Smuggler Archive
Thread: Anyone else think the TEF/BASE changes spell the end of smuggler.
since they allow change of status on the field, there need to be a timer. But maybe an exception for when you just cloned. Or an option when you clone "Do you want to keep your PvP enabled status or go PvP disabled?"
Message Edited by LaughingWolf on 02-04-2005 12:48 AM
I was worried that they meant one on one combat was going to take longer. Like individual fights would be dragged out.
TH said:
"Players who are PvP Disabled, whether they are "on leave" or not, and wish to become Special Forces (PvP Enabled) in the field may do so in the field by using the appropriate menu option on an enemy player (who is PvP Enabled). This action will have a 15 minute delay timer on it. You can also change status at a factional recruiter."
So since after you clone you are PvP Disabled, wouldn't that timer be 15, not 5? And you will notice there is no mention of a timer if you see a factional recruiter. Do that mean you can change status instantly from PvP Disabled to PvP Enabled if you see a recruiter? Or is it just an oversight and the timer is still 15? (like right now, you clone covert, you see a recruiter, you go back overt instantly)
Trying to understand something but I am just too tired. lol Gonna come back tomorow and read again the dev posts on that.
CorellianCowboy wrote:
yimaz wrote:
Something about the CU extending combat
Are you sure? Because from my standpoint, the biggest problem with PvP combat right now is that it takes SO MUCH TIME to kill someone (unless you're a rifelman/CM or Jedi *mutters*). I mean, between 80% armor and 00ber buffs, people just don't die quickly enough from some good old fashioned blaster shots.
/shrug
1/2 the time I have no idea what I'm talking about. ![]()
ana-mo-cara wrote:
What I have gathered from these threads were it was pretty cast in stone. So unless anyone makes a real fuss it will slip right through TC.
Personally my biggest gripe is the entire TEF system. Which pretty much says there will be no more large group battles. Nomatter how long the curb is able to stretch out pvp. I want the large pvp battles back. Infact this was the only time that I actually recall looking under hill and over dale for a smuggler.
Let me tell you the story. My first player city. Hardcore rebel. We spent hundreds of thousands of faction points on four faction bases. All for the express purpose of haveing huge faction battles. The imperials would form up a small army and have at us. They would come storming in 50+ players strong, and each side would go at it. People dieing left and right and going right back at it. Eventually one side would get exhausted and pull back lick its wounds and go right back at it. Needless to say these pitched battles would last for hours, and the next day the local smugglers had big freaking orders to fill. For replacement turrets replacement faction pets replacement bases even.
Unfortunately from the tef notes I can see that pvp battles will be done and over with and that to me is what starwars is all about. I care less about a meta war then the actual accomplishment from a long protacted battle where one side wins and the other side loses, but both sides know they aquited themselves well.
i see your points but consider this. PvP will not die out i think, there is simply no more G-Tefing, u have to go "overt" (Spec-Ops). in addition TH said you would be reset back to "covert " (combatant) upon cloning. however if you are rezed u prolly keep Spec-Ops. and I assume it will work in the current way, to where you are only reset to covert if u clone at a non-aligned facility. so just save your clone info before hand at a properly aligned facility, and there u go, u can head back at it. and even so, 5 mins is not a long timer, takes almost that long to get back to the battle, depending on where you clone. I do not see this being the end of PvP, just a remaking, and in my opinion, an overall better system.
Also, the NPC's inside the PvP bases are said to be the strength of corvette NPC's or very close to it. So even if the opposing side manages to kill all of your side, they have some really hard NPC's to kill, which will take a long time. so u have time to get rebuffed and see a recruiter, and go and try to stop them, now with the aid of your NPC's. but i dunno, we'll have to wait and see. it could change a lot or very little before it hits live.
Message Edited by 01201986 on 02-03-2005 11:11 PM
Personally, I think if they're going to do that, then you just need to be able to have a /command that gives you a timer till you're PvP Enabled/Disabled rather than having to find an enemy player or a faction recruiter.
yeah i saw that, edited to fix that and add something else
CorellianCowboy wrote:
It's not instant if you click the radial menu off a enemy player... it still takes 15 minutes to kick in.
ana-mo-cara wrote:I am just going to assume that everyone has read these threads on the in developement forum.Okay first off now players will simply be able to switch up to on leave. No biggy since the imps got off scot free anyway, but now rebels will be able to appear as civilians when confronted by imperial npcs. Yeah there is a pvp all the time mode, but we all know if you want to go travel or something. Ninety nine percent of rebels will go on leave, and take the 1000 credit fine they will get charged.Second off now there is a pve only mode which means these guys will get to camp forever to stockpile huge points. Add on the pve bases. That will be ultracampable seeing as players will not be allowed to defend them.Thirdly TH said that players will be allowed to buy pve bases from recruiters. Notice I said buy isnt that um yeah. Isnt that a smuggler skill buying points to get faction perks. Now people can just jump smugglers to buy them.To top all this off pvp will be alot shorter. Example you die you need to wait five minutes to go overt again. So all battles will start and end in three minutes. How much do you need faction points. When battles are reduced to one death.Anyway I am just totally disgusted with the entire idea, and seriously doubt I will be around when the CURB shows up. Seeing how seriously the devs want to reduce the game to PVE wars. I especially like how pvp disabled players will get to have atsts out and not be attackable. Gone are the days of spontaneous pvp. Now the whole system is reduced to a tournament format.
Wait a minute, when TH say buy a base from the recruiter, he mean like all the other perks. With FPs. He don't mean paying credits to buy perks, I assure you.
Right now anyone can buy perks of their faction if they have enough FPs, the only difference being that some perks right now are overt only. What TH mean is that PvE bases won't be only given as gift when you buy a PvP base, they will also be buyable like any other perks. You will have a "PvE base" entry in the perk list.
If anything, that mean more perks buying for us, peoples still might want our 25% Master Smuggler discount.
As for the insane farming making FP selling useless, we will see. Peoples have been saying that about JTL but so far nobody really reported a huge slack in FP business. And with that new system we will see more peoples interested in the GCW most likely, peoples who right now don't bother buying FPs because they figure ranks give them nothing. More peoples interesting in the GCW could mean more FPs buying and more perks buying.
One way to ballance the extra farming ability would be to cut on FP gain from killing the PvE base NPC. Or like someone suggested, give FPs from killing the base, but not for killing the defenders. Or raise the rank FPs cost and the perk cost.
One thing to keep in mind is that it is a in development thread. We do not have all infos, we do not know how things will be ballanced.
For the contraband scans thing, questions have been raised, Wes is out asking I think. Again what we have is partial informations. I am sure the Devs just didn't gave more teeths to the crackdown last week only to screw it up this time by making it completly uneffective on all Rebels (who get attacked on sight anyway) and on Civilians (who never get attacked by factionned NPCs). Something is up here we don't know yet, most likely.
So I would say, wait until you see actual patch notes at the very least before leaving in disgust.
Edit: 5 starring you, I don't like 1 star ninjas. If I disagree I at least have the guts to say it and respect the other enough to not 1 star just for not thinking like me.
Message Edited by LaughingWolf on 02-03-2005 03:59 PM
Ana anyone ever tell you motivational speaking is not your strong suit?
ana-mo-cara wrote:
I am just going to assume that everyone has read these threads on the in developement forum.
Okay first off now players will simply be able to switch up to on leave. No biggy since the imps got off scot free anyway, but now rebels will be able to appear as civilians when confronted by imperial npcs. Yeah there is a pvp all the time mode, but we all know if you want to go travel or something. Ninety nine percent of rebels will go on leave, and take the 1000 credit fine they will get charged. - this is a very real issue the crack down seems to focus on rebels and not spice/sliceboth "leave" and civilian state needs to be addressed asap.
Second off now there is a pve only mode which means these guys will get to camp forever to stockpile huge points. Add on the pve bases. That will be ultracampable seeing as players will not be allowed to defend them. - PVE bases are nothing more the fodder for PVP bases and I'm not sure if there will be a re-spawn rate or if the troops will be uber strong, I would not jump to conclusion on this issue just yet.
Thirdly TH said that players will be allowed to buy pve bases from recruiters. Notice I said buy isnt that um yeah. Isnt that a smuggler skill buying points to get faction perks. Now people can just jump smugglers to buy them. - Im fairly sure "buy" means spending faction points, hence the reason our cap was lifted so no I dont think this is an issue.
To top all this off pvp will be alot shorter. Example you die you need to wait five minutes to go overt again. So all battles will start and end in three minutes. How much do you need faction points. When battles are reduced to one death. - again CU will extend out combat it will not be a 3min fight and when you die you lose faction points meaning the more you die the more points you will have to buy to get the stuff you want soagain not an issue.
Anyway I am just totally disgusted with the entire idea, and seriously doubt I will be around when the CURB shows up. Seeing how seriously the devs want to reduce the game to PVE wars. I especially like how pvp disabled players will get to have atsts out and not be attackable. Gone are the days of spontaneous pvp. Now the whole system is reduced to a tournament format. - I'm not a fan of removing the tef system but gank squads ruined it for people who were for tef's it's just that simple. - SOE is making the game easier to play so people stay and while some of the new system is if'ie at best other features look really cool.
Message Edited by Egowyn on 02-04-2005 04:54 AM