I posted this on another server back in 2018. Copying here!
DISCLAIMER: Some ofthe things I mention are in relation to another server and may or may not apply to this server. I am simply copying my idea as is over here to see how the devs like it. Comment and criticize! ENJOY!
First off, this will be a long read. Please review all of my points before commenting, as reading portions of it will not give you the big picture.
I wanted to unveil this collection of ideas after becoming a senator, but sadly, players who barely play this game were more popular than me. That said, I am presenting this idea as a community member and hope senators will back my ideas.
Introduction
Let's face it, the GCW in its current state is stale. There is no real purpose to the war other than some invasions for tokens and pvp in restuss for comms. I see this as a problem that causes players to get bored and frankly not feel like they are part of the war. SWG takes place in the heart of the Galactic Civil War (GCW). GCW needs to be the primary focus of the game! Players are divided into 3 major sub communities: PVE (invasions), PVP (restuss/battlefields), and Space. Currently, each sub-community partakes in the GCW without really having concern for other aspects. On top of that, territory control only really comes into effect when a faction totally dominates a planet, forcing GCW officers (ie colonels, generals, etc) to pay up to 50,000 credits to travel on enemy occupied zones. There is no real incentive to GCW control of regions and no big picture to tie it all together. Well I am here to show you all that there is a way to make this all worth something. If the development team takes my ideas seriously, they can make this game so awesome and meaningful. You have no idea!
The way I have broken this down is by sections. Each section will be numbered for ease of discussion and debate and to keep track of my thoughts. The idea is to bring this entire community together to have fun and a sense of purpose in the GCW. Here are the sections:
**1. Overall GCW concept/changes
2. GCW PVP bases
3. Open world control
4. Player cities
5. Player Bases
6. Space
7. Invasions
8. Rewards
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- Overall GCW Concepts/Changes
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Main concept: To make GCW mean something to the "big picture". Player efforts should directly effect the war effort and the level of time/effort put into the war should directly benefit the player/faction. All aspects of the GCW will effect other parts ie: ground helps space, space helps ground. Reward items will incentivize participation. This will expand the commendation market/GCW tokens item market. Here is how this can happen:
1.1 GCW Currency
1.1.1 Currently there are 3 currencies that deal with GCW items: Credits, gcw tokens, commendations. My suggestion is to remove credits from the picture completely, you heard me right. All PVE GCW items will be purchasable with GCW tokens and all PVP items are purchasable with commendations. This requires players to constantly partake in GCW efforts if they want items from factional recruiters.
1.1.2 Commendations need to be expanded to all Special Forces efforts in the GCW.
1.1.3 GCW Tokens are rewarded for all PVE efforts in the GCW.
1.1.4 All factional recruiter items are now purchasable with gcw tokens. This includes factional armors, binoculars, furniture, crystals, barc speeders, etc.
1.1.5 All non SF factional bases are purchased with GCW tokens.
1.1.6 All SF factional bases are purchased with commendations.
Added 18SEP2018**
1.1.7 Commendations no longer reward to dead afk players. This is fixed with a few options
-Option 1: Reduce auto clone timer in pvp zones to a very short duration
-Option 2: Literally code in a condition that does not allow comms to award to dead players at all
-Option 3: Same as option 2, except add a short timer to initiate. IE: You are an officer who pops SFP, kills 10 players, but dies in the process. You still get commendations for say 20-30 seconds after death, to get some credit for your efforts.
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2. GCW PVP Bases
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GCW PVP bases in their current state are lame. Right now, players can flip bases with relative ease and gain access to level A stims that vary per base. Bases flip back and forth so fast, that you hardly ever see level D, E stims. Well, at least us Imperials never see that!
2.1 Revamp of GCW PVP Bases
2.1.1 Add commendations for pvp kills and other efforts within the PVP base.
2.1.2 Reduce all base upgrade timers to 0/1/1/2/2 hours for each tier (1-5)
The current timers are far too long for anyone to reasonably defend a base with real life commitments. With my proposal, a full tier 5 base will still take 6 hours to fully mature. This is a reasonable amount of time that a group of players can effectively group up and provide support for a base.
2.1.3 Add a scaled defense system based on the level of the base as follows:
- Tier 1: all npcs flip to your faction at level 90 (current system)
- Tier 2: all npcs become lvl 90 silver elites (very easy to implement)
- Tier 3: add defensive structures ie turrets, non collidable walls to the base at static pylons (crafters must build base defenses, will explain in 2.2)
- Tier 4: add additional defensive structures to bases, improved stats, traps (will explain in 2.2).
- Tier 5: add a gold elite defense commander/ATST to the base.
The idea here is that players should want to control bases and get rewards (commendations) for doing so. A fully maxed out, tier 5 defended base should take a full 8 man pvp group to reasonably flip. Crafters will become directly involved with the base defenses, bringing cooperation with the crafting community to the pvp efforts.
2.2 Crafting defenses
2.2.1 Base structure defenses will be setup on a pre-determined pylon system. This prevents excessive building of defenses from mass amounts of players. Once a base has maxed defenses, it cannot get any better until the next tier.
2.2.2 Commendations will be required for each defensive structure. IE: a turret will cost 100 commendations. The pvp player purchases the turret schematic from the base npc, and a crafter then creates the turret at a pylon, located in the forward base camp for the respective faction. Crafter is rewarded with GCW points and GCW tokens/commendations for the effort. Farming is not possible, since the base can only have a finite amount of turrets per tier.
2.2.3 Different crafters create different pylons:
- Structures make base walls
- Munitions makes turrets
- Domestics makes towers (buffs npcs)
- Engineers make traps
***Alternate idea is to allow any crafter to create defenses, but specific types add a bonus.***
2.2.4 Traps are invisible pylons created at the base. With walls, enemy players will be forced into attack choke points, allowing traps to be effective. Traps will spawn air strikes on the location, once an enemy enters the trigger radius. Space control is required and the severity of the damage directly corresponds to the level of space control. ie: look up in the sky if you see 1 factional ship, the trap is a tier 1, if you see 2 factional ships it is a tier 2, and finally if your faction totally dominates space (3 capital ships) the trap is a tier 3. This directly ties in space control the the defense of the ground base.
2.2.5 Base defense tier effects logistics of space operations, will expand in the space section! Basically the ground helps space, and space helps ground!
2.3 Base Rewards
2.3.1 All base rewards now cost commendations to purchase. The better the reward, the more commendations required.
2.3.2 All current stims tie directly to the tier of the base.
2.3.3 All base defense schematics tie directly to the tier of the base. ie turret schematic will start at tier 3.
2.3.4 Base supply crates will drop via lambda shuttle in the center on the base. Supply crates will contain commendation rewards. This incentivizes occupying the base. Farming is not possible, as you will show SF on the map and enemy forces will most likely stop you from sitting there comfortably. With the faster base upgrade timers, the enemy faction will not want to let you sit there too long thus incentivizing more pvp and the constant GCW struggle!
2.4 Capturing Bases
2.4.1 Current base capture is way too easy. One spy can effectively flip a base in under 2-3 minutes as soon as an entire enemy group leaves.
2.4.2 Change terminal captures to prevent spy cloaking while terminal capture is underway. Currently spies can initiate terminal capture, and quickly cloak. This removes any npc defense viability. A spy should have to neutralize base defenses the same way everyone else does.
2.4.3 Increase terminal timers based on the tier of the base. Maybe 20 seconds added per tier. The idea is that a base needs to be progressively harder to capture, based on the tier level of the base. Again, a group effort should be required to quickly overtake a tier 5 base!
2.4.3 Add traps with negative effects to terminals. IE poison traps with a long duration, or NPC spawn traps at terminals. These are all tied in with the tier of the base.