Development Cycle Archive
Thread: Friday Feature Jan 30 Imperial Crackdown and Chef Revamp
Quote:
But I think the rebels get off a bit on the easy side of things. I would like to toss this idea out there. If a Rebel is scanned and found to have contraband theyshould A: get a tef B: lose the item in questionC: be locked out of that star port for one hour.
They can still get off world but now have to find a new port to do it at. And if their luck was really bad the loop could go on and on for some time. But the odds of that are slim.
dWhisper wrote:
Keltorr wrote:
1) This Imperial Crackdown really isn't the way to make the game more SW-ish or more fun. Something is fun when there is a potential benefit. This crackdown hurts everyone and helps no one. Even the Imperials are going to get hit hard--please, for the consideration of the player base, do not publish this, or at least make it very temporary. We have seen what a bad change can do: item decay affected PvP adversely and the devs realized this, so they are taking it out. But ONLY after a lot of players got mad, AND the publish didn't have its intended effect of helping tailors sell more clothes. Instead it hurt tailors more than helped. It is better to avoid making a mistake than to get into a situation where a mistake has to be reversed.
Fun is not defined by any sort of benefit, since fun is strictly an opinion call. There can be benefits that have no tangible effect on a person. I have fun by running around and looking at some of the models in the game, like the large arches on corellia, the temples on Yavin, etc. I gain no direct benefit from that. The Crackdown adds to the feel of a civil war in the game, which is what it's all about at this point. In case you missed in the movies, the Empire was evil. Everyone would get hurt when they took notice of something (do you think that Alderaan only had a bunch of Rebel sympathizers?) in the galaxy.
Although I don't like the crackdown, I admit you have a point. I'll revise my statement and say that in my opinion, it's a lot more fun when there is a potential benefit. Not everyone will feel that way, and that's fine. Of course,I didn't say that a"benefit" needbe tangible
dWhisper wrote:
Decay wasn't put in to hurt PvP or prevent the insta shuttle. It was put in to give the manufacturers of the goods that had been previously indestructable repeat business (tailors, for example).
Correct. Decay was not put in with the INTENTION of hurting PvP, but it did, and players predicted this before the decay was even put in.
I am pretty sure that decay was put in partially to prevent the suicide shuttle. Some players complained that death had no consequences, so players kept DBing each other to avoid having to walk long distances. Some people, for some reason, really hated this and supported decay as a means to end it--perhaps without taking note of decay's other potential consequences which turned out to be quite real indeed. In fact, vehicles and mounts were quite the right counterto the suicide shuttle, not item decay. The solution was there the whole time...but decay was not that answer.
As for giving tailors repeat business, yes that was the intention, but from what I gather from talking to tailors in-game, it didn't really help them and I'm confident that the player base and dev team can see why: people used to buy specially-made clothes with special mods, as well as Master Tailor-only items, often at high prices. With decay put in...sales of these clothes really ended up decreasing because 1) players stored their expensive clothes instead of using them, lowering the possibility that they would decay at all, and 2) players bought fewer of these clothes, knowing that they were at risk of decay. While the very rich players wouldhave boughtthese clothesregardless of decay (BUT some of them also stored clothes instead of wearing),many of the "middle-class" and poorer ones stopped once decay was put in. Potential benefit + risk of loss = level of investment. With decay, potential benefit of clothes remained the same while the risk of loss increased. Thus, the level of investment decreased, hurting tailors.
You have some very good points dWhisper, and I'm glad we can discuss the game issues in a civil manner
Sorry. I put in the wrong symbol. I meant to say, Potential benefit MINUS risk of loss = level of investment.
Keltorr wrote:
Potential benefit + risk of loss = level of investment. With decay, potential benefit of clothes remained the same while the risk of loss increased. Thus, the level of investment decreased, hurting tailors.
Just why is that? Why should a neutral player be exempt from searches and scans? If you have a sliced weapon/armor, spice you are in violation period.
"Citizenstandbehind the yellow line while you arescannedfor contriband," states VK-117. "Oh excuse me Colonel" /emote smartly salutes Kugan. Carry on with your business.
Then the Imperial would get a TEF for displaying his/her rank (unless already Overt) which makes sense. If a Rebel gets a TEF he/she should be attacked obviously... and... hmm how hard would it be if a Rebel faction member was DBedor incapped by the checkpoint to have them cloned in a prision facility with thier confiscated items in a Mag sealed container... that would make for some great roleplaying scenerios.A high ranking imperial officer should be able to throw his weight around and bypass checkpoints and only loose a small amount of faction... like 100 to "avoid" the situation.
The Check Points should be HEAVILY armed... or it will just be another faction building camp spot for rebels. I have seen a single rebel clear the Imperial Outpost on Talus. *sigh I guess those saps on Talus and Dantooine have lost shipment after shipment of faction scanners and turrets =( The Imperial checkpoints should come complete with faction scanners and enough firepower to make rebels hurt.
*But I can kind of see how this is going to go... Instead of something rebels will fear or avoid... they will probably form groups and just bounce starport to starport wiping out the checkpoints o_O
The second thing I would do is attack rebel strongpoints. It is all too well known that Anchorhead is a den of Rebel Activity. Why not have an Event where an army of Imperial forces swarms Anchorhead. Hundreds of STs, AT STs and AT ATs. AT ATs and AT STs would have built in Faction Scanners. They could also attack rebel player cities that openly proclaim their allegence.
Faith and Honor
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I was floored when I saw that the Imperial Crackdown was going to hurt an already wounded, bleeding and overly outnumbered Empire. The penalties for an Imperial caught with contraband are far more severe than those for a Rebel. Loosing 500 Faction and Rank? What?
really 500 points lost?
"Citizenstandbehind the yellow line while you arescannedfor contriband," states VK-117. "Oh excuse me Colonel" /emote smartly salutes Kugan. Carry on with your business.
Then the Imperial would get a TEF for displaying his/her rank (unless already Overt) which makes sense. If a Rebel gets a TEF he/she should be attacked obviously... and... hmm how hard would it be if a Rebel faction member was DBedor incapped by the checkpoint to have them cloned in a prision facility with thier confiscated items in a Mag sealed container... that would make for some great roleplaying scenerios.A high ranking imperial officer should be able to throw his weight around and bypass checkpoints and only loose a small amount of faction... like 100 to "avoid" the situation.
A very good point. I think that some "wet behind the ears rookie" Stormtrooper is going to try and search a "Surface Marshal". I also remember seeing a "buy on searches" listed in the faction perks of the official stategy guide from Prima.[insert Prima Strategy Guide Flames here]
orkvaarrl wrote:**edit** I don't think that
A very good point. I think that some "wet behind the ears rookie" Stormtrooper is going to try and search a "Surface Marshal". I also remember seeing a "buy on searches" listed in the faction perks of the official stategy guide from Prima.[insert Prima Strategy Guide Flames here]