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Sooledy

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Everything posted by Sooledy

  1. Republic is being camped outside of their base. Once 30 death tokens have been turned in by the Republic it'll spawn two small AT's inside their base that has an AoE heal for 15% of the player's health that will split at the entrances taking different routes to the southern control point. When 60 death tokens are turned in two large AT's spawn that has an AoE shield absorption of 30%. Upon reaching 100 death tokens two APCS spawn with four turrets that can be manned and an AoE of 40% shield absorption and 25% player health heals. These vehicles are unable to be targeted by players. Imperials that would like to upgrade their guards would have to travel back to their base. Level one upgrades would run 20 killing blow tokens. First upgrade would start at the imperials base, next twenty would upgrade the northern control point, and so on. Once they're all upgraded to level one then it'd take 40 killing blow tokens to start the level two upgrades. Level three upgrades would take 60 killing blow tokens. Making the token a killing blow token would force the enemies top dps or AoE spammers to leave the enemy's base to go upgrade their own guards. Regular level takes one rocket to blow up the guards, level one would take five rockets, level two seven, and level three ten. A 30 death token turn-in will lose one AT at a control point with level one guards. 60 death token AT's would lose one with level two guards, and 100 death token APC would lose one after going through two control points with level three guards. The AT's/APC's would stop just short of being in rocket range of the enemy guards. This would force the republic to leave the safety net AoE of the AT's\APC's to try and hasten taking down the guards forming a front line. This would allow the Republic a chance to break out of their base during prime hours and gives them a roaming base. Imperial could attack, stun, or harpoon players while inside the AoE of the roaming base. Once the roaming base hit a control point you would see a front line being formed. Front lines are what "most" want in epic world PvP.
  2. People are comparing Ilum to that of Wintergrasp from World of Warcraft due to the "open world" PvP. This is not the case with the current level design, it is much closer to that of Alteric Valley. Alteric Valley contained two bases of opposing faction on opposite ends of the map, along with nodes throughout the map players would want to control for beneficial faction gains. They implemented gathering quests to boost npc's armor, lootable items on enemy corpses that could be turned in to summon elite npc attack squads, and even a boss that would spawn in your base that would slowly stroll to that of the enemies base. Why not have it when you kill a player you not only gain valor but some sort of token you want to turn-in for boosting your guards armor/power (these would be the APC units at the control nodes). You should also gain tokens upon one's death. This would allow the underdog team to keep on attempting to push out of one's base. Once they've turned in a set amount of "death tokens" a boss (AT walker or larger APC) would spawn in their base and slowly move out. This "boss" could have an AoE shielding or healing effect to help entice people to escort it--possibly have two to four turrets on it. Allows the faction that is trapped inside their base a fighting chance to break out. Assuming the "boss" had a decent escort and made it to the first node/control point the enemy APC's laser turrets could target the boss and help whittle it down(or destroy it if they have been upgraded). Ilum, in it's previous and current form is a smoldering pile of *****. You can tell they wanted to give it that epic star wars battlefield feel from looking at the AT's, APC's, and bombardments yet it's only eye candy. The dev's need to quit trying to go for the quick fixes and completely redesign it so we WILL feel blown away.
  3. People are comparing Ilum to that of Wintergrasp from World of Warcraft due to the "open world" PvP. This is not the case with the current level design, it is much closer to that of Alteric Valley. Alteric Valley contained two bases of opposing faction on opposite ends of the map, along with nodes throughout the map players would want to control for beneficial faction gains. They implemented gathering quests to boost npc's armor, lootable items on enemy corpses that could be turned in to summon elite npc attack squads, and even a boss that would spawn in your base that would slowly stroll to that of the enemies base. Why not have it when you kill a player you not only gain valor but some sort of token you want to turn-in for boosting your guards armor/power (these would be the APC units at the control nodes). You should also gain tokens upon one's death. This would allow the underdog team to keep on attempting to push out of one's base. Once they've turned in a set amount of "death tokens" a boss (AT walker or larger APC) would spawn in their base and slowly move out. This "boss" could have an AoE shielding or healing effect to help entice people to escort it--possibly have two to four turrets on it. Allows the faction that is trapped inside their base a fighting chance to break out. Assuming the "boss" had a decent escort and made it to the first node/control point the enemy APC's laser turrets could target the boss and help whittle it down(or destroy it if they have been upgraded). Ilum, in it's previous and current form is a smoldering pile of *****. You can tell they wanted to give it that epic star wars battlefield feel from looking at the AT's, APC's, and bombardments yet it's only eye candy. The dev's need to quit trying to go for the quick fixes and completely redesign it so we WILL feel blown away.
  4. Don't think you can have one rollback without the other.
  5. I feel that a rollback is imminent, can't even bring myself to play an alt till it happens. What's the point in playing today if you lose everything from the rollback?
  6. It doesn't matter because the Empire will just sit in the middle for two hours trying to loot items, which allows people to complete the quest WITHOUT doing any pvp. My experience so far is that the empire players are waiting outside our base AND the other taxi points to that area. I'm done with Ilum till my premade pvp groups start logging in tonight. Curious if it'll even help.
  7. Was wondering if anyone has been able to gain this schematic through reverse engineering? Attempt number 103-113 are currently being crafted but I've yet to obtain the Veracity schematic. Anti-armor, General's, and Exactitude have procced, along with two more "known schematics". This has been the hardest schematic for me to obtain next to the TT-17A Redoubt Elite Vanguard Helm (only in the low 40's for this schematic). Since dinging level 50 a few weeks ago I've spent over 3.5 million credits on armormech. I've obtained the Veracity Enforcer Gauntlets, Bracers, and Boots and most of the Veracity Ultramesh set. I'm almost at my wits end with the belt, I'm starting to wonder if it's been implemented into the game. Kaas City Wiggins 50 Vangaurd
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