Development Cycle Archive
Thread: SWG Changes Part 3: GCW Occupation System
FantasticPlastic wrote:
It sounds good, except who goes to cities on Naboo besides Theed? I mean, who honestly spends time in Keren or Kaadara or whatever? Perhaps people might go to Eisley on Tatooine but really, I wish this affected the major cities like Theed and Coronet because that's where most players actually go.
O.
Thank you, Calandryll, for the information and special thanks to GreenMarine for bringinganotherlong-lostpieceimmersion and roleplaying-feeling back to SWG
Calandryll_SOE wrote:
Calandryll_SOE wrote:
Ko-aIri wrote:
Mr. Hanna,
Since you're monitoring this thread at the moment, I was wondering if possibly you could comment on this item related to what you just posted:
Back before Publish 9, Jedi had a limited, random ability to avoid a crackdown scan based on how advanced they were. Once they hit Padawan in the old system, a scan was basically guaranteed to be avoided with an automatic mind trick.
Jedi avoiding the scan, part 1
Jedi avoiding the scan, part 2
Those screenshots are my Jedi, then an Initiate, doing the auto-mind trick. It was one of the coolest things for immersion that happened in all my gaming experience.
Since publish 9, Jedi lost this ability. With the advent of these new GCW changes, there has never been a more compelling time to ask for this ability to return.
Perhaps either a Jedi could automatically do it (like the old system) based on how many skill points are invested in Jedi skills (i.e. a % chance to avoid a scan)... OR the useless Master Force Powers skill "Jedi Mind Trick" could be modified to be a shield or reactionary ability that would enable a Jedi to avoid the scans.
This would be immersive, true to the movies, and a way for Jedi to stay clandestine while traveling.
I thank you for your time and I eagerly await any comment you have. Thank you!
We are looking into this.
GreenMarine fixed this. Should be in the same publish as the GCW changes assumingthe fixpasses QA.
Creepoh wrote:
FantasticPlastic wrote:
It sounds good, except who goes to cities on Naboo besides Theed? I mean, who honestly spends time in Keren or Kaadara or whatever? Perhaps people might go to Eisley on Tatooine but really, I wish this affected the major cities like Theed and Coronet because that's where most players actually go.
O.
This might change with the new Faction system. Imperials will now congregate in Theed, and Rebs will hang out in Coronet. If PvE (or PvP for that matter) combatants want a fight, they know right were to go!
This is the way it used to be when the game was still young. Rebs raided Theed and Imps raided Coronet.
neinnunb wrote:
I have a question I dont think anyone has asked:
How long will these planetary dominance cycles last? In other words, how many hours, days or maybe weeks will pass before the system re-calculates who is winning?
Karquile wrote:
I think it's because they answered it before anyone could ask.The dominance measurement is supposed to be about once per hour.
I'm curious exactly how it will be measured, myself. Will placing a bunch of junk bases waaaayoff in acorner of Naboo or Coro, out of the travel lanes and hard to attack even if you know they are there, count for faction dominance? Will another grind (Smuggler -> uncapped FP purchase -> bases out the wazoo) be added?
It might make more sense to introduce a "Faction Damage" metric. Every point of damage inflicted against Imp players by Rebel players and/or Rebel bases, would be added up and collected once per hour. Same thing for damage against Reb player by Imp players and bases. (Youcould throw in a point bonus for actual kills, or you could only count damage that resulted in kills.)These hourly totals would be "rolling averaged" over (say) six hours, and the result used to determine GCW dominance.
The advantage to this metric is that it would not reward "junk bases" that don't actually fight. The only way to win would be to damage the other side. No grind, just fight.
I know that you have JtL, and Master Pilot, you can go declare for either side and go to either Deep Space or Kessel and just faction gind a couple hundred k faction per day...which would equal a bunch of these "junk" bases you refer to, and it would be possible to get several hundred bases per side on each planet, so yeah, the idea as they have explained it is flawed. It's too easy to circumvent the system and just have so many faction bases placed all over the place.
The best way to do it is not only faction damage, but the number of faction related deaths, because as we all know, the side that loses the least number of people, usually wins. Have it tempered with the number of bases per side, and the number of times people got deathblown while overt or whatever they want to call it.
City Patrols & Scans
The police will be searching for contraband such as illegal spices and sliced weapons (regardless of faction) or enemyfaction players (Rebel or Imperial)and will fine or attack as appropriate.
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
Yogol wrote:
Yes you are. You are forcing people to PvEagainst scanners. And don't say "then don't carry sliced stuff", because that is impossible, sliced stufff is up to 30% better. so, yes, you ARE forcing people to fight or die.
And there is no escape, not evenfor people "on leave" (which is by far the most reidiculous term I ever heard, BTW, why not just call it covert ???)
When the control of a planet shifts from one side to the other, control over the cities will not immediately change. It’s up to the faction to clear out the enemy guards holding out in the city. As the old guards are removed, they will be replaced by new guards from the faction that controls the city. If you want the city back, you’ll have to take it back by force!