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Thread: PvP and PvE in the GCW
i'd also like to see more persistant controllable content. bases, ships or even hyperspace points in an area be controlled, assaulted and defended. (read: NOT DESTROYED) like ground faction bases.
Sorry.
Sounds cool. I'd love to see some stuff like this.
Now, how about a vehicle revamp with piloted AT-AT's and snow-speeders for the ground game?
I have to disagree, not with the idea of a GCW, but I don't think this propsoal goes far enough.
A GCW that's dividied up into phases like Jedi system would not keep the attention of players who want a dynamic GCW. After a few cycles, people would realize that the same thing was happening over and over again. When Phase 1 comes for the 15th time, people would begin to be disheartning, why participate when we all know the story line the Phase system sets up for the GCW. Since the end result is known there is little reason to participation. Plus, why participate? So that the GCW can reset itself and we have to do it all over again?
Another problem I have with your system is the merging of PvP and PvE. I think the idea of putting these two professions together is a great one, but sadly if it is to be done correctly I don't think most of the PvE "only" crowd would like it.
The problem with your system is that one group of players can have an impact on everyone else without the victimized player able to retaliate. The GCW has to be open to ALL players for participation. But this means that one group of players can not victimize the other without facing consequences. A PvE mission is exclusionary, only one side can particpate in it. If the PvE mission is succesful, then it victimizes the opposing faction. If, the opposing faction had an oppurtunity to prevent their loss, then this would be just. But because the opposing faction had no control over the outcome of the mission, they are now victimized by an opponent that they had no abilty to fight.
By merging PvP and PvE together we should lose the distinction of Player and NPC. Players should be responsible for maintaning NPC's in their faction. In battle they should be given some control over NPCs to direct where tehy should concentrate their fire. In a GCW battle, the goal should be to defeat the opposing faction and achieve some tangible mission. If your opponents are 100% Players, 80% NPCs and 20% Players, or 60% Players, and 40% NPCs, it shouldn't matter because they are al on the opposing side.
I know some players absolutely loathe the idea of combat with another player. Battlegrounds should be created so that the PvE Only crowd can go and shoot the opposing faction without worrying about players harming them. But because these battlegrounds are exclusionary tehy should have no widespread impact on the GCW.
The most important thing for the GCW is that it becomes DYNAMIC, where all sides can attack and defend themselves equally.
-red