Politician Archive

Thread: GCW- Faction alligned cities PAPPI please respond!

BRP1
Fri Jul 02, 2004 11:29 am
#1

Pappi Please respond to this! I posted on the in concept forum (7-5 very first post! my ideas regarding the over cities. They should all be feasable if SOE so wishes.


My question is this. You have commented about city walls, fortifications etc. Has SOE at any point said that they will consider doing this? Also, I would like to see 2 MAJOR changes. Even if none of my other ideas work


FACTION BASES should be able to be donated to the city for the mayor to place so it doesnt take lots from the players citizens!


FACTION PETS should be able to be donated to the bases, and they should respawn if killed X number of times (say 10?). This system makes much more sense than the traditional method being used where if you want more faction troop you donate all your crap into the base.


Please check out the inconcept post. It is completely feasable based on current objects buildings etc already in system.


Valoris
LeBob
Fri Jul 02, 2004 4:28 pm
#2

http://forums.station.sony.com/swg/board/message?board.id=Politician&message.id=33845&jump=true


kthxbye





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Darthdarklord
Fri Jul 02, 2004 8:38 pm
#3






BRP1 wrote:


FACTION PETS should be able to be donated to the bases, and they should respawn if killed X number of times (say 10?). This system makes much more sense than the traditional method being used where if you want more faction troop you donate all your crap into the base.






Dude this is a horable idea...I have owned 7 Imperial bases...the most at one time was 5. If i had to pay out the FP to replace 1 stormtrooper (every time he died 10 times) i would have spent about 300,000,000 FP buy now...


I only have one base left at this time....and it gets its troopers killed (all 20 or so of them) about4 times a day or more......


And thats even after we see its getting attacked and kill off the attackers....(buy the time that happens 90% of the time our bases troops are all dead. (due to getting buffed and setting people up for the counter attack)


Also we lose on avrage 3 turrets a week late at night.. (and if you are wondering about defence we have 180 people in our all Imperial Guild) so wehad somone at the bases about 70% of the time...because our city has no Faction terminals(metro city).


With your suggestion bases would be totaly usless......UNLESS the added troops are spawned in on TOP of the amount that spawn static.


Even with throwing in usless junk (resources)...our main base still goes through about 20,000 resources a week or more.....not so much anymore due to alot of people not caring about the totaly messed up GCW....but in the early days..like 9 months ago when every large guild had bases.....war was high and bases where hit 20 times a day buy 10 different guilds..and other just random people!!!!


Now we get hit 3-4 times a day buy random people..and the odd organized group to farm FP...


and why because GWC is dead...and broken.....untill patch 12 (we hope who knows what they will do to it then)


but i have to say dude if you have ever had to defend bases for as long as i have (11 months)... you would see quite fast your idea is not a good one...


I have spend about 100,000 FP on turrets alone im sure in 11 months....


And well over 150,000FP in just bases (as a guild).


So you might want to re-think your idea



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BRP1
Sat Jul 03, 2004 11:24 pm
#4

Actually I dont think that what you said is true... for a couple of reasons.


1) how many times they'd reclone is up for debate (was just throwing out a number).

2) if someone was attacking your city, and they were killed in your city, then they would not be able to physically enter the city region for a certain length of time (I was picturing 2 hrs roughly).

This would avoid the griefing scenario where they either constantly raid (my experience they were cloning less than 800m away from our base) or raid a lot at night and thus cripple your bases.

3) The addition of city walls would be giving your troops a bonus to their defence and accuracy.

4) The city walls would be forcing pc players into kill zones where all the weapons/ fort troops etc would be concentrated (concentrating the fire from all the troops as well as giving the bonuses).

5) Any pc or npc player that was killed in your city limitsby your fortifications would give the city additional faction points that they could spend toward buying new troops for their forts. (any killed by pc would go to that person).



And as far as on top of static spawn.. the answer to that is yes... so for example if there are generally 15 troops (not sure actual number) that is automatically static with the base. then these troops that you added would be in addition to them. You would then be able to select the type etc that you place based on what you donate.


Those donated troops would respawn if killed (after a certain length of time). So lets just assume that you had a city where you were raided and every single trooper in your city was killed. Mind you they would havehad to fight throughthick city walls, defeat heavy turrets in fortifications (not the wimpyones we currently have)and suffered through the combined firepower of all your troops and pc players.The next day you would have all the static troopers, plus all the donated ones back.


If a turret was damaged during an attack or any turrets on your city walls or towers (read massive damage to destroy), then they would also be repaired from the city maintenance cash automatically every day.The city walls should have the option to have HEAVY turrets placed on them. These turrets would be built into the wall and thus have massive amts of dmg also.


On another note. I assume with the combat rebalance that pc fighters will not be able to dish out the kinds of damage they have in the past, and their ability to absorb damage will also be reduced. On top of this I STRONGLY feel that the stats for the turrets and faction pets associated with a base (at least) should be raised. They are rediculously easy to kill as you point out.


The faction pets being donated to bases is just 1 in a long list of things that I posted that would need to be done. the faction pets concept by itself would NOT fix the GCW...But when placed in the context of the other changes, you should see that this would work.


I envision an imperial or Rebel city coming across times (probably when their bases are vulnerable). Where a city would be under a litteral SIEGE. The city wide scanners would automatically flag ANY REBEL (if imp city) as OVERT, and any IMPERIALS in the city would automatically be overt when they entered the city limits (City limits might have to be increased slightly to accomodate the ranged weapons?). You would have both NPC and PC troops manning fortified positions behind the city walls, Wall Mounted Heavy and Light Turrets alsoengaging the enemy (game version of cannons). If they were to break through your defences then the bases would then become focal points of fighting within the city. On the outside you would see Riflemen from long range attacking troops, Commando's racing towards the walls to try and blow them up, AT-ST's dueling with the turrets etc.


The scenario you are describing (when you take issue with my statements) is based on the current game mechanics in regards to the GCW. The changes I am proposing would change the whole feeling of the war, as well as the methods used to attack and defend bases. There would be a completely redefined experience in the GCW. The part you are fixed on is just one little piece of a whole picture. It would not work in the current GCW environment, and DarthDarklord, I wouldn't want you to think that I am delusional enough to think that that one piece implemented alone would change everything!


Because of these things, your bases should be extremely well protected assuming you have a well fortified city and people that are actually playing as Imperials! Which it sounds like you do.



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