Development Cycle Archive
Thread: SWG Changes Part 3: GCW Occupation System
I wish it would be Grievous, but he's probably dead at this point in time.
Imed wrote:
very powerful force on the Jedi.
could it be.....Vader...i have seen it, Vader is coming.....
jassi007 wrote:
If Dark Jed's will have the PoPo called on them no matter who controls the cities, you can say goodbye to DJK's. Everyone will go Light.
Tanks wrote:
Calandryll_SOE wrote:
Additionally, if a Jedi is scanned s/he runs the risk of being exposed. Should this happen, the police may panic and call for help, bringing a very powerful force on the Jedi. Note that Imperial allied police will call forces to attack any Jedi, regardless of faction. Rebel aligned police will only call guards to attack Dark Jedi.
It was SOEs decision to make FRS faction based, and allow Jedi to pick factions. As long as the Jedi are part of GCW it does not make sense for factioned troops to attack them. A Jedi that is a colonel in the Imperial Forces should command respect.
Therefore, making the Dark Jedi be attacked by ALL is an unfair decision, and it would also give the rebel Jedi an unfair advantage as well. It is already bad enought that rebels outnumber Imperials (at least on my server), and the FRS bonuses favor the rebel Jedi over Dark Jedi, this would discourage even more Jedi from choosing the Dark side.
Furthermore, in regards to JTL, trainers for the imperial track are in imperial controlled cities (eg. Bestine), doing it this way would also lock out the Dark Jedi from JTL as there would not be a spaceport city where they would be safe where they can get missions etc. So, what have they spent their $29.95 for JTL for?
And, you will be locking out Dark Jedi from major planets.
Just too unbalanced and unfair.
Meplorium wrote:
raynedog wrote:
This sounds great, but will the space above each planet be counted in some way or change in some way.
Give us more of a reason to fly in space and let space zones change with the GCW
Message Edited by raynedog on 02-08-2005 10:48 AM
This is an excellent idea. Tieing in the space game more with the ground game is needed and this is a good oppertunety to do just that.
Also player cities are in bad need of some love. A city should be able to openly allied itself with a faction and gain a patrol of that faction. The more tightly controled that planet is, the more patrols the player city has. If the player city is in opposition to the control faction, then those cities can be 'raided' by the controling faction from time to time. Neutral cities will should get scanner patrolsfrom the control faction from time to time as well.
I can't say this enough, having player cities involved and not just the those on the big 3 planets, will have a much bigger and more exciting impact than NPC cities that are rarely visited. I would go as far to say to scrap the NPC city plans and do the player cities first, NPC cities later. These changes are very interesting and can potentially add a lot to the game but only if people are at those places to enjoy that content.
The way i see it, as soon as this happens people will be going to those cities to kill opposite factions, so bring PC's to the cities they aren't at currently, or put the faction control in the player cities, where i might add, you can drop a couple bases and get the patrols anyhow....i think maybe the npc city is a good place to start since realistically if you wanted to control a planet, you'd start by controlling it's biggest city/cities, than after that you'd likely spread out and take over the smaller/player cities. what is being planned makes sense to me.
Jagged-F3l wrote:
NickHeel wrote:
Hey! Check it out. The Smugglers' old friend the "Imperial Loophole" is back and he's brought his brother along: "Rebel Loophole"!
"The neutral police forces are loyal to the faction that controls the planet and some will conduct scans of passers by. The police will be searching for contraband such as illegal spices and sliced weapons (regardless of faction) or enemy agents and will fine or attack as appropriate. Running away from a scan will continue to have the same effects (loss of faction). High ranking members of factional armies will be safe from scans if their faction controls that planet."
I'm all for the Occupation system and the new scans and all that. Really. That's pretty cool. But with the new Smuggler change with buying faction points, it's going to be a lot easier to find Smugglers to buy your way to Colonel and now it doesn't matter if your Imperial or Rebel. And I'm sure the Droid Loophole still exists too.
Like I said, great change for the system. I love the Occupational system. But these penalties and punishments for breaking the law needs to be widespread.
The Devs gave Smugglers contraband scan evasion skills (95% chance at Master) but we're not getting a chance to use them. There now essentially 2 types of players that can now Smuggle (would this be a capitol "S" or lower-case "s", JustG?) better than a Master Smuggler who knows their profession inside and out and those 2 types of players get that skill without even spending a single faction point on it.
I'm very disheartened by this as a long-time Smuggler
Hmmmm...I didn't catch that. I would think that a faction would be more "up-to-date" on high ranking members of the opposing faction. I would think that high ranking members of a faction would be more noticeable, more exposed. I always thought this was one thing that the devs did right.
Note they say "IF THEIR FACTION CONTROLS THAT PLANET". A high ranking Imperial should be able to get away with more than a low-ranking one on an Imperial held world, and a Rebel officer should be cut more slack on a Rebel-held world. This will allow for that...
Hegnauer wrote:
Tlk wrote:
So SOE has learned nothing about the equality of dark and light jedi? Why would imperials attack imperial jedi? That makes absolutely no sense.
Because there aren't supposed to be any Jedi other than Vader and Palpy.
Or more specifically both Light nd Dark Jedi are a threat to Vader and the Emperor. Light Jedi are a threat to remove them and shut down the Empire. Dark Jedi are a threat to replace them and take over the Empire...
Rank has its privileges... what else is there to say to this? The civilian Master Smuggler has no relationship with the Rebels to help ameliorate the fact that he is carrying contraband...
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
Knightcrest wrote:
LeBob wrote:
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.
Well said. So now all dark jedi have to do is become imperial col.'s and no fear from these "powerful reinforcements". Not like it is a daunting task to grind FP compared to grinding jedi. They can do it in space to avoid visibility as well, so that can't be used as a defense.
Ah but you don't get FP for killing rebels in space... at least I haven't outside the story missions...
Cebre_Opasloa wrote:
Ah but you don't get FP for killing rebels in space... at least I haven't outside the story missions...
yes you do. Declare and you will get faction for killing Rebels or Imperials....
I have an Imperial that is like a LT. Colonel in my guild that sits in Deep Space and gets a lot of faction points.
I stand corrected on that point, but it still remains to be seen how they will reconsile the issue with High-Ranking Imperials being immune or largely so from scans, and Jedi getting attacked...
Arg0nus wrote:
Cebre_Opasloa wrote:
Ah but you don't get FP for killing rebels in space... at least I haven't outside the story missions...
yes you do. Declare and you will get faction for killing Rebels or Imperials....
I have an Imperial that is like a LT. Colonel in my guild that sits in Deep Space and gets a lot of faction points.