Development Cycle Archive

Thread: SWG Changes Part 3: GCW Occupation System

Dovakic
Tue Feb 08, 2005 12:41 pm
#79



AlexandorDoran wrote:


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


That's true as well...so corellia needs an imp stronghold with a starport and tatooine needs a rebel stronghold with a starport. Otherwise...well, I can easily see a crafter having to shuttle in to a hostile starport, getting killed, and not being able to get out of the city in question because the closest cloner would be in that city as well. Not good.



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DarkBShadow
Tue Feb 08, 2005 12:41 pm
#80



Ruh wrote:


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 while just 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.






I have to agree with Ruh with this one. If your not a Combatant character then you should not be fighting in a war. However i do see down falls to this though.

Well one is with ArmorSmiths In order for them to make faction armor they must be a part of a FAction and spend faction points on it to be able to get the faction armor to craft it. So the ArmorSmiths wil need to be In a faction to craft the armor.

So my question is this list did not say what you have to be when getting scanned. If you are on-leave which makes you technically a citizen will you run teh risk of being attacked? With the initail post it made it wasn't 100% clear on who these scans will Effect.



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Galaxlerner
Tue Feb 08, 2005 12:42 pm
#81

The new changes sound great. I really like having to work to get planetary control. One thing I might suggest (and this will help fix a long existing problem) is to have the faction that manages to push the forces out of the town have to win one or two battlefield conflicts in order to get complete control of a planet. This could reset after one or two weeks so they would have to work to maintain control. If you wanted to add a space element you could also have the faction push one or two capital ships out (i.e. blow them up).


One thing also -if you want to bring in crafters more in the GCW then have them craft turrets, mines, etc.


On my wish list: Create habitable Space Stations (you already have a basic template) that can be boarded (even by non-JTL possibly from the Starport) and defended both inside and with turrets.


My question is: Are any or all of these suggestions possible with the current game construction?
Jedi_Farmboy
Tue Feb 08, 2005 12:42 pm
#82

.......



WOW!


As a low level jedi, i've got to say I'm wetting myself, this is gonna be FUN!






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Latenighter
Tue Feb 08, 2005 12:42 pm
#83

Good ideas here. Is it fair to assume that opposing factions will not be able to use city services (cloner, shuttleport, starport, med center, cantina) if the city is held by the opposing faction?

Somehow it doesn't seem right if a squad of rebels is attacking Theed, or a legion of Imperials are attacking Coronet, that they would immediately clone in the enemies cloning facility. Have them clone in their own factions "base" city on the planet or at a player city instead.



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DarkBShadow
Tue Feb 08, 2005 12:43 pm
#84



AlexandorDoran wrote:


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




umm isn't tyrel imperial controlled on Correllia? cuz the last time i was there there was a lot of imps patroling it.



[Dark-B Shadow[
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my other sig is a Corovette.
who wants to touch me...i said who wants to friggin touch me.
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astralzebra
Tue Feb 08, 2005 12:43 pm
#85

These changes all sound promising.

I hope a good amount of time is given to these new changes on TC, to work out what is "fun and immersive" and what is simply
"annoying" with all the different player classes involved.

It's great to see an actual war taking shape. That is what this game is ultimately about.

Seems like an awful lot of opportunity to work in new roles for Smugglers with authorities scanning anyone and everyone. Merchants and those that need to get contraband through a city cleanly enlisting the help of a smuggler to avoid detection seems the key to this.

I also hope to see this expanded to all 10 planets and also to tie in the space zones eventually. As a member of a player city on Rori, I had been hoping the planetary control meta-game would be something our residents could take part in without going off-world. Fringe planets continue to have little content or lure in the game, the GCW would at least give us something.

Lastly... why not bring back the battlefields, and tie in the win/loss tally for each side into the planetary control equation?



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PapaLazarou10
Tue Feb 08, 2005 12:44 pm
#86

bring it on!!

Can we have it 2morro plz?



Boo Ralis
Elder Ranger

Calandryll_SOE
Tue Feb 08, 2005 12:44 pm
#87


Some answers to questions I saw here:


Just wondering, why just these 3 planets? Why not all 10?
-Mostly a scheduling issue. Other planets could be added in the future.


Oh, and one more thing - is the Crackdown being removed? The cities listed as Imperial Stronghold cities on the planets ARE NOT the crackdown cities (ie - Kor Vella, Keren, and whichever Tat city has it, I haven't been to Tat in ages, Mos Entha, Mos Epsa, something like that).
-Those cities will change control based on which side controls the planet. So there will be a "crackdown", but it will depend on what faction you are in.

How powerful [referring to reinforcements called on the Jedi]? Enough to put the Jedi's back into hiding instead of how it is now?
-Depends on the Jedi. But the reinforcements will be pretty powerful.

Message Edited by Calandryll_SOE on 02-08-2005 12:06 PM

KenjiTokugawa
Tue Feb 08, 2005 12:45 pm
#88

wow... it's like the devs read my mind or something



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Bughunt
Tue Feb 08, 2005 12:46 pm
#89

This looks real good, Thanks for the hard work in putting this together.




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.


Maybe this will send all the Jedi into Hiding, lol



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Valkyrie36
Tue Feb 08, 2005 12:46 pm
#90






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 have nuetral alts also, like alot of people. I think the realization that people will have to come to is that they need to PLAY nuetral just like Rebals PLAY rebals and Imps PLAY Imps.


Being nuetral should not be treated like the "faction" that gets a pass on everything. It should have its own set of game challenges just like the combat factions have.


So now, after this system gets into place, the nuetrals will have to insure they are nuetral (Good Cop Faction) and abide by the laws completly (Dont carry around illegal stuff). From what I have read so far, if you are a true nuetral like this, you will have no problems getting around anywhere and palying your non-combatant without any problems.


'Nuetrals' during a war will suffer too. In fact 'Nuetrals' are usually the most impacted by a war since resources typically go to the combatants first and the 'Nuetrals' are left digging for scraps. Be thankful this is not happening, be a true nuetral, and enjoy the game as it is now.

WarlordRhawn
Tue Feb 08, 2005 12:47 pm
#91






Tanks wrote:


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.






What are you talking about, it makes ALOT of sense for troops to attack Jedi. Have you forgotten the scene in Return of the Jedi? The scene where the imperial commander makes a point of mentioning that Luke was carrying a lightsaber?


There have been numerous books and even the movies themselves have shown that the Jedi were hunted by the totallity of the Empire. Thus it makes ALOT of sense that they would be recognized and attacked by the Empire. It also would make a lot of sense that Dark Jedi with imperial rank would be attacked. In the EU Winter pretty much flat out states that the alliance knew of the existance and was looking for Mara Jade. Furthermore the emperor was openly hostile to dark force users who weren't under his control Dathomir comes to mind especially when one considers that he interdicted an entire planet and cut it off in its totality from the rest of the galaxy ( I sure wish the developers would make it much harder to get off of dath for this specific reason).






Tanks wrote:


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.




No its not, there can be only two a master and an apprentice. If a person was getting to powerful, the emperor would have removed that obstacle long before that person got to be a problem.










Tanks wrote:

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.








I think this is a reasonable complaint. Perhaps they need to consider moving the trainers or provideing Dark Jedi with a means in which they can bypass these patrols... smuggler anyone???






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