Development Cycle Archive
Thread: Developing a Solution for the Faction Base Issue
Thunderheart,
This is a great thread, and the kind of stuff 98% of the players wanna see gone.
I like your solution as a start but a few loopholes exist here that need to be corrected. Let's start wtih the solution and then define the loopholes.
Amendment: Healing and /dragincap create TEFs (if drag doesn't already). Generation of a TEF to a player inside a private structure will /eject player from structure and subject them to the 5 min re-entrant pelnalty.
Why: Combat medics (I'm an MCM) do not require LOS on throwing ranged stims and could sit comfortably in that private structure and lob healing 50m to their commando friend out there wasting people. Second master docs (am one of those too) can dragincap 30m. Need to make certain that a master doc can't sit safely inside and drag a corpse into the house.
I think the standard TEF duration is fine, but as one poster pointed out CM poisons (and all DOTs in general can lasdt longer then 5 min). The TEF must last the max of 5 min or DOT duration.
Jacore MD/MCM, Tempest
[quote]Thunderheart wrote:
2. If we make the TEF LONGER than 5 minutes and if I am NOT a PvP Player and I go on a faction mission or attack a factional NPC, I get a TEF, flag, I can't go into my own house for whatever time period the flag lasts... [/quote]
Holocron and Q3PO have both made it very clear that by picking a faction at all you are involved in PvP... even if you stick to doing NPC missions you are still in PvP and so I think that those people should just expect to not be able to go into their house for whatever time.
Also what about the Doc/CM that is sitting in the house healing and dragging corpses into the house? When he gets the TEF will he get kicked out of the house?
I kinda like the idea of opposite faction buildings built too close getting destroyed... This gives architechs more business too... which is always a plus.
I propose that players with TEF's, or Overt players should be able to enter houses. But that the house be made PUBLIC as long as itcontains an overt faction member, or someone with a TEF.
Thus, overt players can enter their houses...
I have another suggestion for this thread. There may be some holes in it so I would appreciate other people's feedback.
* Make the area around a faction base for 150M like a battlefield, where you have to be overt to get inside.
* Make houses placed by the opposing faction within this radius destroyable.
* Don't change anything about being able to retreat inside a house.
With this solution, there could still be tactics used, but they have a counter.
Thoughts on this?
-tac
Posting this again, because as always, I feel ignored...
I propose that players with TEF's, or Overt players should be able to enter houses. But that the house be made PUBLIC as long as itcontains an overt faction member, or someone with a TEF.
Thus, overt players can enter their houses... And members of the opposing faction can follow them in.
I would recommend a non-entry if in combatplus one minute after combat. That is plenty of time to establish that you are no longer engaged in combat actions.
Then I would leave the TEF at 10 minutes.
This would require a seperate timer (the combat end + 60 seconds), but if you're looking for a viable solution that neither overpunishes players by making them wait 9 minutes and 59 seconds to enter their house, and at the same time not underexpose players to retaliation by reducing factional exposure to a mere 5 minute TEF, it's the only way I can see that would serve both goals.
Any healing or dragging of corpses would need to invoke a 1 second duration combat phase, which of course is followed by 60 seconds of no-entry status, expulsing the healer from the residence.
Oh, and currently, I believe a building can be made public and an entry fee of 1 million credits invoked on any non-administrators that attempt to enter. So, a player could drop a house, make it public, invoke an entry fee, then admin his/her groupmates out of having to pay the fee, and you again have a safe haven to run into.
Therefore, you will have to make the entrance into the structures limited to the type of structure, not the privatization or publication of the structure.
And, by making entrance capabilities based upon structure type, you leave yourselves the flexibility in the future of adding a "Bunker" type of factional, craftable building that can be entered under certain combat situations, but one that could also be attacked and destroyed, negating the invulnerability exploit.
Lodacai
Hunter-Al wrote:
Posting this again, because as always, I feel ignored...
I propose that players with TEF's, or Overt players should be able to enter houses. But that the house be made PUBLIC as long as itcontains an overt faction member, or someone with a TEF.
Thus, overt players can enter their houses... And members of the opposing faction can follow them in.
Good Idea
If you're overt you don't get TEFs on other overts, do you? so how would this stop OVERT players from doing the same thing to overt players of the opposite faction?
either way I think this is a dumb thing to spend time on. Rebels were supposed to be able to use geurilla warfare like ambushes and the Empire also set up ambushes. People should just realize there is an inherant risk to running around houses, if you don't like it then find a safer passage.
perhaps if the devs spent as much time actually FIXING faction scanners/minefields this would be a non-issue.
There are some things the devs shouldn't cave in to. I've never used this 'tactic' but have had it used against me. I just simply learned the hard way that it is an enemies house and learned to avoid it instead of whining about it.. /shrug
I like the no-entry-while-TEFed solution best, simply because it addresses two things that make this game's PvP pointless:
- Idiots who plant private houses outside of faction HQs, and
- Idiots who play hit-and-run right outside of a faction-oriented city and abuse their private home to avoid being slain. (Regardless of what you say, this is not a "tactic". It's just plain stupid, and it should be prohibited. A portable invincibility room -- especially one that functions as a cantina/med center -- is NONSENSE.)
However, faction bases are STILL going to be a waste of time until they fix the rotating vulnerability window and eliminate the ability for ALL same-faction members to see the vulnerability window. There are people running around with opposite-faction alternate characters (on secondary accounts) and "scouting" bases they want to wreck. This is NOT what I signed up for, thanks.
Thunderheart wrote:
Thats the way it would work yes. You attack another player and or base. You get a TEF. The TEF prevents you from getting back into the house.Just for me, what creatures/MOBs give you a TEF?
Also, if not 5 minutes, then how long?
It seems like it would make more since if you gain a TEF on something and you run into a house, the house goes public until you and all other TEFs leave.