Development Cycle Archive

Thread: SWG Changes Part 3: GCW Occupation System

WarlordRhawn
Tue Feb 08, 2005 12:32 pm
#66



Calandryll, these changes are awesome. If these changes were in place a year ago I doubt very highly anyonewould have never went to WoW. Now I encourage you to do more then talk. Talk is cheap. Do more then write it down in a forum. Impliment this and do it in a way that encourages fun and please do not cheese this by taking the role of the GCW out of the players hands and putting it into the hands of the NPC's. Players should be the ones who fight for control of these cities, the NPC's unless they are assassination objectives, coercion objectives or kidnapping objectivesshould be secondary.




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GrafvonSoden
Tue Feb 08, 2005 12:32 pm
#67

My largest concern here is how will the numbers be balanced out ? We all know that most galaxies are overrun with Rebel PCs, compared to the usually extreme minority of Imperial PCs. So if everyone and there brother has bases out, and there are more rebel ones than Imperial, wont all the planets basically fall into rebel hands ? We saw these differences in number during the "Cries of Alderan" story lines, but it was supposedly done with percentages. But placing and destroying bases cant be done with percentages. You cant stop people from cross server lot trades now, how will you stop people from cross server base drops ?


Thanks
NasEscobar
Tue Feb 08, 2005 12:33 pm
#68

ETA on this publish?



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Ruh
Tue Feb 08, 2005 12:33 pm
#69






Warryyr wrote:





Telakyte wrote:
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.




My thoughts exactly.


What fun is watching some people who got scanned (and their friends) smoke your controlled city of all NPC's? And being totally powerless to do anything about it?


I also think the complete and total LACK of consideration for non-combat players (crafters, entertainers, what have you) to be very shameful. We have no way to defend ourselves from all of this, and it sounds like not only will we be scanned, REINFORCEMENTS show up to give us even LESS of a chance to survive an encounter. I already pity the Armorsmith who makes a vendor run and gets ganked and all his new armor is slightly decayed.


I don't look forward to being a non-combatant in this new system of NPC gankfests. I ended up with negative CorSec faction for going up on the Corellian Corvette once. As it stands now, CorSecs shoot at me every so often, sometimes a few at once. Sounds like I'll get detachments of CorSecs ganking me if I step foot in Coronet Cantina and get scanned. WHAT FUN - can't wait to play some music in there!


What about the non-combatants? Is our new place in this game to just...die for past mistakes before this new system was put in place? Though faction standing was a factor before, it sounds like it's going to be a nightmare now. What a hoot for the non-combatant, and what little fun to have whilejust trying to make a delivery or run your business.


Sorry to rain on the Combat people's parade, but there are lots of us who can barely handle a CDEF pistol. Think what you want of us, but we're not Combat people, and before this change was announced, it seemed like a viable way to play SWG.






I don't mean to come off harsh with this, but if you are not a combatant, dont join the war. I cant remember all of the changes but isnt there the civilian status you can go to, where you wont have to worry about rebel or imperials "ganking" you since you wont get set "overt" (or PvE Combatant I believe) to the npcs.


But my main response to your complain is...if you cant fight in the war, don't join it.





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Seiferr
Tue Feb 08, 2005 12:35 pm
#70






Liani wrote:

I agree with O.....bring this to the big cities.


If Doobie Gerfle changes hands...who cares?






I think its good that they are staying out of the big cities...so now the smaller cities wont be ghost towns anymore.
TalonKarrdeTN
Tue Feb 08, 2005 12:36 pm
#71

Nevermind I see the answer now. Disregard post

Message Edited by TalonKarrdeTN on 02-08-2005 01:47 PM





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Yezzo
Tue Feb 08, 2005 12:37 pm
#72

WOW! (no, not World of Worcraft, i've completely forgotten about that now!) GREAT!


(And like I wrote in one of the other new threads - contraband scans seems to be pretty broken (at least a couple of months ago, haven't been scanned since). I'm carrying all sorts of sliced stuff, but the stormies have never found anything.. And I'm not smuggler.)



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AlexandorDoran
Tue Feb 08, 2005 12:38 pm
#73






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 riskif Corellia falls entirely to the Rebellion as Rebels are if Tatooine is controlled by the Empire.



Primus Alexandor Doran
Central Imperial Order
Commanding Officer

Nalgol
Tue Feb 08, 2005 12:38 pm
#74



nice change but i protest about coronet being rebel


coronet is a neutral citty and should stay it


we imps have Captain Gilad Pellaeon there to keep the the citty under imperial control


so poor pellaeon should now live in a rebel citty i dont thing he will like that






and cornet is the number 1 citty on my server all entertainers and buffers are there

Message Edited by Nalgol on 02-08-2005 08:46 PM

NickHeel
Tue Feb 08, 2005 12:39 pm
#75


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




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Daboora
Tue Feb 08, 2005 12:39 pm
#76

Great changes!


My thoughts are that they have to expand more on this concept. On a city with a factional alliance, combat bonuses (accuracy/defense rolls)should be given to the side who is controlling the city.


Also, with player-dropped factional baes, is it possible to give them a smaller "zone of control" elements also? For example, a small factional base can have a zone of 1km radius (larger radius for larger bases) that gives the same bonus of the occupational city that I just spoke of. At the same time, opposite factions cannot drop factional bases within that radius until the original faction's base (and its zone of control) are removed. That way, you can see those "zone of controls" in the planetary map.


It will add a lot more strategic element into the game. Such as building factional bases in a leap frog manner to control the "front" of the battle (zone of control that are clashing).These bases should also have cloning center so combatants can go back to battle easier along these "fronts."


Daboora
Warryyr
Tue Feb 08, 2005 12:40 pm
#77





Cantina Crackdowns
Officers from the controlling faction will occasionally check cantina patrons. While the Rebellion stands for personal liberty, they also understand that security is important during a time of war. Scans conducted by agents of the Rebellion will be done with the highest order of respect for the rights of those scanned. It is important to remember, though, that spices & sliced weapons are as illegal in Rebel controlled territory as they are in the Empire.






This doesn't sound very Rebel-like to me at all. Just my opinion. Stopping and searching someone for smuggled goods is an Imperial action - otherwise Luke and Obi-Wan and Leia would've had nothing to do with Han Solo whatsoever.


It just sounds like a copy/paste job for the scanning code, with the blabbing of the NPC changed to some other wording that's more polite. Might have to dig into this deeper.


I'd rather see spices and sliced items allowed in Rebel-controlled areas, and scans would try to "out" an Imperial, and demand reinforcements be called in.


If the system above goes in place, I would venture to say that Smugglers might nervous about their spice sales and decreased demand for their slicing skills.


For the viability of the Smuggler alone, allow some kind of timeframe where there is nothing to fear from carrying spice or sliced goods around.

CIEBrandon
Tue Feb 08, 2005 12:40 pm
#78






Calandryll_SOE wrote:




Please remember to be polite and stay within community guidelines when posting. Thank you.


Please be sure to read the updates regarding the TEF removal and GCW changes before reading and responding to this thread.



Overview
The players’ actions in the Galactic Civil War (GCW) will be reflected in the ‘Occupation!’ enhancement. The guards patrolling cities and the symbols of power in the cities will change based on who is winning the GCW on that planet. As the tide of the GCW shifts so too shall the planets!


Tracking
The system will track the status of the GCW for each individual planet. Players can affect the status of the GCW through placing factional bases, both PVP and PVE. The longer a base remains in the world the more it benefits the faction. PVP bases count far greater than PVE bases. Initially Tatooine, Corellia, and Naboo will be affected by this system.


Two cities on each planet will never change faction. These are the stronghold cities. Anchorhead, Coronet, and Moenia will always be Rebel. Bestine, Bela Vistal, and Theed will always be Imperial.


Based on who is winning the factional conflict per planet, faction point costs and the faction presence in cities will change. The system will continually check the status of the GCW and determine city allegiance as control shifts.


City Patrols & Scans
The cities located on Tatooine, Corellia, and Naboo will be patrolled by the faction that controls the planet. Cities will also have patrols of neutral police, regardless of the planetary controller. For example, if the Imperials are winning the GCW on Corellia, Tyrena will be patrolled by Imperial soldiers as well as CorSec.


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.


Players who are scanned by the police run the risk of having their faction exposed if they are in the opposing faction of the one that controls the city. This means players who are “on leave” may become set to “combatant” due to the scan. Faction NPCs will then attack the player on sight. Police may also call in more powerful reinforcements should they expose an enemy faction player. Scans will never set a player to “special forces” (PvP) status.


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.


The strength of the guards will depend on how tightly the planet is controlled. If one side has a significant base count advantage over the other, the guards in the cities will be much more powerful.


Cantina Crackdowns
Officers from the controlling faction will occasionally check cantina patrons. While the Rebellion stands for personal liberty, they also understand that security is important during a time of war. Scans conducted by agents of the Rebellion will be done with the highest order of respect for the rights of those scanned. It is important to remember, though, that spices & sliced weapons are as illegal in Rebel controlled territory as they are in the Empire.


Changing Control
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!


City Banners
Each city will display banners that allow players to see which faction currently controls the city. These banners will be displayed in various areas of the city and will change according to the controlling faction. Banners check for control updates approximately once every hour.


Viewing the Status of the GCW
Planetary control status can be read by civilians using a "news net" terminal that will be placed in starports. Factioned players can also find out what's going on in the war by "talking" to a faction recruiter, who will give them updates.




Message Edited by Calandryll_SOE on 02-08-2005 11:09 AM



Everything looks awesome except for what I highlighted in Yellow. This is pretty unfair, Rebel jedi already outnumber dark jedi on my server atleast 2-1. What this will do is allow rebel jedi to fight with their armies unmolested in most cities and dark jedi to be molested constantly no matter where they are. This is unbalancing and will cause even more dark jedi to jump ship and go rebel than already have. Continuity may dictate that the empire is against jedi but for balance reasons you cant give one side the rebels or the imperials that much of a dissadvantage, especcially when imperial jedi are lower in numbers already than rebel jedi. You should re-think this idea...





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