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  1. I'l start this post by saying that in my opinion you’re not going to be able to have a decent Open World PvP with Expertise "in its current form". To that end Expertise need to change, in some way that will satisfy both the PvP community as well as allow the PvE community to compete and encourage them to be on the open battleground. I do agree that the PvP folk (of whom I am one) need to have something that keeps the high end gear raiders from dominating the PvP fields, but I also think that unless something is changed to encourage those very same folk to enter the Open world PvP zones, those zones will be very empty. Now as I understand expertise is simply a bonus to damage against other players, and a negative to damage received by players. With equal expertise opponents effectively canceling each other's bonus. This is possible to simulate to some degree through the use of the power and defense stats. If Expertise were changed to give a dual bonus to both stats (similar to players main stat, i.e. strength/willpower/cunning/aim), with current soft and hard caps to remain. Each point of expertise would still give a bonus to damage given and a negative to damage received. The degree that the amount would effect to those two stats would have to be worthwhile to acquire without making the +power and +Defense worthless on their own as well. Serous testing would need to be done to figure out the value to each of those stats, and/or more stats affected. (Crit and surge both would be of value as well) Say 1 point of Expertise gives .5 to power and .5 defense, 1000 expertise would net 500 to both, thus allowing that person to hit harder as well as deflect/dodge that much more. Yet someone who was to stack power only (750-1000) would be able to hit harder than the expertise but would lack the defensive bonus. With the current Mod system this would also encourage even more customization of gear, and if the items with +Expertise were PvP only acquirable would encourage more folks to PvP and customize just how they want. It could also open up even more economical possibilities (selling mods on the GTN) as well as more crafting possibilities (+Expertise mods and augments). On to open world PvP and you might understand why the change. There really are only a handful of games out there that did open world PvP right. Foremost among them is the early (before Atlantis) Dark Age of Camelot, with the multiple keeps on multiple maps. SWTOR has the perfect basis for replicating that system, Planets. By setting up a warzone on a planet sized area map and placing "Bases" in various spots on the map you could effectively spread the PvP community out, making a zerg less of a value over well coordinated groups. With multiple planets, this would spread out the community even more. By using the same base map ,with very little differences, as the PvE world (similar to the Taris/Balmora Republic/Empire planet differences), variety and uniqueness of maps could be maintained. Also these way planets can be added at later points without too much trouble for existing planets or as new PvE planets are created. Transition from your ship to the planet would give you the option to go to either the PvP version or the PvE version, similar to the just added transition to your ship from a planets shuttle. In general I would keep the first bases fairly generic. I would give defenders spawn able defense turrets, as well as attacker’s spawn able offensive turrets. With either a limit within a certain area around the base, or at specific points (aka Warhammer). I would also make the front opening (entrance) to be deflector shielded with a special turbo laser cannon needed to drop the shield. I would make crafters necessary to the building of these weapons as well as maintaining the defense of the keep. (Slicers can increase weapon damage for a short time, or base shield strength. Bioanalays/cyber is needed to resupply/repair base shields/energy. Various crafter (Synthweaver/Atrifice/Armormec/etc) skills needed to build various parts to the various weapons. aka DAOC) This way everyone has a possibility to contribute to the war effort. Encouragement of the open world PvP would be simple enough, give the side that owns the most bases a 10% bonus to credits and xp (including Legacy xp, and later Guild xp if ever added). Even the PvE community would be encouraged to head out and capture a few bases before a raid or night of hard modes with this. By also adding special crafting nodes (material that cannot be gotten via missions) in all the PvP areas, crafters would be encouraged to roam the battlefields. Later on down the road other things could be added into the Open world PvP. Legacy giving you the ability to call in a air strike, or make field weapon construction quicker. Special 2 person hover cars with mounted weapons or personal walkers. (attainable only via PvP condemnations). Guild claiming of bases. The possibilities are almost It is feasible to build a system that would not only cater to everyone but would be for the most part enjoyable to most.
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