Smuggler Archive

Thread: Smuggler GCW Base Slicing Prereq Proposal to CHANGE

WesBelden
Thu Jul 01, 2004 5:54 am
#40






lisasdarren wrote:


While i agree that these changes would be good for the game you can still have people (like me) with the potential to do multiple parts of the takedown.

Why not look at it from a different perspective, once you have done one part of the base takedown you can't undertake any other parts, so you will need 5 people one of each of the 5 professions minimum to take out a base?





Well, that would seem the most logical method, meaning there's 100% certainty that 5 people are required to destroy the base, however, it's more than likely that the requirements topeform the base destroying actionswill be what is changed as these are more than likely easier and fasterto implement.


I prefer your way, I just doubt they'll go for it over the easy option. but who knows? there's supposedly a GCW revamp coming up, maybe it'll get fixed in that. I truely hope they put as much effort into that as they have on just one Jedi publish; Ironic really that they put 2 publishes into jedi while only 1 into entire reason for the game, the GCW, aka'Star Wars'. Enough to make a grown man cry.





=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
KodaVeers
Thu Jul 01, 2004 9:35 am
#41

I'm not sure ifa Sqaud Leader is part of the pre-reg for destroying a base...but if its not that definately should be. I'ts perfect for thier proffesion.

I know this is isn't the topic but its something that came to mind.



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Ubershooter
Thu Jul 01, 2004 10:22 am
#42

/agree, but i think they all should be master, not slicing 4. it should take a master at their skills to take a base down. it will make it more challenging for base destructions. the way it stands it is too easy




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Geevo
Thu Jul 01, 2004 3:08 pm
#43

How about telling BHs 'fine, Invest 3 ... but you don't get any XP for doing it ... or you can do it at Master and keep it as it is'


I think they should all be Masters ... a base should be a bigger challenge ... and it should take the experience of a master to do it.


(also possibly offer a training option so people can learn how to do it)


At the Hidden Rebel base have a room with all of the terminals that can be sliced so people can learn how to do it & one at the Emperors retreat on Naboo.


Allow it to be sliced unlimited times ... no particular order ... and let people see what happens when it fails (& how to fix it). Possibly have an NPC training.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
MonkeyPrime
Thu Jul 01, 2004 6:32 pm
#44


Hrm... How many of you have actually taken down a base before?


Bases are insanely easy to take down. This is a problem of the base itself, not the requirements to take one down. As it is currently, a single person can satisfy 4 of the 5 requirements and still be able to power through any NPC defenders (with the exception of an AT-ST). All this means is that instead of having to get a friend to destroy an undefended base, someone could do it themselves.


The key to base defense is having someone there to defend it. The entire process takes around 25 minutes from the time you enter the base till the time it is actually destroyed. Stopping the process is dirt easy (requires attacking the person(s) trying to attack the base, or doing a manual reset).


When you look at this new "base-destroyer" template, keep in mind that the best they can do for combat is Bounty Pistols 2. That uses up all their points. Any undefended base will go down, but whether it be to one or two people isn't much of a difference. What needs to happen is not change the base destruction requirements, but either make the bases tougher or actually keep someone there to guard it.


In my time here I've helped destroy quite a few bases. The ones that didn't succeed were the ones that had PCs around them. You know what requires a large group of PCs to destroy a base? A large group of PCs defending the base. Not mastery of some professions.



MonkeyPrime
DrevenStrobe
Thu Jul 01, 2004 7:09 pm
#45






MonkeyPrime wrote:


Hrm... How many of you have actually taken down a base before?


Bases are insanely easy to take down. This is a problem of the base itself, not the requirements to take one down. As it is currently, a single person can satisfy 4 of the 5 requirements and still be able to power through any NPC defenders (with the exception of an AT-ST). All this means is that instead of having to get a friend to destroy an undefended base, someone could do it themselves.


The key to base defense is having someone there to defend it. The entire process takes around 25 minutes from the time you enter the base till the time it is actually destroyed. Stopping the process is dirt easy (requires attacking the person(s) trying to attack the base, or doing a manual reset).


When you look at this new "base-destroyer" template, keep in mind that the best they can do for combat is Bounty Pistols 2. That uses up all their points. Any undefended base will go down, but whether it be to one or two people isn't much of a difference. What needs to happen is not change the base destruction requirements, but either make the bases tougher or actually keep someone there to guard it.


In my time here I've helped destroy quite a few bases. The ones that didn't succeed were the ones that had PCs around them. You know what requires a large group of PCs to destroy a base? A large group of PCs defending the base. Not mastery of some professions.




You missed part of the point. As Jester pointed out in the post Caylin quoted, people are already defeating bases by pulling their network connection and simply WALKING past the base defenders. Once inside, just plug your connection back in to restore the connection and proceed to kill the base. Using the strategy...er...exploit, who NEEDS combat skills?? As it is now, it still takes at least 2 people to do this, so it could be a little difficult to coordinate. But changing the pre-reqs for BH means a single person could create an alt (or use their second character slot if they're a Jedi) to do this and not need a single offensive combat ability...hense the push to make it *necessary* for a group to be involved.




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Bamsee
Thu Jul 01, 2004 9:43 pm
#46

The problem is simply bases are too easy to take down. The way it will be Tuesday makes it even more so. Bases should be harder to take down but as they are atm they are not. How do we fix this for now? Make players earn it more so. By having this being a master level skill gives more creedance to those who earn mastery of their said professions while helping make master of these classes worth more. Who would you want to go into battle with against a base (strongest enemy postions in the game)? would you rather go with a bunhc of novices who wouldn't knwo what the heck they doing or a hardcore player who knows their class and able to put their training to the best use possible to destroy such facilities? I would take the vets over the greenies anyday. Taking a base even though it is not hard to do should at least be earned in skills rather then just something that a dabbler can do for kicks.



I support server merging of some sort for the betterment and longevity of the game and it's player community!
JimmyRay
Thu Jul 01, 2004 10:16 pm
#47






Ackis wrote:

I have to disagree with the change as it stands.


I like the slicing 4 requirement (someone said before, you're hacking into a military computer).


However, would someone with all the pre-reqs be good at anything? They'd get slaughtered by the base defense.


What about adding more professions to the requirements? A DE and WS could easily be added.





Actually if you go out to one of the character builder sites & build out the template in question, once the requirements are met you are lef with 9 skill points. To use them effectively they would probably go into BH Pistols. It would look like this:


Commando 0100


Nov SL


Nov BE


BH 2020


Smuggler 0100


Master Marksman


Medic 0004


Brawler 4000


Scout 4044


Now this template in and of itself is not all that great at general PvP true. Decent Pistol skills self heal capability thats about it. HOWEVER, take a current base takedown team of 5-6 dedicated PvPers, and re-arrange them all to this:


1-2 of above template


1 Doc/CM to keep them buffed and alive


the rest of the group to be swordsmen or commandos, perhaps a backup healer in there somewhere.


And that is just the takedown team. Add in a few more tanks and/or healers and you can see why this needs to change.


ALL TAKEDOWN PROFS NEED TO BE MASTER. IMHO






To Do List:
[ X ] Master Smuggler profession
[ X ] Buy JTL so I can have a personal spaceship to Smuggle goods
[ ] Wait until Smuggler Revamp to be able to actually Smuggle well, ANYTHING.
Well, SOE? I've done MY part.
JimmyRay Ledbetter. Mstr Smuggler/Mstr Pistoleer, Rebel Colonel.
Scoooter
Fri Jul 02, 2004 12:45 am
#48

Well something needs to be done because it effecively nerfed the GCW, and bases should be hard to take down anyway




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Sapperlight
Fri Jul 02, 2004 12:50 am
#49

I agree, but I'd be interested in knowing if anyone used the exp gained from slicing base terminals in advancing. At slicing IV it would be a moot point, of course.



S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


Smuggler_Caylin
Fri Jul 02, 2004 12:53 am
#50

I have seena few of yallpropose this to be moved to Master Smuggler...


I am leery of this, as I don't want to gate any up and comers out of the experience...


However, it seems there are issues with the BH community in regards to moving their side up to Mastery, which is not unexpected.


Yet we need to have more skill points used, mastery of a couple of these professions insures that it will take more people to accomplish a base takedown.


If we find that the developers are willing to do this type of change, and BHwill apparently try topush for it to be lowered to Invest 3. This is sothey can grind invest. xp through their base takes... man, that just ticks me off thinking about it. I know a guy who wanted me to buy him 8 or so bases, just so he could get the invest. xp ground out. So many wanting to cop out... and if it only goes to three... that means that all the new FOTM will get the ability along with their jedi huntingon the terminals...


Oh well, if we need to take up the slack, and offer to put this at Master Smuggler, how would you feel?



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Lunah75
Fri Jul 02, 2004 9:52 am
#51

The base take down should have at least a slicing 4 prereq. I mean really you need a very knowledgable hacker to get into a military database I would hope.


Taking it to master would make master more useful, I know here on Valcyn there seems to be quite a few masters so it wouldnt make it to hard to find someone to do it. But what are other servers like in numbers of Master Smugglers I wonder? Either way at Master or slicing 4 I think it would be a good change from where it is at slicing 1 now.






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Geevo
Fri Jul 02, 2004 12:13 pm
#52






MonkeyPrime wrote:


Hrm... How many of you have actually taken down a base before?


Bases are insanely easy to take down. This is a problem of the base itself, not the requirements to take one down. As it is currently, a single person can satisfy 4 of the 5 requirements and still be able to power through any NPC defenders (with the exception of an AT-ST). All this means is that instead of having to get a friend to destroy an undefended base, someone could do it themselves.


The key to base defense is having someone there to defend it. The entire process takes around 25 minutes from the time you enter the base till the time it is actually destroyed. Stopping the process is dirt easy (requires attacking the person(s) trying to attack the base, or doing a manual reset).


When you look at this new "base-destroyer" template, keep in mind that the best they can do for combat is Bounty Pistols 2. That uses up all their points. Any undefended base will go down, but whether it be to one or two people isn't much of a difference. What needs to happen is not change the base destruction requirements, but either make the bases tougher or actually keep someone there to guard it.


In my time here I've helped destroy quite a few bases. The ones that didn't succeed were the ones that had PCs around them. You know what requires a large group of PCs to destroy a base? A large group of PCs defending the base. Not mastery of some professions.




I have taken down quite a few bases. There was one point I was trying to make earlier ... The bases should be more difficult to take down. For example, make the slice more difficult to achieve ... possible with thought ... not a molecular clamp. If they make the job more difficult (for all 5 people) and increase the skill requirements so people are unable to do more than one of the tasks ... that would make it better (and also fix the shutdown so people actually have to be overt for 5 minutes).




Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
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