PvP.





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-Smokey-
Wed Feb 09, 2005 1:32 am
#454



Gamble wrote:
I am more of a PvE fan than a PvP but as this does pit us against each others actions even if indirectly, I can see the complaint of special forces not being able to defend their city against normal combatants. I don't see a real way around this except for the situation of a city that has just lost control by it's faction and is transitioning to the other (waiting to be cleared out). To ensure that a few combatants cant single handedly clear out a town to enable their faction to take claim, perhaps you can setup 2 to 3 'hard points' in each city that basically function like PvE bases (if I understand their function correctly) where you must be pvp enabled to enter and are full of high level NPCs. This seems like it would create several alamo type scenarios and at least give PvPers something to hold onto.

Just a thought..




Easy solution.
PVP player citys dont drop PVE bases.
MISTagent01
Wed Feb 09, 2005 1:32 am
#455






NickHeel wrote:





Calandryll_SOE wrote:

Got a couple more answers from the Dev. Team:


[snip]

What is the reasoning for allowing high ranking faction members to avoid scans?
High ranking officers aren’t going to be scanned by their own army, but they will be scanned by the opposing army. This isn’t anything new. We haven’t touched the code or the percentages at all. The only difference is that now, Rebel officers are protected from Rebel scans.





And that's the problem! You guys are justifying reward and illegallity without risk! There is no use for those high-ranking officers to use Smugglers. What keeps the corruption out of the Rebellion or the Empire?That is simply unacceptable to Smugglers. A reduced chance to be scanned for high-ranking officers is cool, but 100% chance even in their own "territories" is nuts.


A Rebel/Imperial Colonel strolls through their town carrying 20 crates of spice, 15 sliced guns, 2 sets (18 pieces) of sliced Composite gets100% protection and freedom.


A civilian Master Smuggler strolls through any town with 1 sliced pistol gets a 95% chance of getting scanned and more than one time as well.


That just doesn't seem right to me. If you guys are going to justify using contraband without risk and rewards, you're gating Smugglers from player-player interaction. And if you have a profession specifically designed to Smuggle contraband without getting caught, there shouldn't be some other perk that's not even in a profession that totally negates that Smuggling profession.


Shame on you








Don't bother Nick. Whenever a red name sees a Smuggler icon, they run away like it's kryptonite.


Come back to the Smuggler Forums and let's talk to Wes about it.


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