Pilot Archive
Thread: Focus: Space and the GCW
KruddMan wrote:
I posted an idea recently to get people pvping for space but it wasn't related to the GCW. Was for space simulators you could have in cantinas specifically balanced for pvpand compete on a ladder system
Great idea, have a jawa beer and play the arcades, maybe they could put in a version of the first star wars arcade game - im old enough to remember it!
Ive got tons of Ideas for ALL of this. I've been waiting to post it... However Im thinking of more things while I'm writing this so this is a space saver for the ACTUAL post I want to post here....
- Provided action for PvE'ers and PvP'ers alike and nobody gets forced into doing anything they don't want to do.
- Added a Planetary control system, based on faction-structure populations.
So, in space we could do a similar thing, players spend their faction points on space structures which could/would attack enemy ships that pass by. You go along to your faction recruiter and buy a "deed" with your faction points, and then launch into space and pick a spot to place your station or platform. (An example of such structure could be something like an "orbital defence platform", could also have faction repair stations too maybe).
Also, for the case of players who are factioned on the ground but are civilian pilots, I'd like to see the ability for them to register the status of their civilian ships with their ground recruiter aswell as their ground status. Last but not least, when you would register your civilian ship, you'd get the same options as you do for ground (see #1 above), i.e. you say if you want to PvP or PvE, given such a system, I'd like to see "civilian overts" be allowed into Kessel and Deep Space, there's no reason to stop them.
Minor Suggestion:
Add bounty hunter content - Fighting Jedi's, or even player bounties.- Let's see the FireSpray do what it was meant for! This would also include replacing a ship's "sensor launcher" with a tracker droid launcher which would be shipwright craftable.
The Firespray was "meant for" police work and long patrol. The Slave1 was a firespray, but heavily modded and not at all doing what it was "meant for"
DaveG wrote:
- Let's see the FireSpray do what it was meant for!
My most recent idea about the GCW in space has to do with Freelancers. It's obvious that the locked in lists of non hittable targets bother people, and I think a good aid to fix that would be something like the following.
The Powers that Be behind eachof the Neutral squads are all smaller players on the galactic stage trying to survive. Reflect this by changing the way their favored targets function. While the public line of the RSF is currently pro Imperial, that doesnt mean Queen Kylantha isn't a Rebel sympathizer (see the ARC mission). So there is some dissent even within the powers for each group.
Tie the hit/no hit rules to whichever side has planetary control for that Squad's homeworld, and in the case of the SA, tie it to whichever side is winning overall.Allow freelance pilots to go overt for their chosen faction to circumvent the "rule" if they wish. This would make for a dynamic process, and would require the rewriting of several freelance missions (any mission vs factioned ships would need two alternatives based on whichever side the squad supported publically) and Duties, but it would allow the player a way to break fromparty lines and do what they feel they need to.
Have master missions be tied in the same way. Corsec's ability to choose is nice, but it's a somewhat unfair advantage since it's not made clear at the outset that some squads are locked while they are free to choose.
Here's some of my ideas...
- Rebel and Imperial Battlegroups that travel through various systems (trackable by your own faction so you know where you can head to meet with it). These battlegroups would be composed of one major capital ship (Mon Cal/ISD), a couple medium ones (frigate-strength ships), and several lesser ships (corvettes, gunships, etc) complete with fighter escort.
Since some folks won't want to have to contend with massive fleets of devestating firepower that pop in and out of zones, it should be made sothese are only agressive vs declared faction members (and only declared members can harm them). This gives something for master level pilots to fight over. All ships in the fleet would be tier 4/5. Fleet movement could be something that's scripted but alterable by players running recon missions perhaps (ie. the sector the greatest number of players runs recon mission for in a given moment, and the faction that controls it, determines whether the fleet moves to that area or not at the end of a cycle, which could be 2-3 hours or so).
- Battlegroud conflicts. These could be initiated by a group of pilots once they completea series of missions prepping for an assault on the enemy fleet.
Here you would get your epic scale rebel vs imperial battles that so many of us long for. Not much more to say about this other than there needs to be a logical reason/backgroundstory for these fleets engaging eachother before the event can be triggered. Some precursory steps should be necessary before starting the event since this should be something that's not occuring all the time (maybe a few hours every day). A reward should be dished out to pilots of the winning faction to encourage participation (a small losers bonus might help as well... such as some FP for trying to help out anyways).
- System control that effects the ground and space.
JTL is part of the complete entity of SWG, and it's high time the game started to reflect that.Space control was an integral part of the Star Wars universe, and this needs to be represented. The basic idea would be that there would be a heavy presence in the system of whatever faction controlled the space at this time. Factions for space control would be Rebels, Imperials, and Criminal Organizations (system dependent on the latter - something for freelance neutrals to do). Each faction would appropriately have their ships out in force patrolling the system for dissidents (tier of patrols depending on the system to some extent - however, liberating a system should require higher end pilots and taking out tier 4/5 ships, but these would be in a specific and avoidable area as not to disrupt newbie pilots who aren't in the later-game yet.) At the heart of the system's control would be some sort of small fleet (Maybe just a frigate with escort, or something like that).
This control would also effect ground presence of troops of varying factions. You could still control the planet on the ground, but not in space - bu there may be less advantages when the system is being blockaded by the enemy. For instance, while a planet may be controlled, shuttle landings from the space-controlled sectors with troops might have to be dealt with. Perhaps in cities even, adding to a sense of the tension. Ie. Imperial control theed, rebels control the Naboo system - so every so often a strike force of decently-powered Rebel Commandos gets dropped off to storm theed and lend support to the Rebels on the ground. Perhaps some factional abilities that can only be used when your faction controls space could be added as well, such as orbital bombardments and fighter strikes.
- Prestige point relevancy.
After master level, prestige points could be made very relevant, by communicating with the afformentioned battlegroup's command ship. Pretige points could here be used to gain special schematic/weapons (the latter not as good as crafted variants, but still very useful to both combatants and shipwrights since they could be used in RE's and would still be of decent quality), new paint kits that are squadron specific styles (for instance, a Crimson Phoenix style, Inquisition style, ora Vortex squadron style - on TIE's this would allow slight wingtip colorating/stylizating as representation of the elite nature of a squadron), special space activatable items/abilities (such as calling for fighter/bomber reinforcements, deep space/Kessel reload ships at discount rates,or calling in the fleet to engage the enemy fleet), and maybe some special ship-specific gear/modded chassisyou can unlock.
- Ground structures that can effect space.
I'd like to see some ground buildings able to effect space, perhaps even in controllable ways if it's possible. Examples of this would be enemy sensor jammers, which would severely limit the range a faction could target (or see on their radar) members of an opposing faction, Plantery Ion Cannons (to take out capital ships that invade a sector - these should be very costly yet very valuable - destroyable bya ground force), shield generators (to protect bases from bombardments, etc). Adding factional ground hangars/installations would be very good too, so there are centralized hubs for factional pilot veterans to congregate, re-fit ships and whatnot. All of this would be player-owned, I might add.
- Ability to invade enemy capital ships/platforms to capture/destroy them
This is pretty straightforward, yet very cool. In a corvette-style siege, a boarding party would dock with a the ship (after disabling defenses that can hit it presumably - if you dropship gets destroyed after docking escape pods are the only way out aside from dying; escape pods would place you in a completely random spot (with a nifty spawned pod wreckage next to you) on a planet in the system your in - for added realism and to encourage escape pods to only be used as a last resort) and storm the bridge/reactor in attemtp to either place charges and blow the thing up, or capture it and redeem it for FP, perhaps even having it included with your current fleet until server restart/the fleet gets destroyed.
- Ability to land on your own factions capital ships (the ISD's and Mon Cal's) and use them as base stations for space combat.
On them would be a host of various quest NPC's (many being repeatble ones focussed on PvP encounters), faction recruiters, etc. Everything you'd see at a starport. Due to their immense size (and the presumption that only one of them exists in the game world at any given moment) there would only be one instance of each capital ship running at a given moment. To a lesser extent, it would be nice to see this as a feature added to existing space stations as well (though the amount of instances this would demand might make that option unnatractive - though if it could be set up to load in the same fashion as a PoB ships environment it might work).
After all this, I'd just add that I'm not quitesure how to deal with deep space. I'd suggest either leaving it as is, since it still serves some purpose, while adding associated quests (PvP) with the zone from the starfleets to encourage a couple different areas for the player-GCW to take place. I would have suggested the starfleet triggered battles occuring here, but I wanted those to remain something universal that anyone could participate in to some degree. Having the battles take place in normal systems would also brings increased relevancy and a sense of urgency to the conflict as they battle over the skies of Planet XXXX.
Maybe a tri-monthly spawn of the 2nd death star. It should coordinate the destroying/defending of the ground shield with the destroying/defending of the DS and fleet. Involve Uber rewards for the the winners. For the loosers: bounties on their heads. The basic idea revolves around adding player driven epic battles. Granted, servers must be improved for handling lag.
I also support placeable bases....IN SPACE!!!!
Just a warning: I am a crafter on ground without combat skills. My contribution is in space. I want to be able to fight the GCW in space without being jumped on ground.
My opnion is that we will need player capital ships in order to more effectively bring the PvP aspect of the GCW into space. One, because they'd be a base of sorts. Two, because they'd be quite team-work oriented (i hope) which would perhaps draw more people to pvp in them or in their starfighters. Three, it just too damned cool to be flying aboard a player capital ship and then scrambling to defend it when a capital ship of the opposing faction is closing ![]()
Message Edited by JediNg on 05-31-2005 04:21 AM
A fair number of faction points
Would you like to see huge space battles?
Let the devs create an instanced space where pilots from ALL galaxies could hyperspace to and duke it out for their faction. Or maybe even just a massive intergalaxy free for all.
More ideas:
- Prestige Purchased Unfiforms/Flight suits
There could be a vast assortment of flight suits made available for requisition, including standard Rebel pilot helmets (the ones from the films, not those annoying Ace helmets that cover your entire face) with varying patterns available, some being squad/ship-type specific. Makes it easier to actually look like a pilot on the ground - something that's rather lacking at the moment. Life support chest-boxes (complete with hose) would be added as special prestige-purchase option for master pilots to use as back-packs.