KrullD Posted April 27, 2018 Share Posted April 27, 2018 (edited) 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. Edited April 29, 2018 by KrullD Link to comment Share on other sites More sharing options...
xordevoreaux Posted April 28, 2018 Share Posted April 28, 2018 They can't even keep 8-man ops from lagging. Link to comment Share on other sites More sharing options...
DavidAtkinson Posted April 28, 2018 Share Posted April 28, 2018 Not sure if serious. The game engine can barely handle 8 man warzones... Link to comment Share on other sites More sharing options...
KrullD Posted April 28, 2018 Author Share Posted April 28, 2018 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? Link to comment Share on other sites More sharing options...
BRKMSN Posted April 28, 2018 Share Posted April 28, 2018 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? I'm not sure if you were around at launch, but Ilum had a large Open world objective based PvP area for (max) level 50 players. It was the total area that is now used for the Gree event. There were 5 bases and each faction tried to control Ilum. By participating , you would receive a timed valor buff that would increase your valor gain based on how much your faction controlled while you participated. Anyway, once you had a big Ops group vs another big Ops group, the game engine struggled to keep up. If you were a melee class that had to fight in the middle of the mobs, your frame rates could easily drop to 1 frame per 2 seconds. If you played a ranged class and could position yourself as far away from the multitude as possible, the frame rates stayed playable. In reality, I think the game would maintain overall playable frame rates up to 24 players. Once you surpass that, it starts to get ugly (especially for melee classes). Link to comment Share on other sites More sharing options...
Yeldah_ Posted April 29, 2018 Share Posted April 29, 2018 Like the sound of the mixing of pve with pvp. Where the objective of the match is to kill the enemy NPC instead of capping a node. Link to comment Share on other sites More sharing options...
Yeldah_ Posted April 29, 2018 Share Posted April 29, 2018 causing havoc...and to finally get to see Vehicles added to a WZ. Like a Manka class walker/transport for instance? Link to comment Share on other sites More sharing options...
KrullD Posted April 29, 2018 Author Share Posted April 29, 2018 (edited) 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. Edited April 29, 2018 by KrullD Link to comment Share on other sites More sharing options...
KrullD Posted April 29, 2018 Author Share Posted April 29, 2018 (edited) 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. Edited April 29, 2018 by KrullD Link to comment Share on other sites More sharing options...
xordevoreaux Posted April 29, 2018 Share Posted April 29, 2018 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? Ever experience a rollback in this game? Not fun. One hamster dies and takes the rest with it, and then you lose credits, cartel coin purchases, achievements, conquest goals... Let's leave these poor little servers alone. Link to comment Share on other sites More sharing options...
BRKMSN Posted April 29, 2018 Share Posted April 29, 2018 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. Again, the old Ilum was like that except for the group limits. Your faction could leave groups (or players) behind to defend areas on the map. each faction base had a couple mountable turrets (like the one in Kaon) and the area tracked movement by notifying one faction when a player from the opposite faction entered certain areas of the map. It worked fine if you didn't have too many people in one area, but was more fun with more people participating (except for the lag). If you limit the participants, then you're just getting regular WZs again. That's why the decision was made to remove it entirely. In the spirit of nostalgia, they created the small group PvP area of the Gree event to replace it. Link to comment Share on other sites More sharing options...
KrullD Posted April 30, 2018 Author Share Posted April 30, 2018 (edited) 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. Edited April 30, 2018 by KrullD Link to comment Share on other sites More sharing options...
Syal Posted May 3, 2018 Share Posted May 3, 2018 rework game engine first ! Link to comment Share on other sites More sharing options...
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