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Thread: Kessel, Asking to return to PvP unrealistic. Propose other solutions instead.
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ArdenStarmariner
Tue Nov 16, 2004 11:27 am
#1
Being a programmer myself, I think the real problem is that it's just not feasible for the DEV's to move the master missions and put Kessel back to PvP. Expect Kessel to stay PvE permanently.
What I do think is more likely is either changes to Deep Space or the addition of a new non-Ace PvP zone. There's been a few good suggestions along this lines. One was to add a Alderan sector. Since Alderan itself was blown up, this sector would be filled with its remains as asteroids. Seems like a good setting for PvP.
Some features/POI's of this zone would be:
1. Several dense asteroid fields. Not only do you get to dogfight other players, you get to do it will trying not to smack into the rocks. There's still remnant energy effects to these asteroids left over from the use of the Deathstar's planet destroying main gun. Lightning will arch from asteroid to asteroid. Occassionaly from an asteroids to a player's ship. Be careful around them.
2. Dense nebulas that obsure both vision and radar. For those who like to hide and seek or do submarine style PvP. The player's nebula density slider under the Control-O/Graphics tab should be disabled in this area. No cheating by turning the nebula density all the way down.
If you machine can't handle the graphics, you probably should just stay out of the zone completely.
3. Large piece of Alderan's crust with ruins of Alderan city buildings still on it. Blasted and wasted by the exposure to the vacuum of space.
4. The shattered remains of Alderan's Space Station. Some seedy characters have refurbished part of it and will sell you repairs at extortion rates. You can probably gather that's the case when some skanky twi'lek broad answers your /comm. They also have put in a few capital ship grade turrets in case you don't think prices are competitive.
The station will also allow you to "land" for a price. Instead of loading you to a planet (non-exist here) it logs you off the game. When you log back on, you will be in the cockpit of your ship at a random load location near the space station. This is just for the convience of players who want to live in the wild zone. You also load to this space station if your blown up.
Might be asking too much, but really need to be able land on the space station itself. If for no other reason than to be able to use player made repair kits. It would be at your own risk tho. There's no law here. Your overt while your there.
5. Derelicts scattered around the system. Some of the transports and private vessels that were in orbit when Alderan was destroyed.
6. Spatial Rifts - More side effects from the more questionable and unstable technology used to give the Deathstar's main gun its destructive power. These are partial tears in fabric of space that appear as brilliant jagged and odd shaped obstacles in space. If your ship happens to intersect one of these, there's a good chance you will randomly teleported to a random location within the zone. Let's hope you don't end up inside an asteroid. Avoiding them isn't as simple as noting their location and avoiding them. They are objects that spawn and despawn at random intervals. They also sometimes given to rapid movement in random directions and distances at rates of speeds far faster than is possible for ships.
Here are a few of the rule set such a new zone should have. These rules are slighted towards keeping the zone free of any PvE elements. After all, if your in the zone, you there to PvP against other PvP'ers. The only reason anyone would want any PvE elements in the zone is so it will lure PvE'ers in so they can gank them. Such players are those who get their arses handed to them by other PvP'ers and want easier player to kill. These lamers should never be catered to and whine worse than the "carebears" they complain about.
1. Any NPC's give zero exps unless the player destorying them is an Ace in which case they grant prestige points. Your in the zone to PvP, not skill up. This means the zone is to be kept free of PvE elements.
2. Any NPC's in the zone drop no loot and no cash. Your in the zone to PvP, not hunt for phawt lewt. If you want it so you can hang around waiting to kill anyone coming for the phawt lewt, your a ganker not a PvP'er. Perhaps you should start trying to face worthy opponents. You don't need phawt lewt in the zone for that.
Note on 1 & 2 - Taking a lesson from SW Battlefronts, NPC's are necessary to keep running battles going that players can join into. Players are not going to show up organized in big player fleets. They are going to come in in ones and twos. NPC's should be there already fighting each other to provide the atmosphere of a battle. Their spawn rates should automatically decrease as the number of the players in the zone increase. Their spawn rates should also adjust to keep the sides balanced. Players don't want to zone in to find a huge empty and perfectly quite zone with nothing happening in it. That's the biggest problem with the GCW on the ground. Got the same problem in space.
3. Prestige points can be used to spawn factioned capital ships and bases. Sort of the same idea that was in ground side battlefields. There should be a few statically spawn ones in the system just to keep things interesting. The spawned ones would be extras that the players who spawned them can command to do things. Like fly to one of the opposing side's capital ships or bases and attack it.
4. The sector wide chat channel should automatically proclaim a player's victory/defeat to everyone in the zone so they can cheer/jeer.
5. Perodically, a massive Imperial spawn occurs in the zone as an NPC raid to wipe out all the players. The Emperior considers such unapproved dueling on the ground or in space as illegal activities.
6. Entry into the zone is randomized to defeat load campers. Just to make it interesting, its wildly randomized and you might pop anywhere in the zone. Players who are grouped should be loaded in close proximity to each other.
7. In-zone bounties build up on the heads of players based upon the number of player kills they have racked up. A message pops up on a player's screen when they targets another player and tells them the current bounty on that player. This encourages players to go after the more successful and skilled PvP'ers in the zone. These bounties can only be collected in the Alderan zone and are semi-persistent in that they last until the next server reboot.
Well, that's enough from me. Add your own comments/ideas.
...
What I do think is more likely is either changes to Deep Space or the addition of a new non-Ace PvP zone. There's been a few good suggestions along this lines. One was to add a Alderan sector. Since Alderan itself was blown up, this sector would be filled with its remains as asteroids. Seems like a good setting for PvP.
Some features/POI's of this zone would be:
1. Several dense asteroid fields. Not only do you get to dogfight other players, you get to do it will trying not to smack into the rocks. There's still remnant energy effects to these asteroids left over from the use of the Deathstar's planet destroying main gun. Lightning will arch from asteroid to asteroid. Occassionaly from an asteroids to a player's ship. Be careful around them.
2. Dense nebulas that obsure both vision and radar. For those who like to hide and seek or do submarine style PvP. The player's nebula density slider under the Control-O/Graphics tab should be disabled in this area. No cheating by turning the nebula density all the way down.
3. Large piece of Alderan's crust with ruins of Alderan city buildings still on it. Blasted and wasted by the exposure to the vacuum of space.
4. The shattered remains of Alderan's Space Station. Some seedy characters have refurbished part of it and will sell you repairs at extortion rates. You can probably gather that's the case when some skanky twi'lek broad answers your /comm. They also have put in a few capital ship grade turrets in case you don't think prices are competitive.
Might be asking too much, but really need to be able land on the space station itself. If for no other reason than to be able to use player made repair kits. It would be at your own risk tho. There's no law here. Your overt while your there.
5. Derelicts scattered around the system. Some of the transports and private vessels that were in orbit when Alderan was destroyed.
6. Spatial Rifts - More side effects from the more questionable and unstable technology used to give the Deathstar's main gun its destructive power. These are partial tears in fabric of space that appear as brilliant jagged and odd shaped obstacles in space. If your ship happens to intersect one of these, there's a good chance you will randomly teleported to a random location within the zone. Let's hope you don't end up inside an asteroid. Avoiding them isn't as simple as noting their location and avoiding them. They are objects that spawn and despawn at random intervals. They also sometimes given to rapid movement in random directions and distances at rates of speeds far faster than is possible for ships.
Here are a few of the rule set such a new zone should have. These rules are slighted towards keeping the zone free of any PvE elements. After all, if your in the zone, you there to PvP against other PvP'ers. The only reason anyone would want any PvE elements in the zone is so it will lure PvE'ers in so they can gank them. Such players are those who get their arses handed to them by other PvP'ers and want easier player to kill. These lamers should never be catered to and whine worse than the "carebears" they complain about.
1. Any NPC's give zero exps unless the player destorying them is an Ace in which case they grant prestige points. Your in the zone to PvP, not skill up. This means the zone is to be kept free of PvE elements.
2. Any NPC's in the zone drop no loot and no cash. Your in the zone to PvP, not hunt for phawt lewt. If you want it so you can hang around waiting to kill anyone coming for the phawt lewt, your a ganker not a PvP'er. Perhaps you should start trying to face worthy opponents. You don't need phawt lewt in the zone for that.
Note on 1 & 2 - Taking a lesson from SW Battlefronts, NPC's are necessary to keep running battles going that players can join into. Players are not going to show up organized in big player fleets. They are going to come in in ones and twos. NPC's should be there already fighting each other to provide the atmosphere of a battle. Their spawn rates should automatically decrease as the number of the players in the zone increase. Their spawn rates should also adjust to keep the sides balanced. Players don't want to zone in to find a huge empty and perfectly quite zone with nothing happening in it. That's the biggest problem with the GCW on the ground. Got the same problem in space.
3. Prestige points can be used to spawn factioned capital ships and bases. Sort of the same idea that was in ground side battlefields. There should be a few statically spawn ones in the system just to keep things interesting. The spawned ones would be extras that the players who spawned them can command to do things. Like fly to one of the opposing side's capital ships or bases and attack it.
4. The sector wide chat channel should automatically proclaim a player's victory/defeat to everyone in the zone so they can cheer/jeer.
5. Perodically, a massive Imperial spawn occurs in the zone as an NPC raid to wipe out all the players. The Emperior considers such unapproved dueling on the ground or in space as illegal activities.
6. Entry into the zone is randomized to defeat load campers. Just to make it interesting, its wildly randomized and you might pop anywhere in the zone. Players who are grouped should be loaded in close proximity to each other.
7. In-zone bounties build up on the heads of players based upon the number of player kills they have racked up. A message pops up on a player's screen when they targets another player and tells them the current bounty on that player. This encourages players to go after the more successful and skilled PvP'ers in the zone. These bounties can only be collected in the Alderan zone and are semi-persistent in that they last until the next server reboot.
Well, that's enough from me. Add your own comments/ideas.
...
Message Edited by ArdenStarmariner on 11-16-2004 03:58 PM
riotcontrol
Tue Nov 16, 2004 11:41 am
#3
There is no Kressel, either in SWG or in the Star Wars universe.
RSQViper
Tue Nov 16, 2004 11:47 am
#4
riotcontrol wrote:
There is no Kressel, either in SWG or in the Star Wars universe.
/rolleyes
I think we all know what they meant.
Rorenikibi
Tue Nov 16, 2004 11:55 am
#5
Only one change would be needed to make Kessel functional would be to introduce randomness to thezone entrypoints. It was the campers that killed it, the fix should be one that makes camping more difficult, not crippling the whole works.
RSQViper
Tue Nov 16, 2004 11:56 am
#6
How about 2 changes? Randomness loading and a 1000m invulnerability where you cannot be harmed or harm others. Once you have traveled a total of 1000m you've officially entered the free for all zone.
Rorenikibi wrote:
Only one change would be needed to make Kessel functional would be to introduce randomness to thezone entrypoints. It was the campers that killed it, the fix should be one that makes camping more difficult, not crippling the whole works.
ArdenStarmariner
Tue Nov 16, 2004 11:57 am
#7
Rorenikibi wrote:Only one change would be needed to make Kessel functional would be to introduce randomness to the zone entry points. It was the campers that killed it, the fix should be one that makes camping more difficult, not crippling the whole works.
I'll edit and add that in.
NoVaRydr
Wed Nov 17, 2004 1:28 am
#10
/five star
DEVS! We got a good one here. Please, listen up and try it out. This is really an excellent design for PvP.
Kudos to you Arden. 
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