Politician Archive
Thread: A few ideas to further implement the GCW in Player Cities.
This is crossposted from the GCW forum found here...
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=92780
The ability to declare player cities as Imperial or Rebel.
What would this do?
- Limit access to the city by Shuttle/Starport to only declared Faction.
- Spawn groups of faction NPC's. - Number and power of NPC's determined by size of city and amount/sizeof faction bases. Imps get a greater number and AT ST's.
- Faction cities get a small mod to all rolls, sort of like the Stronghold specialization. - Mod Increases with number of bases and city size to a cap of 15.
Modify the structures we have now, ie. Shuttleport, Cloning Center to allow slicing by enemy faction.
What would this do?
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Terminals sliced by enemy master smuggler have adverse effects. Shuttleport gets shutdown for 10 mins disabling reinforcements from other PC's. Cloning Center shuts down cloning center for 10 mins forcing them to clone somewhere else and take wounds, OR, have it not shut down at all, and disable the wound protection they get from being cloned.
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After a 5 min period, it can be repaired by Droid Engineer/Bio Engineer respectively.
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Slicing also allows the enemy faction to use it. Soenemy factioncan port in to a controlled Shuttleport, clone in a controlled Clone Center.
An effective way to call in reinforcements.
How would this work?
- When you choose a faction, a chatroom is created and is permanent like a guild channel. Due to spam, this channel would only accept system messages that were issued from a Command Center.
- A Command Center is a faction building where either a Squad Leader,OR, someone with efficient Faction Rank(thus giving us some much needed meaning to Rank) can issue system messages to the faction channel.- Example. "Red Alert, Rebel City XXX is being attacked in full force by the a large contingent of Imperials. " This would also include info like the planet, a waypoint for rally purposes, etc.
- The distance the message can travel could be effected by the rank of the Rebel doing it. - A captain could only reach those on the planet. While a Colonel's message would reach every rebel online.
- The Command Center is also used to call in NPC Reinforcements. The number of reinforcments, again depends on Rank. - Imperials again, being better organized and having ALOT more troops get a significant amount more Reinforcements. Although they should not be as strong. It would also cost a significant amount of FP. 2000 for a Brigade, 500 for a Spec Force squad... Etc.
- The Command Center acts like a base, except it is indestructible, but if the all the terminals have been activated, it shuts down for a few days, however, all enemy faction in the area upon shutdown get a considerable faction bonus.I added this as an afterthought, their are probably much better ideas, but their should be some kind of end reward for successfully raiding an enemy faction.
Adding a little spice to the GCW.
Well, what do you mean?
Well, I've been brainstorming this idea with some guildmates, and I personally believe it would make PvP ALOT more interesting. Although this is my most radical idea, stick with me till I'm through.
The idea is introducing Factional Radar Towers.
- A Radar Tower is a factional building that is placed in a player city.
- It is Indestructible.
- It is what makes the radar function. If you are within the radius of the Radar Tower, your radar functions as it does now. If you are not within the radius of a tower, you can only pick up things within 64m of your position.
- ALL NPC CITIES HAVE UNSLICEABLE RADAR TOWERS. So in a NPC city there is never a chance of being attacked by suprise.
Now let me explain how the Radar Tower works. In a player city, theRadar Towercan be sliced by a Master smuggler. The slice basically shuts down the Radar Tower for 10-15 minutes. The Master Smuggler must be Overt. Well why wouldn't people just kill the smuggler before he slices it? The Master Smuggler is able to purchase a one time use schematic for a Radar Jammer. The Radar Jammer once activated has a 10 minute lifespan. It completely jams the radar for everyone, allowing the Smugger to only be seen visually. It also renders the Smuggler invisible to NPC's.
So what do you think?
well it has to hapen something like this.. it is the natral next step for player cities.
would be nice if there was something there for cities that chose to remain neutral though.. something craft related (want combat, then shose a faction, no combat bonuses for fence sitters??).
maybe some defence that is neutral..... typing as i am thinking here... if the player city was on naboo and decalired its self as neutral, then it could have RFS securaty guards like the npc cities... co sec for corellian cities etc's..
just a thought, not sure how that would work with people that have bad faction raitings with these guys though.. this gives some semi static defences to a city.. maybe paving the way for city wars? cities dont have to be factioned to not like each other from a roll playing point of view.. just a thought that could be expanded apon.
hund