Pilot Archive

Thread: Focus: Space and the GCW

jascenjerreck
Thu Jun 09, 2005 6:16 am
#53

well, we are officially getting capital ships.....yay....this is definately a start...


I also think that a good way to boost the GCW element in space, is to be able to go to a faction station,purchase additional npctroops like you can do on ground, and be able to controlyour own squadrenALA X-wing alliance...be able to give commands such as /ignoretarget or /wedgeformation and the like. The higher rank you are with your faction, the more/ better backup troops you can purchase with faction points. Perhaps this could grind to an elite pilot profession...squad commander? This could lead to your ability at the master level to be the captain or your own cap ship as they are comming out with shortly.


just my 2 cents





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Djyn
Sat Jun 11, 2005 5:07 am
#54

im slightley woried at the fact that this thread has been dwarfed by the capital ships thread. capital ships are cool but unless its linked with a the civil war i recon the interest in space would die out again.



"Guns only lead to trouble"
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Djyn
Sat Jun 11, 2005 5:13 am
#55



i have already posted something similar to this on the capital ships form but i think it will have a greater impact on the GCW. I am a member of a ground based guild with only 2 ace pilots. the rest of the guild isnt really interested but i really love the ground aspect of my guild. Ibecause of this i find it quite hard to get in touch with other players to group with in space. i am sugesting a new system similar to guilds but runs seperatley.



how about a squadren system. almost the same as a guild but is mainley for pilots. this would allow players in a similar situation as me (and i recon there are alllllllllloooooootttt of them) to get intouch with other pilots and make grouping in space a more comon thing. as a base the squad could use either a ground based hanger or a space station as there base of ops.



its just a sugestion but i am defenetley in faivor of it.




"Guns only lead to trouble"
"and when that trouble happens well be ready to blow its head of"
TobiWan84
Wed Jun 15, 2005 7:35 am
#56

Wow, a lot of these ideas are great. I didnt read them all but the Devs should take a look at implementing some of this or a combination of. I do have one suggestion and dont know if its been brought up yet. Jedi Starfighters.... this could lead to more things but we will start with that.


I think that Jedi should have bonuses to their attributes while in the Jedi Starfigher, not sure if the ground bonuses count toward this so hear me out before bashing me if they do. The Jedi Starfigher is made for a Jedi so why not give Jedi bonuses like +10 yaw rate or something like that. It would only make sense to me considering that Jedi have quicker reflexes anyway, right? Maybe even give Jedi a +5 ship speed, something like that. My point is the Jedi Starfighter was designed for Jedi yet anyone can get one in JTL so in order to get the Jedi excited about having a ship designed for them give them bonus attributes to give them a reason to pilot it. If I was a Jedi I would fly the starfighter but only if I had a reason to. Jedi dont need to be indestructable in them but they need to be slightly better than a person flying a Jedi Starfighter with the same components, even if it is twitch based. It is definitely time though to get people in space and active up there.


Tobias Anteewan - Bloodfin


TobiWan84
Wed Jun 15, 2005 9:33 pm
#57

Idont totally agree with keeping it separate. Some of the ideas on this forum, such as control of a planet by a certain faction keeps the opposing faction members from building new cities, will help get people engaged in more space combat and make it feel more lik they are actually in the middle of the GCW. It is true that it is totally different on the ground than in space and they dont really want to mesh the two together. I dont think it would unbalance space by giving a Jedi in the Jedi Starfighter a minor boost to an attribute or two.Most of your max cornering is done at slower speeds anyway so if his yaw is a little stronger than yours maybe his pitch isnt and you can compensate.


Idont think this would make that big of difference in PvP. Besides, a good pilot could overcome a slight disadvantage. it wouldnt really be any different than fighting against someone with better ship components than you. Would you honestly freak out if a Jedi got +2 to ship speed and +1 to yaw rate? I mean how much faster would his ship be? How much faster would his ship turn? I dont see it being a problem in PvP because humans are unpredictable and hopefully, as a pilot you dont stay in a circling dogfight where you constantly do circles chasing each others tail. NPC ships..... I could see a Jedi having a small advantage over you with the same ship components and a couple of bonuses but would you really mind? He kills a little more efficiently than you but is that so bad? If his bonus ends up gettin a TIE off of my tail I wont be complaining.


Like I said before, dont make them indestructable but in my opinion and if i was a Jedi with a Jedi Starfighter, I would expect some kind of benefit from piloting that ship.Obviously, a +10 to yaw rate is a little much but it doesnt have to be near that extreme. Only my opinion since this forum is about Space and the GCW.


Tobias Anteewan - Bloodfin
idolatry
Wed Jun 15, 2005 9:52 pm
#58






TobiWan84 wrote:

I dont think it would unbalance space by giving a Jedi in the Jedi Starfighter a minor boost to an attribute or two.Most of your max cornering is done at slower speeds anyway so if his yaw is a little stronger than yours maybe his pitch isnt and you can compensate.


Would you honestly freak out if a Jedi got +2 to ship speed and +1 to yaw rate? I mean how much faster would his ship be? How much faster would his ship turn?


Obviously, a +10 to yaw rate is a little much but it doesnt have to be near that extreme. Only my opinion since this forum is about Space and the GCW.




Why have any influence at all then? If it's not going to make or break a fight, if I'm going to be able to compensate so easily, if there's not going to be any appreciable difference between a Jedi piloting the ship and someone else, why put in the mechanic?


And don't say "because its like that it the movies", because that's the *worst* reason to implement something in SWG. This is a game, things that work well in a cinematic narrative do not necessaily make for a fun game experience. If it's not adding to the fun game experience, it shouldn't be there.


Let me repeat myself: JTl is twitched based. The only things that should affect your chances of winning any given fight are your skills as a playerand your ship loadout.


Just because you *character* has a different profession on the ground does not give you the right to claim some kind of bonus as a *player*. It's a different focus. On the ground, we care about your character's skills. In space, we care about *your* skills.


That clarify the argument?



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CrevBelos
Tue Jun 21, 2005 10:33 pm
#59

For those interested, I have a post circulating in the Jump to Lightspeed forum that deals with this. Its titled "Polishing the Space Expansion". Have a look. Feel free to add any ideas you may have.

Message Edited by CrevBelos on 06-21-2005 10:36 PM



Acep Belos
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Want to see changes? Take a look at these suggestions, add your own, make them happen.
Polishing the Space Expansion

Polishing the Galactic Civil War
Tricerix
Thu Jun 23, 2005 3:34 am
#60


I want jump to lightspeed to be at least almost as popular in the gcw sense as the ground warfare. I think That if a few changes were enacted this would be possible. In the game Freelancer, pvp is 100% and is all there is if the pilot has been playing longer then a month. In the game unreal tournament pvp is so 100% the entire timethat a game likeFreelancercrosses the line between pvp and pve, making it like a sweet vacation.


JTL needs dockable planet bases with missions completely independant of ground missions. What I mean is there needs to be a "galactic bar" mission scene that can only be accessed from actually flying in space. This would set JTL missions apart from standard SWG missions and make a larger JTL community formed from JTL and not from the ground game.


Message Edited by Tricerix on 06-23-2005 05:35 AM

Ducimus
Sun Jun 26, 2005 1:11 pm
#61

ALthough i havent really posted in this thread yet, this is a subject that is always on my mind. I get alot of ideas that come and go, but i never write them down or post them.

But heres one i just had. Rough framework, (and subject to change) im ommitting the details as it would take longer to explain then i have time to write:


Distribute an equal amount of Static space stations. Id say.... 5 stations total per sector.

- 4 combatant bases (covert) and 1 special forces base (overt).

- Connect them via a lattice. Meaning that you have to take them in a certain order. This is to establish sort of a battle line. Last base in the lattice is the Overt/ special forces base. (although i can see possibly reducing the number of bases to THREE. 2 combatant and 1 SF per sector)

- Standard base vulneralbity timers. Speical forces base must be held for a certain amount of time before the capture is completed. (this is to give defending forces time to rally and kick them out) 15-20 minute countdown im guessing?

- Full control of a sector will disable instant travel (travel button) to any traffic coming to or from that sector by members of the opposing faction.

- Shuttle times for members of faction in control of that sector, remains at 30 seconds. Shuttle times for members of opposite faction go back to 5 minutes.



Under that scenario, controlling faction has blockaded that sector, restricting traffic. ANd you gotta admit, when you start messign with travel time, that gets ppls irk, and will get them involved. I dont think any other system will encourge much particiaption. Space would have a DIRECT impact on the game at that point.

Message Edited by Ducimus on 06-26-2005 01:13 PM



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padren
Sun Jun 26, 2005 10:23 pm
#62


Oh man.....I'd so love to be on some station, large civilian population just cheering some twiliek at the cantina when the whole thing rocks with explosions and the NPC civilians start to panic and run around as Imperial pilots begin bombarding the station in a rebel purge.


I absolutely love any idea that involves conquerable stations.


I think a huge factor, is things that can be realistically done that are good stepping stones that work into compatible future expansions.


My own idea that I just had is not something that replaces any other idea...its just a very simple "baby step" idea that I think could be implemented very cheaply (Dev time wise) and reap a good payback. I think it could be released in three Parts, so it offers immediate benefit for little work, and gets better over time.

Part One: Space Superiority


1) For any planet, have space count as a say.....20% factor in GCW planetary control. Call it the "Space Superiority" factor. So if there are 130 reb base points, and 70 Imp base points, the "Space Superiority" would count as 40 points one way or another, or anything in between.


2) Space superiority works on a daily overt FP space grinding tally for that space sector. This may require some major spawn rebalancing to ensure pilots over any planet have ample FP grinding options. If Imps have ground 500 FP in naboo space, and rebels 1000 FP, that would count as 10% in bonus for the rebels, or 20 ground points based on the example above.


3) The tally only consists of the numbers from the last seven days. Every day that the new FP tally for each side is added, the last day (the new 8th day) gets dropped.

Part Two: Intelligence Reports


4) Factional stations will give waypoints to allied detechments (NPC spawns) under attack if you long distance /comm them, you can then ask about reports from any sector of space. They may report on A) how many ships were lost that day and B) how recent the last attack was.


Part Three: Logistical Benefits

5) Significant presence allows a Rebel Station (or better yet one of the big rebel mon cal cruiser) or ISD spawn fairly far towards the back of the sector. This only occurs say...when allied control is 3x enemy control. When this occurs, all faction point purchases on that planet have a 15% discount for the leading space faction. These can be attacked, but only by overt players.


6) Beating the above capitol ships gives many FP, and can be short lived and hard to maintain without overt pilots to keep an eye on things.






Padren Talisan - Starsider pilot
Padrig Talsani - Corbantis
MericCarew
Sun Jul 03, 2005 8:04 am
#63


I feel space should have a huge impact on how the GCW progresses. The current system for the GCW is very bland. Take out bases and place bases. There is no real tactical level to it other then coordinating your efforts to a small degree.


GCW Space


I would like to see a more dynamic system in place for the GCW. Where space is not just a gimic to make the game feel more like Star Wars. What we need is a system that makes it so in order to control a planet you have to also control the space around the system. Control of the ground would not change until one side controlled both space and ground.


So a planet score may look like this...

Rebel: 100 Imperial: 50


Yet the Rebels could not control the planetuntil they had actuallygained control of space via the station as well. Once they did manage to gain control of the station the groundside factionfor cities would shift like it currently does.


With the launch of RoTW there were two new station types introduced. They are a lot larger and more detailed then the previous instances of the stations. Those stations are the Rebel and Imperial stations in Kashyyyk space. There is also one in place in Lok space but is untargetable last time I was there.


The system I would want in place would involve using these stations as focus points for GCW action in space. They would be boardable just like Avatar Station. Though the focus on them would be more PvP rather then PvE. Only a small number of NPC soldiers would be on these stations.


These stations would first need to be attacked and disabled before any boarding party could land on them. The system I propose for Capital Ship destruction would used with these stations. You can find that here...

http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=84448#M84448

Now once a station is disabled it would be boardable using the comm function. On landing on this station you would proceed towards several section of the station which would have terminals resembeling those required for groundside base takedown. Instead of the station being destroyed it would change to the side of those slicing the terminals. The slicing side would need to repel and counterattacks for 10-15 minutes to gain control of the station. Once control was achieved the station would be invulnerable for 1 hour. In this time NPC's for the controlling side would spawn inside and outside of the station.


I apologize if it seems a little jumbled I am trying to get all my thoughts out at once and not succeeding very well. Any suggestions and ideas are welcome.




Message Edited by MericCarew on 07-03-200510:29 AM

Message Edited by MericCarew on 07-03-2005 10:31 AM



Commander Naithan Carew
121st Imperial Fighter Group
Lom
Sun Jul 03, 2005 12:25 pm
#64

I'd like to actively link the ground GCW to space.



I was thinking, bases can be a pain to take down , especially when fully turreted [now the jedi cloak exploit is gone]


So I propose a new purchaseable FP perk. Space strikes on bases.


The point is these will actually spawn a space mission, which if not stopped in space will destroy the base 15 minutes later.



Two basic types , one PvP for PvP bases and one PvE for PvE bases. The FP cost would be based on the cost of a top rated base with 5 big turrets. And the missions would come in different sizes. The more FP you pay the more escorts you get for your PvE mission.


So a mission ship plus light escort [fighters] would cost much less than the base cost. While a really big escort [a rotating vet ? 0_)] would actually cost more than it took to placethatreally irritating base you've allways hated.


For PvP the 'escort ' would of course be players. So the ground team would have to get their space based buddies to cooperste.



When the mission is activated a message is sent out to all opposed faction pilots in the relevant space zone, All high rank declared gound troops and all space aces [where ever they are]. 'Agents working for us [those pesky traitors again] have alerted us to a space strike in [x] system jumping in at [y] waypoint.


Then its up to the playes to stop the mission withiin 15 minutes , or the base goes boom.


Obviously a PvP mission would only be targetable by declared ships.





Lemmon :Imperial marching Stormtrooper bandmember wannabee
Lom
Wed Jul 06, 2005 2:17 am
#65

One serious problem with bringing the GCW intot he normal space zones is the cost. In DS ships dont degrade when you get trashed. I imagine theres a lot of peeps will be reluctant to bring their reward ships and components out into PvP [ where , lets face it , you ARE going to get trashed regulaly]. And even if you stick to replaceabe stuff, the cost is goin to hurt.








Lemmon :Imperial marching Stormtrooper bandmember wannabee
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