Smuggler Archive

Thread: Anyone else think the TEF/BASE changes spell the end of smuggler.

ana-mo-cara
Mon Feb 07, 2005 3:07 pm
#66

Five stars for the man who knows the fibinachi sequence.


I kind of fear the no decay thing. Seeing as there is the god loot guns in the game now.


The kind of things I would love to see.


comprehensive list I will go by catagories


Crafters.


Mineing rights/ mineing bonus and mineing costs. If your side owns the planet you will mine 25 percent more then you regularly would mine with a harvester. If your side dosent control the planet you mine for fifty percent less. Neutrals mine for the same.


Planetary experimentation bonuses. Your side rules the roost you get a plus 1 to experimentation. Loseing side gains no bonus, and neutrals are the same.


Manufacture bonus. The winning side gets a higher manufacture speed.


Fighters.


Increased harvests on creatures or 25 percent. Loseing side gets a 50 percent reduction.Neutral stays the same.


Looting winning side gets a plus 25 percent on loots. So if you get 10 krayt tissues you now get 13. Loseing side gets a fifty percent reduction. Neutral stays the same.


Increased mission payout plus 25 percent to the winner. Fifty percent reduction to the loser neutral stays the same.


Combat support.


All healing bonuses doubled. Loser gets a 50 percent reduction. Neutrals no change


Pets get a 10 percent increase to difficulty. loser pets get a 10 percent reduction. Neutrals no change.


The winners get a speed bonus across the board for terrain negot mounts and vehicles plus no shuttle wait. The loser stays the same.


General.


The winning side will open a temporary pve dungeon. Like a crashed enemy ships with hard npcs. For controlling a planet for three days. It lasts a day, and if three days goes by again another temporary pve dungeon will generate. Maybe keep the dungeon secret so player must search to find out where it has spawned.


The winning side will get access to a few high level missions. Like krayt dragon missions for tattoine, or a famba with a sheild generator gone wile on naboo. A large gps spawn on corellia,


The winning side will be able to unlock extended themeparks. Rebel themepark imp themepark jabba themepark, and so on.


Now that is what I would call real rewards. The neutrals arent hurt all that much. After all if they are not a rebel and the rebels are loseing on that planet voila they incure no penalty but get no bonus either. So they are secure in not takeing any risk, but the faction members. Would have something to vie for. Controlling tattooine gets you more krayt tissues. While controlling Talus might get you a better mineing right on water.


Each side can then be strategic. If one side focuses on the mineing rights for talus their doctors can make better stims. Though they may be giveing up unlocking a themepark. The result is obvious all planets are valuable. Since not controlling one has a real hardship. A hardship that players will feal pushed to get rid of.


I

01201986
Mon Feb 07, 2005 3:44 pm
#67

some good ideas, and i like them. but unfortunately u will not see hard penalties for the losing side i do not think. especially against crafters and harvesters and scouts. they would cry out that they are being punished and are not even fighters. Now I would tell them "ok, so drop your faction, become a nuetral." but people don't go for that, and neither do the devs. they support this kind of system in words only, severe penalties like these would not be implemented I do not think. Tho they are certainly more realistic to a GCW.



____________________________________________
Allanon Ordo - Cancelled
In memory of OoC, the greatest guild ever...
Halls of Crevasse - Keren, Naboo 3604, 3403
/salute Wanderhome - xfire: allanon186

Egowyn
Mon Feb 07, 2005 5:48 pm
#68






ana-mo-cara wrote:

Five stars for the man who knows the fibinachi sequence.


I kind of fear the no decay thing. Seeing as there is the god loot guns in the game now.


The kind of things I would love to see.


comprehensive list I will go by catagories


Crafters.


Mineing rights/ mineing bonus and mineing costs. If your side owns the planet you will mine 25 percent more then you regularly would mine with a harvester. If your side dosent control the planet you mine for fifty percent less. Neutrals mine for the same. This would kill the GCW and make people quit thier faction and go nuetral.


Planetary experimentation bonuses. Your side rules the roost you get a plus 1 to experimentation. Loseing side gains no bonus, and neutrals are the same. This is cool i like it.


Manufacture bonus. The winning side gets a higher manufacture speed. I Like this too.

Fighters.


Increased harvests on creatures or 25 percent. Loseing side gets a 50 percent reduction.Neutral stays the same. Again this would make people quit factions and kill the GCW.


Looting winning side gets a plus 25 percent on loots. So if you get 10 krayt tissues you now get 13. Loseing side gets a fifty percent reduction. Neutral stays the same. Same again


Increased mission payout plus 25 percent to the winner. Fifty percent reduction to the loser neutral stays the same. Same


Combat support.


All healing bonuses doubled. Loser gets a 50 percent reduction. Neutrals no change GCW killer


Pets get a 10 percent increase to difficulty. loser pets get a 10 percent reduction. Neutrals no change. ditto


The winners get a speed bonus across the board for terrain negot mounts and vehicles plus no shuttle wait. The loser stays the same. kills the GCW


General.


The winning side will open a temporary pve dungeon. Like a crashed enemy ships with hard npcs. For controlling a planet for three days. It lasts a day, and if three days goes by again another temporary pve dungeon will generate. Maybe keep the dungeon secret so player must search to find out where it has spawned. intersting idea but how dose that help the winners control a planet they allready control?


The winning side will get access to a few high level missions. Like krayt dragon missions for tattoine, or a famba with a sheild generator gone wile on naboo. A large gps spawn on corellia,


The winning side will be able to unlock extended themeparks. Rebel themepark imp themepark jabba themepark, and so on.


Now that is what I would call real rewards. The neutrals arent hurt all that much. After all if they are not a rebel and the rebels are loseing on that planet voila they incure no penalty but get no bonus either. So they are secure in not takeing any risk, but the faction members. Would have something to vie for. Controlling tattooine gets you more krayt tissues. While controlling Talus might get you a better mineing right on water. Probelm here is that in a war its the everyday citizen (neutrals) who get hurt the most, with disruption of standard routines. your system would actualy reward people who dont take sides.


Each side can then be strategic. If one side focuses on the mineing rights for talus their doctors can make better stims. Though they may be giveing up unlocking a themepark. The result is obvious all planets are valuable. Since not controlling one has a real hardship. A hardship that players will feal pushed to get rid of.


I










Colonel Egowyn Eiwa MASTER SMUGGLER
KAURI's LONGEST STANDING SMUGGLER
"The gods to are fond of a joke"
ana-mo-cara
Mon Feb 07, 2005 6:29 pm
#69

Like I said I doubt that any actual penalty will make it into the game. Which means all of this will be fluff otherwise. Though in fairness. No one side could control all the planets. Eventually the weaker faction would have to start to prioritize. Plus unless I am wrong you cannot place bases on yavin 4 dathomir or endor. So those planets would still be open. Not that the numbers wouldnt need to be tweeked. To make the rewards and losses balance out so that both sides combined come out equal.


Do I think the pve dungeon would be important for planet control. Not really no short of a fun way to get more faction. Though its new content The best part is it refreshes and changes location after every spawn makeing it a fresh new experience all over again.


Dungeons are a problem in the game you have a handful of fun dungeons, and the rest are garbage and redundant. Plus how many faction dungeons are there. This would keep players from just camping a dungeon forever.


Anyway I would like to see a system where planet domination brings about penalties for the enemy and serious rewards for the victors. In my system if you measure it out you find that the neutrals come out relatively the same. While faction players as a group can increase their standing. A neutral basically goes with consistency while the faction player goes through extremes, and the best part is it gives neutrals a role aswell. I could envision a neutral miner ranger or fighter being used as a backdoor way for faction members to bypass restrictions.


Your a rebel medic on tattooine the rebels hold the planet your healing bonus is a boom for you as is the plus 1 to experimentation. Sadly the imperials control dantooine, and as your luck would have it the best berries in forever went into bloom on dantooine. Your in trouble you want as many berries as possible, but you just cannot harvest all you want. Result you need to find a neutral to do it for you. The neutral who dosent get your healing or experimentation bonus, but has a harvesting advantage.
ana-mo-cara
Tue Feb 08, 2005 1:35 am
#70

If I offended someone with my crack about the non existent rewards I am terribly sorry. Its one of the things that has and probabally continue to urk me. The problem with the rewards for success in this game boils down to nothing more then fluff. I hope most of you will agree. If it ever comes out that the devs have to reward a group they generally overcompensate and reward the loser aswell. You get the fealing that they just do not want to really reward players for acheiving something in the game. Though I will go through the list for me is cumulative. Plus it shows the dev mentality.


The story arcs actually rewarding the loseing side more then the winning side is 1.

Cities that invested in growing strong were undercut by removeing city warn. The promise of group terfs taken away.

Bases never got the bonuses they were supposed to. Instead players were relegated to baby sitting.

Veteran rewards reduced to fluffy house decorations.

Bestine elections more decorations.

Loot kits more decorations.

Badges I have no clue why we need to have 100 plus badges in the game, or get badges for reaching a number.

High ranks rarely result in greater perks.


Now the perk for the winning on a planet is more of your factions npcs. Which while it sounds nice. Is yet again just a fluff job. While I would love to beleive that the devs will actually reward one faction or another. Based on their previous efforts I am not seeing a real reward for being on a side and haveing that side win.


In all of this I have to wonder exactly how we can be excited about these changes. All I see is the crackdown is relegated to non existent. Camping will be tolerated.
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