Development Cycle Archive
Thread: IT 6-6: Imperial Crackdown: Some changes made based on In-Test Feedback
Obi007 wrote:
Its called Imperial crackdown its meant to be tough on Rebels. Maybe we're get Rebel fight back in another patch. But just accept that this patch is designed to be tough on Rebels. I think its great that it actually adds some purpose for rank.
Yeah... exactly.
This is an IMPERIAL CRACKDOWN folks as in a CRACKDOWN ON THE REBEL ALLIANCE.
Anyone who is complaining about this sweet new feature is completely overreacting.
Anyone who signed up for the rebel alliance should be prepared to be exposed at any time hence the TEF-giving stormtroopers.
The reverse is true of the empire. There should be no fear of people DISCOVERING that someone is loyal to the empire hence stormies DON'T give tefs to imperials.
A couple more observations to address points that others have brought up:
1) "Why should Imperial officers get for free what I've spent skill points to get"?
Let's see - you got 250 skill points to start, so did I. However, no one gave me the faction points I've had to spend to achieve my rank - I had to earn them. I've spent several thousand FP on rank - one of the privileges of that rank is that I don't have to worry about an Inquisition from my subordinates. I'm not answerable to some private who doesn't even have an actual name.
PwyllTwiceborn wrote:
For all the people who say this makes the game more Star Warsy are Pots calling the Kettles Black. That went out when they allowed all species to become Imperial and allowed Bounty Hunters to join factions. Unless that changes, you can dump your Star Warsy comments in a sieve because it's never going to hold water.
First of all, the anti- alien sentiment that people seem to so vehemently cling to has only been observed in the imperial military. Since we've never SEEN imperial bio-engineers and artisans, we have no idea that there aren't aliens doing grunt-level work in the empire. The fact that aliens are discriminated in the military is shown in the way that faction perks cost much more for aliens.
The whole bounty hunter thing can be explained but not nearly as simply..... when bounty hunters join a faction in this game it is my opinion that they are simply declaring the faction which they prefer to collect bounties for. Of course this whole theory is screwed up by the rank system but you know what im getting at here.
In summary, this patch DOES increase what people like to call star warsiness. In fact, it probably increases it more than any other patch.
oh yeahI forgot to thank the devs in the last post for this awesome patch... thanks
Broog wrote:
Smugglers, you have no reason to be upset. People will still want sliced armor. People will still want sliced weapons. People will still want Spices. If anything people might pay you to group with them to help them transport some contraband (a non combatant crafter makes some nice armor/weapons to fill an order gets them sliced needs to take to someone's home off planet - cannot fend off numerous STs - hires a smuggler to fly with them to destination - this probably won't happen often but doesn't it sound kind of cool?).
I think we have every reason the be upset. I don't care if not as many people want slices or spices anymore (hell, personally, I'd prefer that, gives me an edge). I care that before we can even smuggle, there are people better at smuggling items than we are, with no skill point cost at all. What if in the next patch, an imperialcolonel can requisitionguns that are better than the ones made by weaponsmiths? It makes "sense", they would have access to top of the line military grade guns, right? Of course, this would piss of weaponsmiths. But why would they complain? After all, they can still make more weapons atone time, along withmelee weapons, grenades, and mines, and you can't requisition those, so don't complain, the imperials are supposed to have the advantage, and it's only one aspect of weaponsmith...
Wouldanyone be in support of this? It follows the "logic" that imperials can be better than players (who've spent skill points on their abilities)at things, because they're imperial and are suppposed to have the advantage.
It's wrong because it takes the abilities of the professions with no skill point cost. You can requisition weapons, but they're weaker than the ones made by weaponsmiths. You can requisition armor, but it's weaker than the ones made by armorsmiths. You can requisition pets, but they're not as good as the ones that a Creature Handler can control. But now, an imperialofficier can smugglecontraband better than a master smuggler, and people are in support of it.
The fact that Imperial Officers won't get penalized makes sense. If a ST tells his superior, "Sir I have to scan you" that ST winds up cleaning latrines for a month. Instead the ST does not even scan his superior, just salutes him. The Emporer probably doesn't mind if his own troops have the edge with spices and sliced equipment. The Emporer wants to squash the rebellion. Makes sense to me.
Once again, if a stormtrooper was order by his higher-ups to search everyone for contraband, he would follow his standing orders. And this is a RP reason for the change, and if you insist on a RP reason for imperials to be searched, you have to look at the fact that, in RP, sliced weapons and spice are dangerous, hence the illegality of the items. Does the Emperor really want his men high on spice, puking in the heat of battle, and using illegally modified and unstable weapons? The Emperor wants his troops to be effcient killing machines, notaddictswith unreliable weapons.Doesn't make sense to me...
And one final point, wouldn't having a stormie salute you give an indication of your alignment (TEF)?
TashunkaSapa wrote:
A Master Smuggler - because an Imperial is not "smuggling" anything - they are allowed to possess it. And you still didn't answer my very simple, direct question: What did you spend points to get that Imperials get "for free".
Answer? Nothing! Because the smuggling abilities aren't present until the publish, nothing that a smuggler has spent points on pertains to the issue. So let's discard that irrelevant claim, shall we?
Man, this is going in circles. Fine, I won't use the word "smuggle", how about, "who can move illegal materials through imperial scans better?" An imperial is smuggling, how you justify it afterwards is of no concern to me. And I'm pretty sure I've answered your question many times over, you get the abilty to move contraband past checkpoints, or smuggle, for free, and I spent skill points on it.
And that's my whole point! This is the one abilty that should have been part of smuggler since day one! The abilty to actually smuggle one day was the whole reason why I mastered this profession!And before we even get it, imperials are more effective at it! So lets not discard the issue of imperials getting abilities (whatever you like to call them, smuggling, or "being allowed to possess it") for absolutely no skill point cost.
They're valid reasons because the Developers said they are. It's a simple explanation for why Imperials don't get stopped, and it was offered right from the start of this Crackdown. Remember that the whole point of this is because the Imperials are cracking down on Rebels, not each other.
The Devs are allowed to "ret-con" things like this to make their game work as they want it to. The way you want it, stormtroopers would be like the guards in Monty Python's Holy Grail.
HA! But they alreadydid change the issue! The orginal patch on TC included a penalty towards imperials! People complained, and then thedevs caved in and came up with this!And the whole point of this patch is that the devs want a penalty for using sliced weapons and spice, the Empire is cracking down on illegal materials and, in the original patch at least, this included imperials.
If you want imperials to have an edge, I don't really care. Just don't make imperials better at moving contraband then a smuggler.
cappyra wrote:
mmaughme wrote:
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Imperial input, only. Why are you ignoring Rebel input?
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I have not seen a single post by the Devs stating that they are only taking Imperial input. Your statement was an assumption on your part, but you say it like it is fact. Express your opinion freely and state facts. I will view your post in a more credible light.
TashunkaSapa wrote:
A couple more observations to address points that others have brought up:
1) "Why should Imperial officers get for free what I've spent skill points to get"?
Let's see - you got 250 skill points to start, so did I. However, no one gave me the faction points I've had to spend to achieve my rank - I had to earn them. I've spent several thousand FP on rank - one of the privileges of that rank is that I don't have to worry about an Inquisition from my subordinates. I'm not answerable to some private who doesn't even have an actual name.
Oh come on! You've got to be joking... First of all, I've worked to get to master smuggler, I didn't choose it and get the abilites, I also earned them. And the more important point, you can get fp from now till the game ends!! You only get 250 skill points (not counting the expansion)! Skill points are the one thing that can never be renewed, faction can always be groundout, money can be made in truckloads, but no matter what you do, you only get 250 skill points.
Skill points can be "renewed" just as FP can be spent/lost. You surrender a skill, you get the SP back.
TashunkaSapa wrote:
Skill points can be "renewed" just as FP can be spent/lost. You surrender a skill, you get the SP back.
I LOVE this!!!
This will drive the majority of covert rebels (casualplayers or not)to either the Empire or neutral or out of PvP altogether by making them carry only inferior equipment and no spice.
The effect? 75% Imperial, 25% Rebel. "But that's the way it should be! More Star Warsy!!"
Imperials - is that what you really want? As bored as the rebels are right now withtheir overwhelming advantage in numbers, that's going to be you in a month or two.
Continuity aside, what fun is PvP with no one, or the same people repeatedly, to fight? From a gameplay standpoint shouldn't the ultimate goal be 50-50 Imperial/Rebel?
Again, guys, set aside the way Star Wars "should be" for just a minute and think of the long term effect on the thing you want to do the most - fight the opposite faction. In the long run, utterly dominating the GCW is really no fun.
On the other hand, what the hell do I care I'm a neutral musician... ![]()
S
im a rebel, im for the crackdown, and i say the only 'evenly balanced' battle is 3-1 odds against us..... we are that good
Sizz wrote:
I LOVE this!!!
This will drive the majority of covert rebels (casualplayers or not)to either the Empire or neutral or out of PvP altogether by making them carry only inferior equipment and no spice.
The effect? 75% Imperial, 25% Rebel. "But that's the way it should be! More Star Warsy!!"
Imperials - is that what you really want? As bored as the rebels are right now withtheir overwhelming advantage in numbers, that's going to be you in a month or two.
Continuity aside, what fun is PvP with no one, or the same people repeatedly, to fight? From a gameplay standpoint shouldn't the ultimate goal be 50-50 Imperial/Rebel?
Again, guys, set aside the way Star Wars "should be" for just a minute and think of the long term effect on the thing you want to do the most - fight the opposite faction. In the long run, utterly dominating the GCW is really no fun.
On the other hand, what the hell do I care I'm a neutral musician...
S
TheMDude wrote:
You tell me to find a reference post that says that this publish is supposed to make life easier for the Empire and harder for the Rebels, I tell you to find me a reference post that says that the developers never meant to make Rebel life harder with this publish.
How about I do something better. Rather than providing a post that says what they "never meant" to do, I'll provide a reference to a post that says what they do hope to accomplish by the crackdown.
JustG said, "The Imperial Crackdown is an effort to increase the feeling of oppression by the empire in the game, and generally change the tone to be more Star Wars." That says nothing about easing things for the imperials, while making things harder for the rebels. Read about it here. Enjoy.
Again, if you still insist that the Devs intended the crackdown to make things harder for rebels and easier for imperials, I must again ask for a quote; because whatever inferences you drawn are simply not true. Feel free to prove me wrong.
I am done with this 'discussion.' I will not allow myself to further argue or even consider the opinions of somebody so inclined to belittle and insultthosewith differing opinions.
If you feel that having your opinions criticized equates "belittling", are unable to provide evidence that supports your claim, and refuse to respond to queries related to this issue (i.e., why not allow covert rebels attack overt imperials), I suppose you're making the best decision.