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Saradart

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  1. I had two. Not sure how I'll pan out... If there was a buff for the losing side (republic on my sever). My idea is to have NPC reinforcements that come out to prevent gate camping so the PC had some room to move around. I see problems with that idea as PCs will use them, like the turrets, to hide behind. I was thinking the NPCs could be mobile and short duration... shock troops that land and push back every so often. A NPC could also provide protection, heals, buff to the PC. Nothing to much that it wins Ilum for them, just keeps them in the game. Second, The controllable turrets should provide a CC block so that when you get in it you don't just get CCed out of the turret every time. Something a little more mobile couldn't hurt either. Star wars classic vehicles like walkers could be implemented and not only be fun to drive but take down. You could have your own... on a long cooldown. That you upgrade just like you ship. The idea is to cause it refresh faster on a scale of how many points the other side has on you. It also adds a extra reward to work on at end game. I realize that these plans are a bit grandiose and that could be a lot of programming. I really think the end game content needs a bit more as it is. A simple fix that keeps both sides playing and enjoy Ilum would be better. Ilum at peak hours isn't that bad, but in the mourning and late night, other then that it is just no fun. Imps just park out in front of the rep base and wait for some one to run out far enough to kill. Right now it isn't better then trading capping points with them.
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