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Thread: GCW PvP Space Stations Proposal
Player-Capturable Space Stations Proposal
If implemented similarly to what I describe below, I believe that this system would vastly improve the Galactic Civil War by making it more challenging, more tactic-orientated, and more rewarding. Others, as well as myself have thought of this idea. That must mean it is a good idea! Here is how I think it should be done…
1. The big picture
Each space sector currently has a non-dockable, neutral space station close to the planet. It is used as a sort of “air traffic controller” for travelers wishing to land on the planet’s surface. I say leave them this way.
I propose adding a new type of faction base to SWG: the player-capturable space station. Add one capturable station to each space sector. Somewhere between the neutral station and the edge of the map. These stations would serve as the “bread and butter” of the Galactic Civil War in space. These stations need an interior (like a multiplayer ship) and the ability to be boarded. Once inside, players can use their normal “ground” skills.
When these stations first go Live, they should be under the control of some type of Pirate faction. Rebel and Imperial players would then be able to take control of the station, and essentially, that sector of space. By owning a space station, only members of the controlling faction (Rebel or Imperial) would be able to use the station.
2. What kind of rewards would my faction receive for controlling faction space stations?
Only members of the controlling faction are able to board the station (unless the shield is bombarded offline). The inside of the station would contain: Faction Recruiter, Pilot trainers/mission givers, Cloning Facility, Cantina, shuttle bays, bank (without safety deposit box) and a Medical Facility. By controlling the station, your faction gains a cool place to hangout, a place to heal, a place to get more missions from (eliminating the need to go back to the trainers on ground) and a safe place to go overt/covert.
Also, by controlling the station in a particular planet’s system, this could also have an effect on the GCW on the ground. If, for example, the Rebels owned the space station in the Tatooine system, they could receive certain faction bonuses on the ground. These bonuses could include things such as increased faction/money reward for faction missions, and the number of NPCs that spawn at normal ground faction bases could be modified. If the Rebels own the space station in the Tatooine system (and essentially that space sector), Rebel bases on Tatooine would have easier access to reinforcements and would spawn more NPC troops. The Imperial’s reinforcements would be hindered and their bases would spawn less NPC troops. There are plenty of other ways the war in space can effect our environment on the ground.
3.0 How exactly do you capture/defend a faction space station?
Taking control of a space station will be difficult and will require a lot of organization and planning. This system will have a great need for both main types of ships: fighters and bombers. Both will be equally important.
3.1 Space Station Defenses
In addition to defending player ships, the station would be outfitted with it’s own defensive systems. Approximately 12 Medium-strength NPC ships will patrol a small area around the station. These NPC ships, if destroyed, will each respawn after 1-2 minutes.
In addition to defending player and NPC ships, each station would be equipped with four player-controlled turbo-blasters! These weapons will be spread out across the station so that an attacking ship will always be in sights of at least one of the blasters. The blasters should have a high fire rate, but deal low-moderate damage. Obviously some system is needed to prevent players from “hogging” these weapons. Perhaps priority could be given to officers with a higher rank.
The space station’s most important defense would be its shield. The shield would be very strong and would regenerate fairly quickly. A strong, continuous assault from bomber aircraft is necessary to disable it (yay, something for bombers to bomb!
. Fighters would play an important role as well because they need to keep enemy fighters away from their bombers so they can do their job and bring down the shield. Once the shield is down, attacking players can target the station and /board or /dock with it. The station will be down to its last line of defense: player/NPC soldiers aboard the station!
3.2 Capturing the Space Station
In order to capture the station, you will need many fighter and bomber aircraft. Have your fighters engage the enemy fighters, while your bombers work on the shields. Watch out for the blaster fire coming from the station! =) If the shield drops to 25%, a distress call could be sent from the station to all allied faction players in the sector. Once the shield is down, have all your men target the station and choose to dock/board. An intruder alarm will sound, and all players inside (which are of the opposite faction) are turned overt.
Once inside, fight your way through the corridors (just like in the movies!) and to the main reactor control. Disable it. Disabling the reactor will turn off the station’s turbo blasters and boot anyone who is currently controlling it back into the station. It will also disable the cloning facility so that defending players cannot simply clone and rush back into the fight. They will have to clone at the nearest friendly station, or on the ground. Finally, it will disable the station’s communications and security system, which disables any further NPC spawns (ship or soldier), and allows full access to every part of the station.
Once the reactor is down, the attacking force needs to dispatch the remaining defending faction members. If they are successful, they can go to the bridge and choose “Capture Station” at the main terminal. At this point the station’s appearance will change (color, Rebel/Imperial logo, etc). Restart the reactor and the station becomes fully operational for the victorious faction (except the shield will need to regenerate).
If the defending players manage to dispatch all the enemy players that boarded, they can then restart the reactor, which will re-enable the shields (although it will need to regenerate), turbo-blasters, cloner, communications and NPC spawns.
4.0 Possible Issues
1) The station would need multiple areas (shuttle bays) for players to load into, so that there is no bottleneck where defending players could camp and wait for enemy players to board. There should also be at least two reactor control terminals so the defenders are more spread out.
I really want Jump to Lightspeed to offer greater complexity to the GCW and to provide us with more to do than simply shoot other ships. I think this idea would be a very good addition.
Please post your thoughts on this idea and anything you would change or add. ![]()
Message Edited by LordJago on 10-29-2004 06:48 AM