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DistalHavok

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  1. I think that the thing they did with Belsavis and Teleportation devices needs more investment ... just think ... with a click of a button poof you are gone to a new location. Keep the taxi's for local transportation where a large cavernous teleportation device would be unrealistic (*sarcasm*). But yes ... more teleporters.
  2. Only if one of the speeders was a cyborg shark mounted with fricken laser beams!
  3. Trying to get more discussion and Idea involvement
  4. This overland PvP would be suited for people at levels 45+ however that is not to say that lower levels cannot benefit from it. With Fortress / outpost defense cannons, their damage would be based not on the level of the player but the type of defense and its purpose. Some would be anti-siege weapons designed to take out opposing factions assault vehicles and weaponry, shorter ranged anti-personnel weapons would be used against ground player targets. All of these things allow lower levels to contribute, while freeing up the higher levels to wage ground assaults / defenses. Likewise for attacking lower levels would be able to assist manning gun emplacements for walkers or setting up / repairing siege weapons. To say that lower levels would have nothing to do would be an incorrect statement. Just because they cannot face off against a 50 doesn't mean that they could not contribute in other ways.
  5. So no one thinks that these improvements would be worthwhile?
  6. Social levels should give you more and varied costumes to show off, just how it is now. Not really color crystals etc. The higher you get in social circles the earlier you should be able to get customizable gear. Restrict non-social customizable gear to levels 35+ and social gear to sub-35. The highest social levels should grant account-bound gear available to single digit character levels as the reward.
  7. Also it is worth mentioning that having ... perhaps ... 2 or 3 servers 'share' this (these) pvp planets could accumulate a large enough player base to have truly epic battles that would keep your diehard pvp'rs occupied for months on end plotting and strategizing the other team's demise. Trust me, untold hours of people's lives would be sunk into this kind of PvP. And the fanbase would go absolutely insane over it.
  8. It would seem that world PvP is non-existant with zero rewards and zero incentive other than facerolling people of the opposite faction. To help improve the experience I shall make a few suggestions. World PvP skirmish planets. Not just Ilum but strings of planets (or perhaps just expand Ilum) that have actual objectives, conquerable fortresses that need destroying that can be upgraded and claimed by guilds. And not just a single fortress that is contested but a primary fortress and 1 or 2 lesser fortresses (each with their own outposts) in a 'geographical area' and with each faction having between 3-4 geographical areas that would be located within their 'starting territory'. Each faction would have 2 - 3 impenetrable beachheads that would give defenders a way to get out to defend instead of getting 'camped' in the arriving locations. These conquerable fortresses would be protected by smaller outposts that would in turn be conquerable themselves. These fortresses could be upgradable with a 'cost' in warfare points that can be earned by players that participate in PvP in any kind and goes to their respective guilds in a bank account. This account can be used to pay for add-ons (and the upgrade fortress / outpost / lookout tower tier levels) such as additional fortress gun emplacements, additional troops of various types that are garrisoned within, added patrols that roam around the fortress / outpost on speeders of varying levels patrolling for enemies. Each fortress would start at a 'base' level with basic guards / commander that once conquered (claimed) can be upgraded with each tier (level) offering more and higher level guards, higher hp destructible walls, fewer covert access points, and more guard emplacements. The fortresses and outposts would take a real world time limit between upgrade levels and upon reaching the next upgraded level visually 'adjust' itself to its new level. Siege weapons. This would tie into the world PvP aspect by not only having large massive AT-AT like walkers but also deployable turrets, anti-stealth detection beacons, etc. They could be used to lay siege to the skirmish world fortresses and outposts as well as player characters. World PvP objectives. Have Lightside / Darkside artifacts that can be taken and transported to a holding area on a planet for safe keeping. Accumulation of multiple artifacts grants global bonuses for their respective factions. Such as a 1% / 3% / 5% / 7% / 10% global bonus to force attacks, melee attacks, ranged attacks, etc. Global notification of a guild owned fortress / outpost under assault. Whenever a fortress guard or patrolman is killed it will send a broadcast message on the respective guildmember's screens of such alerting them of the attack. Continued attacks will repeat the message every 5 - 10 minutes. This is not to say that this could only apply to PvP servers, but PvE servers as well. You could have say ... Rakghouls, Mandalorians, or renegade Republic / Imperial forces assault the outposts / fortresses at random intervals of varying strengths. I could continue with crafting upgrades and schematics to allow crafters to make parts for siege weapons but you guys get the idea. Each Fortress ideally should have between 2 and 4 outposts relatively nearby to allow for skirmishing between factions. This also would allow them to serve as defensible staging areas to assault other outposts or head on the main fortress. These outposts would grant bonus troops and stronger troops to its associated fortress thus making taking these a priority for weakening the fortress to a point where you can stage an assault on the fortress itself. You could even have Primary Fortresses that serve as strategic flight locations and smaller fortresses that serve in the area command and control aspect. Primary Fortresses could be a major achievement for a faction to take down taking several hours (possibly even days if both sides are involved) of actual warfare to complete. Fortress Commanders (named champion boss mobs required to kill in order to claim the fortress) could drop various levels of PvP gear that could be dished out by the Op's CO upon killing of the Commander just like in a PvE Op. You could even have lesser conquerable lookout towers designed to act as places of refuge for solo PvPr's or group vs group combat. The idea is that all of the tension between Republic and Empire can be played out on a world that is in a constant state of warfare. Make the world large enough to have multiple paths of assault, many defensible areas, a lot of PvP objectives. Conquerable fortresses, outposts, even lookout towers give guilds something they can 'protect' and a way to show off to everyone else the might and power of their guild. This way both large and small guilds can claim and compete based on their relative guild sizes. Having the fortresses upgradable, flying guild banners, the NPC static defenders wearing the guild's colors makes the game more 'real' and immersive. You guys made the PvE aspect of the game incredible outstanding, now we need a PvP experience equally as awesome to have a game for everyone!
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