Pilot Archive

Thread: Focus: Space and the GCW

Zoomer30
Wed Jun 01, 2005 9:39 am
#40

I think just making the space game connect in any way with the ground game would be a good start. Right now its like they are totally disconnected. I am a Imp in the game (covert). I can go into space in my Merc ship and wack Imp ships for an hour, come back and the Imps still love me.


I also think allowing us to land anywhere on the planets would be cool as well (you could have a way of showing where the "map" is on the planet surface). Heck, I was over Coreila and looked and looked and could not tell where Coronet was supposed to be. Seems like the planets are just random land masses. It would be really cool to be given the option to do the full re-entry and then land, see the city as you come in. If not that, then at least make it so you have some "cinematic" as you fly into town.


I know the lag would be an issue. Would not be cool if a group of hunters was just about ready to take some big thing down, just to have a huge ship drop in on them and casue them to lag out.



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mohtz1
Wed Jun 01, 2005 9:58 am
#41

how about we treat space the same way we do the ground game.. bases control planets, why bot have stations control sectors of space..



use prestigue points as a means to buy faction stations and then have those guarded by npc ships.. all elite that is.. atleast then we would have some usefulness for these points.. it would give it a feel for the gcw in space.. besides me gunning down xwing after xwing..





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Djyn
Wed Jun 01, 2005 10:26 am
#42




This system would require 2 new smaller space zones but I think it might work.


Allow players to purchase Non Pvp platforms and starships that will patrol the system that they are placed in. And PVP capital ships which would be much bigger and nastier but would only come into the system for a certain time limit every day. You could have a rebel and imperial prep sector where there would be a massive capital ship where you could land and prep and use as a meeting place for pilots and a workshop for shipwrights. 15 mins before a pvp ship goes out to parole its system it would jump into the prep zone where pilots could land and man the ship for its parole. After the 15 mins the ship would jump out to its scheduled parole system when it could then be attacked in pvp. And occasionally the massive capital ship could be brought out in special circumstances. It would be pretty neat to see a capital ship turn up in a system and see all the pvp fighters pouring from its launch bay.


I like the ideas about scenarios and I think the circumstances in space should have an effect on the ground but still allow space to have a different faction controlling space and ground. Like controlling space would give the ground faction a boost. It would be totally awesome to see a massive capital ship battle and i like the ideas about doing a set of missions in prep for your fleet to engage another. i would love to see more grouping in space and more structures that effect space. i would also like to be able to walk to and around my ship in a hanger bay rather than using a terminal. it would be very cool to see a squadron all parked in a hanger bay while prepping for a battle.



Message Edited by Djyn on 06-04-2005 05:09 AM

Message Edited by Djyn on 06-04-2005 05:12 AM



"Guns only lead to trouble"
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mohtz1
Wed Jun 01, 2005 11:24 am
#43






DaveG wrote:





mohtz1 wrote:

how about we treat space the same way we do the ground game.. bases control planets, why bot have stations control sectors of space..



use prestigue points as a means to buy faction stations and then have those guarded by npc ships.. all elite that is.. atleast then we would have some usefulness for these points.. it would give it a feel for the gcw in space.. besides me gunning down xwing after xwing..







That's what I said !





sorry, i am at work. cant really read everything said.. i knew someone must have said this.. but i think it would be a great addition



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DaveG
Thu Jun 02, 2005 5:32 am
#44






mohtz1 wrote:





DaveG wrote:





mohtz1 wrote:

how about we treat space the same way we do the ground game.. bases control planets, why bot have stations control sectors of space..



use prestigue points as a means to buy faction stations and then have those guarded by npc ships.. all elite that is.. atleast then we would have some usefulness for these points.. it would give it a feel for the gcw in space.. besides me gunning down xwing after xwing..







That's what I said !





sorry, i am at work. cant really read everything said.. i knew someone must have said this.. but i think it would be a great addition





and I agree /wookieehug



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ajag
Thu Jun 02, 2005 5:59 am
#45

I like the idea of the space stations. I think they should work just like the bases on the ground so to destroy them you have to have a team like on the ground and disable several terminals. You could use your POB ships to deploy the team in the station and they should fighter their way in to the panels in the station. While docking to deploy your team, your ship would be vulnerable to attacks so you would need escorts of your own to help you out. Everyone but the pilot should get a message on the screen asking them if they want to board the station and you will not be able to undock until everyone answers yes or no so your team has to be well trained because the slower you are the higher the chance that you are going ot get blown up. Then POB ships would finally have a purpose, you could have serveral teams in several ships just in case they get blown up. If a memeber of the team dies inside the station he should spawn on a friendly station where he could be picked up again for deployment. After your team finishes activating the panels, they should get a few minutes to be picked up, and if they are not they get blown up with the station. I can just imagine space filled with POB ships and escorts fighting eachother. DO IT! DO IT NOW!!!

I think POB should be made more maneuverable though to make this posible.




AJAG
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HuntingOhioan
Thu Jun 02, 2005 4:32 pm
#46

1. Space Stations. Instanced(sp) i dont care what content they have with them (they can be as useless or usefull as cantinas on the ground), two in major worlds, 1 if any in the others.

2. Make travelling and mining more involved. Imps wondering what your doing. Asking for permits. False ID's that can only save you time.
Smugglers can slice a ship ID for this purpose.

3. Smuggling in space. What a concept. Everyone since 1977 has wondered what its like to bolt from a star destroyer or bulk cruiser thats trying to board them.

4. If I saw a teir 5 tie oppressor when I was tier 1 I usualy tried to stay away unless it was nessicary. NPC should do the same.

5. If an imperial on he ground sees me and starts shooting, I shoot back and get FP if I win. Same should apply for space.

6. Electric bolts from unstable nebula in space? If that can be up there I dont see how a bulk cruiser/SSD could cause that much more lag.

6.1 End this crap that the SSD's and such are on the "other side" of the planet.

7. Formations. If your grouped the group leader (with appropriate skill set and everyone on follow) can Form up the formations. Nothing like looking like noobs going into a battle with everyone scattered all over hell running into eachother and shooting eachother.

8. I'm too whooped from work to think of anymore.

Message Edited by HuntingOhioan on 06-02-2005 07:33 PM



-Hunting Ohioan

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KyrYxus
Fri Jun 03, 2005 9:01 am
#47

GCW in space... this is a necessity to the long term ends of SWG as a whole.


It should tie hand in hand with the ground GCW in that, if your faction controls a planet's surface but doesn't control the system outside of it you should be naught more than a prisoner on that planet. We have space stations that truly serve no purpose, we have Prestige Points that truly serve now purpose, we have pilots that went to master, PvP'd 2 or 3 times and stopped flying bc there was nothing left to do, we have the graphics and info for capital ships (vette's, frigates, SD's), all of this can and must be tied in together to make our beloved space lanes COUNT.



  • the first item is space stations:

These should be more than just a place to go overt or jump to kessel / deep space from. These should all be attackable and defendable. Perhaps boardable and defenable / destroyable that was as an alternative method of destruction (in addition to spatial bombardment).


These should be the core of the GCW in space. Once a faction has destroyed all of their enemies stations capital ship patrols are introduced to the sector (both factions). Not a static spawn but a random arrival of a Nebulon-B or Calamari Cruiser with escorts or Star Destroyer etc. With the arrival of the Capital Ship spawns comes the building of new Stations in place of the destroyed bases. Never more than 4 same Stations in a system at a time. Once a system has fallen to the control of the opposing faction it is up to the opposite faction to destroy the stations in an attempt to reclaim the system.


If a system has fallen into the hands of the opposite faction that holds it on the ground a "siege" begins. Increased NPC presence on land, factional vehicles, NPC assaults on cities etc.



  • the next item that needs to be address is Prestige Points:

Prestige Points should offer more rewards than simply entrance into the ONLY battlefield in the game. A GREAT idea was put forth that I would like to take this moment to reiterate. RE filler components. Factional gear. Etc. Treat them like FP to a certain degree.



  • Smuggler abilities in space (in relation to the GCW):

once a planet / system falls, in steps the underworld. The planet is then cordoned off to all traffic of opposing faction (this is after all a war). False ID's / registrations are now a necessity. See your local smuggler to cook something up for you so that the imperial scans do not pick up that your X-Wing isn't in fact a civillian issue ship.



  • Pilots not flying

I truly believe that with a meaningful implimentation of the GCW in space that effects the ground game you will see a resurgance of many pilots that do not fly. There needs to be a REASON to fly. The two aspects of the game MUST affect each other. I cannot stress that enough.






~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



Ashet
Fri Jun 03, 2005 9:45 am
#48

I agree with many of the comments, disagree with a few, but here are some things I think might help

1: Make space bigger. Capital ships, stations, any of that will require room that just is not there

2: Missions for space. Either with terminals or implement the way it is in Kashyyyk. There you can fly up to a ship and communicate them and get missions

3: What about convoys, to protect and raid?

4: Smugglers to be stopped and goods to be smuggled

5: More places to go on the other side of Kessel/Deep Space. If you can setup a standard POB space station, then why not make more planets and zones and put them there. You do not need to make complete planets like Kash, just the station. Of course, crossing DS or Kessel to get to them is at your peril.

One thing I am adamently against is anything to do with bounties in space. Especially player bounties. Being a Guild leader, with active BHs in the guild, I am constantly harrased by opposing Jedi. A typical conversation goes like this:

Jedi: Your BH just tried to kill me!
Me: Did he DB you?
Jedi: No
Me: Did he cheat or exploit?
Jedi: No
Me: So whats the problem?
Jedi: He tried to kill me! If he doesn't stop I am going to have friends hunt you down and get you on the boards so you will be killed

The fact that I am not a Jedi and I find BHs tailing me every week hoping to catch me whipping out my saber I find very amusing. But if player bounties were extended to space, I would be griefed to no end. And that is all player bounties are - a license to grief.
JanuHull
Fri Jun 03, 2005 10:20 am
#49

With the exception of the Kessel/Deep Space stations, make the Imperial/Rebel bases destroyable in the various star systems. Make them damageable by PvP enabled players to put up some meaningful PvP content. When an Imperial base is destroyed, a Rebel base pops in its place, and vice versa. Base system control on who's got the most bases. Exceptions for bases like the Rebel and Imperial bases in Kashyyyk which are quest required.


Capital ship encounters. We need to see Corvettes, Nebulons and Star Destroyers in the core systems!! And I don't mean just static spawns or unattackable fly throughs! Base which ships appear based on who controlsa system. When the Rebels are in control, send Imperial ships on harassment missions to attack Rebel players. When the Imperials are in control, lets see a Nebulon/Corvette patrol through. You control the system, you get the high end content. Want any better reason to encourage PvP?


We need faction missions in space. Patrol missions against enemy formations, capture missions, repair and rescue, the works.


We need Avatar style missions for Factioned players.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Djyn
Sat Jun 04, 2005 5:05 am
#50





Oops i meant to edit my old post not create a new one. Oh well this is a more refined version of what i said earlier. sorry for the repost


This system would require 2 new smaller space zones but I think it might work.


Allow players to purchase Non Pvp platforms and starships that will patrol the system that they are placed in. And PVP capital ships which would be much bigger and nastier but would only come into the system for a certain time limit every day. You could have a rebel and imperial prep sector where there would be a massive capital ship where you could land and prep and use as a meeting place for pilots and a workshop for shipwrights. 15 mins before a pvp ship goes out to parole its system it would jump into the prep zone where pilots could land and man the ship for its parole. After the 15 mins the ship would jump out to its scheduled parole system when it could then be attacked in pvp. And occasionally the massive capital ship could be brought out in special circumstances. It would be pretty neat to see a capital ship turn up in a system and see all the pvp fighters pouring from its launch bay.


I like the ideas about scenarios and I think the circumstances in space should have an effect on the ground but still allow space to have a different faction controlling space and ground. Like controlling space would give the ground faction a boost. It would be totally awesome to see a massive capital ship battle and i like the ideas about doing a set of missions in prep for your fleet to engage another. i would love to see more grouping in space and more structures that effect space. i would also like to be able to walk to and around my ship in a hanger bay rather than using a terminal. it would be very cool to see a squadron all parked in a hanger bay while prepping for a battle.


Message Edited by Djyn on 06-04-2005 05:07 AM

Message Edited by Djyn on 06-04-2005 05:11 AM



"Guns only lead to trouble"
"and when that trouble happens well be ready to blow its head of"
ParnellOfBria
Sun Jun 05, 2005 1:11 am
#51

well, just like the ground game... you have bases (cap ships) and you can control quadrants(aka sectors) of space with these bases (capital ships) ... each ship, depending on it's size and FP cost (from a lowly corellian corvette to the collossal super star destroyer) would count as a certain value towards space control.


So, you say, how does this all work?


First, you buy the schematic at a faction recruiter. Obviously only shipwrights can buy the schematic. Now gather the resources... nothing small either... and then gather the components (turrets, capacitors, etc)(quests, special loot, etc)



Then yougo deploy your ship (not from a starport, but from a special space platform ina special new space zone (sluis van ship yards) . the sluis are crafty little ship building race.


Once deployed, your ship doesn't count as "controlling" a sector of space until it is declared as OVERT at an appropriate faction base.


DETAILS:

cap ships require a full crew to stay in space:


  1. captain/operations

  2. pilot

  3. weapon systems(starport, port, bow, stern *4 people*)directly controls missiles, target control *paint targets for the turret gunners*

  4. engineering (mini arcade game thatcontrol of engines, shielding, etc) *please add this to small pob ships*

Cap ships have a hangar, holds X number of ships, X varies based on size of cap ship. Ships hangared may only be starfighters, no POB ships and no neutral ships (because they're too fraggin big).


How to defeat the capital ships.



  1. Only OTHER capital ships can directly damage the shields of a capital ships (figured this would make sense since the corellian corvette in kessel cannot be damaged directly by starfighters)

  2. Starfighters can slowly destroy components by doing point attacks on the cap ships. eventually making the ship vulnerable to starfighter attack

  3. Breaking the ship docking bay security code, entering the ship, and setting charges in the engineering bay (or something that gives you a countdown, then makes you leave the ship or blows you and your ships up if you stay on board till the end)

Special rules for cap ships:


Everyone on board a cap ship is overt


combat is available in a capship, including dueling. (how else could you practice raids in cramped quarters)


ground vehicles do not work in capship corridors


Ejecting out of the ship will not destroy the ship (unless it's the owner/captain, captains have to go down with the ship, failure to do so forfeits the ship)


Destruction of the capital ship is permanent.


BENEFITS of controlling a sector of space.



  1. bonus resources from asteroids, bonus loot money, increased chance of components dropping, and most importantly, blockading.

  2. A fully controlled space (all 4 sectors) means NO combatant/special ops player can shuttle/travel/land on the controlled sector's planets, NOR can they declare spec ops/combatant while on the planets.

  3. Any player who logs in to a planet that is space controlled by an enemy faction instantly goes on leave and has to go elsewhere to declare.

  4. Once all of space is controlled, cap ships can bombard ground bases, hurting all enemy players, npcs, turrets, and unlocking the base for capture as well. Coordination with a ground assault team is required. (from space you can get the waypoints to enemy bases through the use of special probe droids)

changes required on ground game:



  1. must be combatant to place ground bases (if not already a rule).

  2. bases can have shield generators to protect from bombardment, but these can be destroyed by ground troops/artillery

  3. everyone must get JTL for free, since without JTL you may find yourself restricted from a certain planet without choice.






-----------------------------------------------

I will be playing DDO and BF2:SF.
/salute Bria and so long.
DrendalKahn
Sun Jun 05, 2005 2:36 am
#52

I and others have said this before, but I'd like to see the planetary control system applied to space.


It wouldn't make sense to just have it seperate from ground control, however, so control would influence events on the ground. It was suggested, for example, that the faction that controlled the space above a planet could call in airstrikes or support or something -- things like that.


So whoever controls the space above the planet will gain certain bonuses on ground. The faction that controls spacemay or may not control the planet on the ground -- that'll make things interesting.


There's a lot of ways this could be implemented, but I wont go through them. It's the idea that's important, so I'll keep it simple. (And I despise nothing more than details... yuck )


Oh, and for god's sake, we want dockable space stations, lol.





DRENDAL KAHN


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