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KrullD

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  1. what if the 8v8 was happening while two Armored Walkers were out patrolling the map shooting at both teams? and possibly each other. Walker down signifies a win for your team. Players can attack the enemy walkers but they cannot heal them or tank them any different than an enemy player. Instead of power ups you get special weapons and gadgets. This doesn't seem much harder to create then any ops content we have already seen except that..the entire feel of the fight would be new to the game and it's player base. The second 8v8 could be decorated to be the same planet, but really it's just a different instance with it's own unique battle over 5 nodes that provided buffs to the Walkers in instance 1. 2 nodes providing 50% shielding (each) to a walker 2 nodes providing 50% attack (each) to a walker 1 node to adjust your walker's targeting to also attack the enemy walker so chances are your group could fail because of the actions of your second team, but you still have some way to try to counter, and turn it into a win on either instance.
  2. So a 4v4 - 4v4 - 4v4 - 4v4.... becomes an 8v8 - 8v8 the game engine itself doesn't have to process anything larger than an 8v8, with some PvE elements effecting the outcome of the match and various different scenarios could unfold. But the server would have to keep tabs on four different small battles, then two different larger battles happening in sync somehow.
  3. So, is there no way this game can achieve this? ...if only we had R2.... what if (??) (!!) the match itself was designed so that the maximum amount of players fighting (possible) all at the same (or at one time) time never exceeded 8 vs 8. but 32 players were involved in the match. It is possible to have players elsewhere on a map in limbo doing other things besides fighting. Wondering if a spectator mode is possible here. Watching other players battle through a section from the sidelines through a window or something. could be set like an ongoing tournament...but really it's some kind of epic battle going on and it takes different stages..some pvp and some pve. Have a match start out like so: 4 different arena matches - makes a 4vs4 (x4) to start out. (4 unique settings pertaining to the ideal larger battle) -the survivors of the battle get to rez up their group & move on to meet up with a different 4m group to create an 8m team (Alpha Team). -the players that get beat (Bravo Team) are rescued by npcs & , and respawn in a contained area that has pve elements to assist the other group (they can't actually get to them with their characters)..They can track down the enemies 8m Bravo Team from the first arena matches and fight them instead over a secondary objective, that will effect the outcome of the Alpha Teams area objective. -the survivors have a pve goal. the losers have a pve goal....and the whole time everyones fighting together but still divided by it's own flashpoint...and a handy little tracker keeps everyone up to date on the action.
  4. areas like Oricon, CZ, Iokath, Yavin . all saw high populations per faction in a free-for-all pvp area with hundreds of npcs around. why couldn't the engine handle a contained map, and limited events with a maximum of 32 players and a few npcs?
  5. With all the terrain and NPC design in this game, that's already present, this idea seems pretty limitless for a good Republic vs Imperial theme. A real solid Battlefield. Largest yet. A Planetary Colony setting that's either established and being invaded or a stand-off between the factions for some type of resource that's present. Slight mix of NPC defense on captured Objectives and Spawn Points. A dps race, some may call it. To defeat the other factions Elite Commander, and their Battalion. Can smaller, less expensive servers not do the job here? Posted an idea below. (vVv).. I would love to see pvp in this game with a giant Rancor walking around causing havoc...and to finally get to see Vehicles added to a WZ.
  6. Is there a list anywhere of all the Chirps? I was kinda wondering if certain ones give different warnings when flying.
  7. I was interested in finding a list for these because I only know of one so far. When you land an Ace Medal, your Co-Pilot will give you a unique Chirp notifying you of your success on your 5th kill. "No need to brag Master..." HK-51 Are there other medals that proc these kinds of Chirps in the match?
  8. Greetings Starfighter.... thx for answering my posts earlier, but I have one more stupid question for the day. Let's say I got a ship in my sights using Plasma and I fire off at about 30% charge. I land the hit for the 6 second debuff and the idiot doesn't move so I quickly fire off again at 30% and hit him again. Now I know this isn't a very long time frame, but how does this debuff work? Will it refresh the dot? Will it stack 2 times? If there are 2 Gunships landing hits will they both stack? I guess I'm just trying to understand this old debate about Plasma vs Slug, because both seem very effective to me.
  9. Greetings Starfighter.... Am drawing up a small guide for my guild regarding GSF and I had 2 questions that I can't yet seem to find answers to. First. Are Torpedoes now breakable by lesser missile breaks such as Distortion Field? Second. Were there changes made to Charged Plating? Specifically regarding the Sledgehammer and it's lack of Armor Component. Am noticing it does add a +40% bonus to shield arc which i don't recall being there. This always seemed to be a big issue with many players. Still somewhat at odds with proper shielding with that ship, although I have never had any real problems with using Charged Plating, and found it equally reliable with other ships. Tanks!
  10. Hold GSF Season (just like WZ pvp) Record Stats for season broken down per faction and ship class. Award 2(+) ships for each class with an award: -Highest overall damage -Highest Kills Ratio (Calculate Assists too?) -(Insert other award here) Render a copy of this Ace Pilots Starfighter ship and place it on a viewable podium @ the Fleet for all to drool over and meditate in front of. Awards should at least include a special deco for winners, and a boring one for everyone else.
  11. I agree. removing content solves nothing but I will say that some of the required fixes are still ongoing for so long now. I miss Colicoid wargame on the queue list. and certain content is matched for difficulty rather horribly. Veteran FP's for example..the Jos and Valk fight is still terrible due to the knockback effect which was never fixed. ppl still quit that VETERAN run out of sheer frustration of attempting what is supposed to be a simple fight, after the 3rd attempt, even when your group follows the mechanics to a "T"...RNG instant death should be reserved for Ops..not a veteran run. and then you have things like Battle of Rishi on Master...lord.. i hate the fact that so many players will pick the easiest/fastest runs, and deny other players a descent run due to things that devs refuse to fix properly. if player are refusing to even attempt the content, It's a pretty tell-tale sign that there is a problem.
  12. it's pointless to compare conquest to RL economy. even the largest, most active guild still can't monopolize and dominate the other 9 spots on the conquest list. players are free to choose to be a part of something bigger. business and industry are forced to forclose and dissipate due to resource and market domination.
  13. Gravestone served it's purpose fine as a story location IMO. Can't see it looking at all proper with plants and trees and mounts everywhere, and with the walls plastered in trophies.. Manaan was nice. Train was really... really.. stupid. But for 5k credits, I guess thats not such a loss. I am much more in favor of a Zakuul apartment. The design of that city looked great, it was multi-faction, and it just made sense.
  14. for Master, said weekly only requires 1 successful run. I wouldn't be opposed to adding it to the group finder. however 4 players can meet on the fleet, grab the mission for the one they like and all instantly teleport to the area. I guess that works fine..or they saw it that way. BUT regardless the group for master mode is going to require a rounded group. my point is that even SM Ups require a rounded group and the GF does not make players meet the requirements. to the best of my knowledge it doesn't even give you any heads up (through mission information or GF information) as to what gear lvl requirements you should have either. so you're also getting undergeared players trying to take a peek at it, or scrubs looking to get carried for some extra creds/cxp. this system of pairing 4 dps spec characters together can make it a waste of time. IMO the rewards are also fine but hey, Im not opposed to increasing them either. I just want to get them done using GF.
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