Development Cycle Archive
Thread: SWG Changes Part 2: New GCW Bases and the Planetary Control Meta Game
CyberData4 wrote:
These changes seem really fantastic. I'm going to enjoy them. My only concern is if there has been any thought given to the way players declare. With a system like this and with TEF being removed, players need to be able to declare on the fly.
I would suggest a system where players can declare whenever they want, but need to go to a recruiter to become covert.
PvP needs to be spontaneous. Giving players the option to declare themselves would add to this.
It is on the fly! Attacking a factional NPC while you're "On Leave" will activate PvP-Disabled combatant status after 5 minutes. Attempting to attack a player will activate PvP-Enabled Special Forces status after 15 minutes. Assumably they'll know what you're up to so they'll have 15 minutes to prepare / get the heck out of dodge / bend over and kiss their rears goodbye in the meantime.
NPCs will attack all factional players unless they're On Leave on sight just like you were Overt now unless they're Factional NPCs, who will obey the PvP standing of their master.
I have the feeling we're going to be seeing a LOT of imperial PCs drawing their Factional Squadrons of pets, wearing their full Stormtrooper outfits as soon asall this hits Live.
good things are afoot.
NasherUK wrote:
Hmm I dont like the idea that people can attack your PVE base while not PvP enabled and destroy it, while you have to sit back not able to be anything.
PvP bases will spawn with very nasty NPCs inside...it won't be a cake walk.
JustG wrote:
Planet specific.
MadeEvil wrote:
Is the base count planet specific or or galaxy wide.
Excellent! I was a big fan of the "Zones of Control" idea back in the day, so it's great to see something similar finally taking effect.
One question though. Will there be some mechanism for limiting the number of planets on whicha given faction can have dominance? Or better yet, a system that makes it incrementally harder to control each additional planet?
"The more you tighten your grip, the more star systems will slip through your fingers"
Otherwise it's not too hard to imagine a scenario in which one faction becomes dominant to the point that (given that there arebenefits bestowed upon the dominant faction) the other faction becomes unable to regain any significant control anywhere.
Thunderheart wrote:
NasherUK wrote:
Hmm I dont like the idea that people can attack your PVE base while not PvP enabled and destroy it, while you have to sit back not able to be anything.
PvP bases will spawn with very nasty NPCs inside...it won't be a cake walk.
What about PvE Bases?
Will they be undefended?
Thunderheart wrote:
NasherUK wrote:
Hmm I dont like the idea that people can attack your PVE base while not PvP enabled and destroy it, while you have to sit back not able to be anything.
PvP bases will spawn with very nasty NPCs inside...it won't be a cake walk.
PvE base, not PvP. The doc says nothing about high-powered NPCs protecting PvE bases. Clarification please? I was wondering the same thing.
And kudos on all the changes!
Ideas:
These are summarized from larger posts of mine.
1. Can the area of control for a base extend around and include zoning rights for factions?
ie. 500m around a rebel base, doesn't allow imperials to drop houses or harvestors? This would even further increase the stakes when there is a good spawn of resources. The factions would better be connected to non combatants since they would assist the crafters in securing resources. The surveyors would communicate with the military when a spawn happens and factions would scramble to drop a base and hold that sector to monopolize the resources. This is a great connection between classes.
2. Can you work on the turret purposes?
ie. dish turrets actually working as scanners, blocks for what they were intended for etc? or decrease the drop limitations for turrets. No lots and terrain space not a factor? then you could have many turrets helping defend a sector visa/v Hoth battle where turrets stood alone to slow walkers.
Otherwise you just got me as excited as when I was chased by a stormtrooper as a noob!!
DiLune wrote:I still don't quite understand the whole PvE base thing myself. I understand the concept of opening base destruction up to people who don't necessarily want to PvP but I don't really understand why someone would purchase one if they cannot defend it themselves. Its a little counterintuitive to me. There has to be something more about them that we are missing here...
thats why they get 2 when purchasing a PvP base.