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Thread: PvP and PvE in the GCW

Juusman
Wed Nov 10, 2004 6:15 am
#1


It would be really cool if the devs had implemented the GCW on a strategic and tactical level using PvP and PvEplayers working together. Ona strategic level the war would cycle through phases with a major theme for each phase -similar totheJedi trials. Each phasebeing won by eitherthe rebel faction, imperial faction, or neutral faction.Perhaps the neutral factions could tip the balance for either the rebels or imperials.


On the tactical PvP level, playersofopposing squadronsare assigned to the same mission. For example, rebel player(s) inCrimson PhoenixSquadron get assigned an "escort mission", and imperial player(s) in Storm Squadron get assigned a corresponding "strike/patrol mission". The rebel players meet up with they freighter convoy, and the imperial players get vectored in andthey fight it out. Each mission is won or lost, and counts towards the success or failure of each factionin the GCW phase. As the phase progresses, the players are given updates on the status of the phase, or war, and makes the next missions/phasesmore important.


A similar sort of system can be implemented for PvE players as well.Perhaps by keeping track of the number of mission completions versus mission failures.


Adding the results of the PvP missionsand PvE missionstogether gives the results for the faction during that phase. This will promote both styles of play as players can jump back and forth between PvP or PvE depending upon how the war is going.


In this system, both play styles would be encouraged and working together for a common purpose.



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CORE: Cadre of Republic Elite
Juusman
Wed Nov 10, 2004 10:24 am
#2

/bump


TH.. I hope you can do something like this for the GCW revamp.. since you're taking away our Kessel run..



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CORE: Cadre of Republic Elite
meeuki
Wed Nov 10, 2004 10:28 am
#3

those are really great ideas.

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.



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Slarus
Thu Nov 11, 2004 5:55 pm
#4

So what, it clearly doesn't matter is the Pilsbury doughboy team wins the GCW or not. I dont mind the idea but it just doesnt seem to really mean anything.
JLMRacing
Fri Nov 26, 2004 8:04 pm
#5

Very nice ideas 5* for you



Jordain Ventura~ Master Bounty Hunter
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Libretto
Sat Dec 11, 2004 9:31 am
#6

There's a civil war going on?

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?



Minuet d'Ascoyne
Colonel - Grand Army of the Empire
Ghost Dancers

=====================
"Is the sky falling yet?"
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Diorchas
Sat Dec 11, 2004 11:59 am
#7

Juus,


You and I have butted heads before, but I'm behind you on this one. I think that any reasonable, fun idea that involves both PvE and PvP communities is a good plan.
TotalJerk
Sun Dec 12, 2004 9:13 pm
#8

All great ideas. I hope someone listens to them. It seems like that would fall into the "new content" category. Personally I dont think it will happen anytime soon. Right now the devs are patting themselves on the back for such great additions as "Image designer revamp", and the "Imperial Crackdown." Both of which in my opinion were complete jokes.


After a year and a half playing SWG I can honestly say the only major new content has been JTL. Some may say the Jedi revamp, but that only affected a small percentage of players. The GCW is basically dead without some form of mission like the "Cries of Alderaan", or some form of PVP that actually counts for something. It doesnt seem like anyones keeping score.
RougeSmuggler
Sun Dec 12, 2004 10:15 pm
#9

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


OddjobXL
Tue Dec 14, 2004 8:30 am
#10

Some good reading here. I think integrating space and ground in some manner, at least once the GCW and combat revampsare in place, is going to be key to making this a truly Star Wars experience and other folks have done a much better job explaining this but: boarding actions aboard ships and/or space stations, zones of control (especially starports and/or factional bases with starports) and 'victory' locations, simulated 'blockades' and 'occupations' where player's actions through PvE and PvP can increase or decrease(at least on a temporary basis) the availability of NPC forces. There should be missions at both faction terminals and space stations involving ground and space elements in multiple segments that can contribute to a 'balance of power' rating in a particular sector.


One way of dividing up the labor between PvP and PvE might be for PvEer's to 'set the stage' for the PvP battles that 'decide the balance'. PvP players can, and do,PvE themselves so it's hard to call yourself a victim when you can do as much damage as the other guy. In a given wargame there are existing circumstances you cope with when developing a strategy - you've got no control over them, they're just the historical reality. That's the mindset a good PvPer will take when eyeing the situation he faces for the 'decisive' battle for a sector. The PvEer tends to be a more casual gamer, a crafter pl;ayer, a roleplayer oran adultwho doesn't take to all the posturing and trashtalking that can happen, mostly, in ground PvP. That said, if PvP is really the end game and if ground combat ever comes to reflect actual ability as space combat does, I tend to agree that the big, deciding, battles should be PvP. That's high drama. Them's the bragging rights. And it should accrue to the most skilled warriors in the GCW. 'Setting the stage' is the role for the PvEer. The more successes they have in missions the better the availability of FPs and NPCs for the PvP climax. That makes PvE gameplay relevant.



Mandash Grim
Captain of The Ikopi Stag

"If tyranny's cold grasp should tighten, what is left to endure? One man or one woman, a grain of sand in that clammy clot, a fellowship of wet misery. But if some strange fire should fuse that sad company into glass, then what newborn edges might bloodily cut and win release?"
Kakron21
Tue Dec 14, 2004 1:39 pm
#11

Well here's a thought. For PvE (I only say PvE because I can't see this happening for PvP, you'll see why) why don't we have a sort of ongoing "capture the flag" situation in some of the less politically defined sectors? Make it so that those systems that aren't readily associated with one side or the other are a sort of battle zone where players can fight for control of. Make it somewhat like stats from the Cries of Alderaan story arc where whichever side does the most damage, efficiently, will control that area of space in the way of spawns. And for consecutive weeks/cycles, the spawns will eventually gain in tiers until the whole sector is controlled by one side with the highest tiered fighters. At which time, the winning side will have the chance to go into their sector and do a mission (granted it has to be somewhat time consuming, can't make it that easy, maybe a 1-2 hour mission for the average individual) to gain a faction specific upgrade to their ship. I'm talking like a small bump to existing top of the line equipment. Maybe a 5-10% increase in effectiveness. But, downside is that this item can not be RE-ed. Give that side about 2 weeks to be able to do that mission, and then the whole thing starts over, balance out the sector and go at it again. Like I said, this would be hard to incorporate PvP, about all I can think of is make the zone consentual PvP.



Scylla
Chaak - Jedi Padawan
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