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SWG: Evolve Forums

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ADawg

@ADawg
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Recent Best Controversial

  • My old GCW Overhaul (From 2018)
    A ADawg

    orton, post: 2944, member: 2006 wrote:

    Hey Adawg,

    Great ideas, I want to make sure I have everything right here. I broke this down into a much slimmer version.

    ** Core Idea**

    The GCW system should be the central focus of SWG gameplay. The war effort should feel dynamic, interconnected (PVP, PVE, Space), and have real consequences and incentives for all playstyles. The goal: tie all GCW activities together into a unified, player-influenced war effort.

    [HR][/HR]

    ** 1. Currency Overhaul**

    • Credits removed from factional purchases.
    • GCW Tokens for PVE-related purchases (e.g., factional armor, bases).
    • Commendations for PVP-related purchases and base defenses.
    • Anti-exploit mechanics for AFK rewards included.

    [HR][/HR]

    ** 2. GCW PVP Bases**

    • Tiered base upgrades (Tiers 1–5) with defensive NPCs, turrets, traps.
    • Base defenses crafted by players using commendations.
    • Rewards scale with tier and base activity; supply crates for occupation.
    • Base capture made harder; stealth abuse by spies limited.
    • Crafting system integration for defenses.

    [HR][/HR]

    ** 3. Open World Control**

    • Faction control affects NPC difficulty in zones.
    • Static factional areas and player cities exert influence.
    • Missions tied to GCW contribute control, with scaling based on SF status.

    [HR][/HR]

    ** 4. Player Cities**

    • Factional cities influence territory control.
    • Add buildable defenses: turrets, NPC patrols, buff towers.
    • Defensive bonuses (buffs) for faction-aligned players within cities.

    [HR][/HR]

    ** 5. Player Bases**

    • Reworked for relevance: destructible 24/7, visible on map.
    • Turret system with anti-infantry/anti-vehicle specializations.
    • Simpler destruction mechanics, meaningful defense incentives.
    • Bases influence zone control and reward participation in their defense.

    [HR][/HR]

    ** 6. Space Integration**

    • Tie space sectors above GCW planets into the ground game.
    • Tiered space station defenses like fighters, turrets, gunships, corvettes.
    • Craftable space defenses and reward events (e.g., supply ships).
    • Add space invasions and utilize existing ship models for large-scale events.

    [HR][/HR]

    ** 7. Invasions**

    • Winning faction should gain temporary city control or influence.
    • Addresses lag concerns; proposes optimization or invasion redesign.

    [HR][/HR]

    ** 8. Rewards System**

    • More meaningful items for commendations/tokens:
    • Recolor kits for armor
    • Factional vehicles & airstrikes
    • Unique decorations, consumables (e.g., detection gear, mines)
    • Reinforces active GCW participation to obtain and use rewards.

    [HR][/HR]

    ** Conclusion**

    The proposal aims to:

    • Incentivize GCW through rewards, control mechanics, and community involvement.
    • Bring PVE, PVP, Space, and Crafting together under a cohesive GCW ecosystem.
    • Make the GCW strategic, engaging, and player-driven.

    Orton
    Evolve Community Manager

    Pretty much nailed it. The only thing is spies don't exist here so #2.4 isn't relevant anymore πŸ˜„

    Suggestions

  • My old GCW Overhaul (From 2018)
    A ADawg

    Tdeadly, post: 2930, member: 364 wrote:

    The way it’s setup is good now. The is getting players to come out for it. You want take control stay SF and let the pvp come to you. The rewards added stuff in only. In order to make it more adding a GCW reward in for a city and such will be good when they up and at changing city stuff in the future. But you gave me a good idea for something to try out.

    Again its a copy from years back on another server. Many things don't make sense, but I figured I would post the overall idea of a meta-gameplay for for GCW system.

    More than just: Is there PVP? Yes or No

    Players will want to constantly go out and do things which create the PVP

    Suggestions

  • My old GCW Overhaul (From 2018)
    A ADawg

    ==============================
    Conclusion
    ==============================

    This entire concept is actually quite easy to make a reality. The space side of things will require more effort, but most of my ideas utilize already in-game items and mechanics but ties everything together. By removing credits from the equation, the currency for the GCW becomes tokens and comms. This will create a better market for comms and tokens. Promoting more activity in the GCW from crafters, PVErs, PVPers and Spacers alike! Since the very currency you strive to earn is the currency you use to purchase defensive items, you will constantly want to participate in GCW more and more. The more you put into the war, the better your results will be and the greater the reward!

    These ideas leave restuss as is and do not effect battlefields in any way. Since battlefields have their own token currency and rewards, they are not effected by these ideas. Battlefields offer more structured, arena style pvp that is more team strategy centric and not part of the GCW. I think allowing cross factional battlefields will open horizons on that front as that is what battlefields are more geared towards: squad vs squad and not faction vs faction.

    Restuss will not be altered in any way, as my factional reward ideas will not work inside any city limits. This leaves mass pvp to be what is is: mass pvp without all of the gcw stuff added in. Deep Space pvp is not altered either. Standard pvp areas remain exactly the same to allow a place for pure ground or space pvp without all of the gcw fluff involved.

    All of my ideas are focused on GCW and promote GCW activity and gameplay. This opens up pvp to the entire galaxy and incentivizes participation. Commendations will now hold more purpose and value, as they will be used to fuel the defenses/offenses for gcw pvp. Tokens will fuel the defenses/offenses of PVE play in the GCW.

    I hope you all enjoyed reading my ideas. I know this was a lengthy post, but there is a lot of stuff I covered. Please offer constructive criticism and lets make this game even better!

    Suggestions

  • My old GCW Overhaul (From 2018)
    A ADawg

    **==============================
    7. Invasions
    ============================== **

    Invasions as-is are the heart of GCW activity. There are some tweaks that will make these more enjoyable and exciting.

    7.1 Invasion win/lose

    7.1.1 Flip city control after outcome of invasion. Basically, if the attacking team wins the battle, they should have control of the invasion city. Currently the city control is based off of the territory influence.
    - Option 1: Add an immediate flip to 51% control for the winning faction.
    - Option 2:: flip the invasion condition of the city, while leaving control of the zone as is. This allows the usual territory game to take place, regardless of the city invasion win/lose condition. I think this is a better option, as it requires more effort to flip the zone, and not just an invasion. A faction can absolutely occupy a city, while not controlling the entire zone.

    7.2 LAG!

    7.2.1 This has already been addressed, but a real solution has not been presented. Something needs to be done to reduce lag. When the attacking force is massed up, the defenders cant reasonably respond due to overwhelming lag.
    The only thing I can say is further optimizing the game.
    The other option is a total revamp of invasion mechanics, which could be quite unpopular.

    **==============================
    8. Rewards

    8.1 Rewards make player efforts worth something. Here we can expand the commendation/token market and really breathe some life into this game!

    **8.1.1 Factional color kits:
    Simple, reward items to recolor factional armors such as scout trooper to black!!!! and other high end elite trooper looks. Rebels can recolor their rebel armors to black as well.

    8.1.2 Factional Vehicles.
    1 time use
    Cannot deploy in city limits/battlefields (prevents use in restuss/invasions/battlefields)
    Intended for use in gcw pvp bases and open world
    Will target nearest enemy factional npc/turret/player etc
    If no targets present, will loiter for 5-10 minutes
    Cost comms/tokens to purchase item.
    Great for taking out player bases, assuming they didn't stack large tower turrets!
    Health does not regenerate
    Vulnerable to large block turrets.

    8.1.3 Factional Airstrike
    1 time use
    Cannot deploy in city limits/battlefields (prevents use in restuss/invasions/battlefields)
    Intended for use in gcw pvp bases and open world
    Requires space control
    Potency dependent on level of space control level 1,2,3
    Cost comms/tokens to purchase item.
    Useful for taking out player bases/factional city structures.

    8.1.4 TCG/Factional items. Can be a comm "sink". Ideas include
    AT-AT house
    Factional speeders/mounts
    Decorations

    8.1.5 Consumables
    GCW base consumables will require commendations
    Detection binoculars now require commendations, thus forcing pvp activity to utilize this item
    Mines/traps now require commendations, thus requiring more pvp participation.

    Suggestions

  • My old GCW Overhaul (From 2018)
    A ADawg

    **==============================
    5. Player Bases
    ============================== **

    Right now, player bases are just pathetic. They really don't serve a purpose, other than factional flavor in a city and terminals to pull missions. After the gcw base nerf, they are even more useless.

    5.1 Player Base Revamp

    5.1.1 As stated earlier, remove all credit cost from bases. PVE bases now cost tokens. PVP bases now cost commendations. Cost will scale with base size. An outpost can cost 500 tokens/commendations while a H.Q. will cost thousands. This promotes more GCW activity in that tokens/comms are required to further war efforts. Buying bases will help solidify control, creating a desire to spend tokens/comms to further assist the war.

    5.1.2 Allow turret placement on SF bases. I really do not understand why SOE removed turrets from player bases.

    5.1.3 Increase potency of turrets on player bases. Currently, they are a laughable annoyance at best. They need more hitpoints and damage.

    5.1.4 Adjust turret damage/behavior based on turret type. There are 3 types of turrets. Dish, small block and large block.
    - Dish turret - Good for infantry, very minor damage to vehicles (will get into that later).
    - Small block - Targets infantry and vehicles. Not particularly good at either.
    - Large block (tower style) - great vs vehicles, does not target infantry. The massive height is not suited for anti infantry operations.

    The idea is that players can customize their base defenses based on potential threats. Going all dish, for example, allows for massive anti infantry damage, but an enemy factional vehicle will destroy the turrets very easily.     Going all Large block will decimate vehicles, but infantry can easily dispatch the turrets. Small block will provide a good overall protection, but the damage will not be as good as the specialized turrets. A mix/match of turrets will allow for customized defenses.
    

    5.1.5 Turrets cost tokens/comms to purchase. Buy from factional recruiter or within the base itself. PVE base turrets cost gcw tokens while pvp base turrets cost comms.

    5.1.6 Turrets respawn after destruction. Perhaps a 10-15 minute respawn. Enough to allow a base destruction, but short enough to allow bases to hold their own while you are offline.

    5.1.7 Bases are destructible 24/7. You heard me right. Bases can be blown up whenever at all times. This creates a more vibrant base activity, while allowing enemy forces to remove bases with coordinated effort. This also incentivizes spending tokens/comms into defenses, as your base will be much harder to kill with defenses.

    5.1.8 Simplify base destruction mechanics. Currently there are several professions required to destroy a base. Simplify to a terminal destruction.
    - Require that terminal initiation be out of combat. This forces you to kill npcs/players in the room first.
    - Cannot capture terminal while cloaked.
    - Create a lengthy timer for base destruction: 10-15 minutes. This allows defenders to regain control of the building and have enough time to reverse the destruction.

    The main thing is that losing a base should not be the end of the world. Simply buy a new one, and place it, beef up the defenses, and defend it. Great use when combined with city defenses for a super defense of a region.

    5.1.9 Placing a base flags it on the map for all to see. The base now becomes a beacon of attention!

    5.1.10 Bases now pull control for regions. Bigger the base, the more control. ie an outpost pulls 1% per 20 mins, while an HQ pulls more. Opposite bases of the same size in the same territory offset and negate territory control effects. Basically, if you have a rebel HQ and an Imperial HQ in the same region, it is as if there is no HQ in that region, since they offset each other.

    5.1.11 Destroying a base adds a finite % control to the opposite faction. 5% for outpost, scale up for larger bases.

    5.1.12 PVE bases can be killed by non sf factional members. This is the same as current mechanics. Since gcw tokens are easier to obtain via invasions etc, their cost will be relatively cheap, so losing bases is not a huge deal. The idea is to promote pvp bases, since you can actually fight enemy players trying to destroy your sf base!

    5.1.13 Attacking SF base defenses will flag you SF. Basically, if you try to wipe out base turrets while non sf, you will be flagged SF. No combatant cheesing hard earned player pvp bases!

    5.2 Mines

    5.2.1 Current mines already exist for bases in game

    5.2.2 Mines purchasable with tokens/comms for pve/pvp bases

    5.2.3 Mines are set on pre-determined points, explode once, but respawn after 10-15 minutes. Allows for better defense when not in game

    5.2.4 Anti personnel or anti vehicle variant
    Specialized for how you want to defend your base. Anti vehicle will deal great damage to enemy faction vehicles, but very little to infantry. Anti personnel is the opposite.

    **==============================
    6. SPACE
    ============================== **

    Ahh, the space section. Space has always been a bit akward in the GCW game and spacers always seem to feel alienated from the fight. Well, I am here to show you all how we can very easily incorporate space into the very fabric of the war. Remember, ground helps space, space helps ground. That said, space changes will require the most effort from the development team. All of the ground proposals are quite easy to implement, however space will require some code writing. We do have some already in game models to take advantage of!

    **6.1 Tie space directly into the ground game, incentivizing both aspects of ground and space. **

    6.1.1 Space sectors above the 3 GCW bases need to be directly tied in. Add a "pvp" area to each sector above gcw bases ie Talus, Naboo, Corellia space. This can be done by using the space station model from the deep space rebel station. The same concept will apply to space, as on ground. The more you put in, the more you get out.

    6.2 GCW Space station mechanics.
    I made this a separate sub-section, because this idea gets complicated. Bear with me...

    6.2.1 Space station gains tiered defenses, same as ground. Upgrades at 0/1/1/2/2 hours, same as ground!
    - Tier 1: space station flips to your faction, no turrets but a small squadron of fighters at an appropriate tier. I am thinking tier 5 fighters. These will patrol a tight circle around the station, engaging any enemy players who approach. Attacking the station/fighters will flag players SF!
    - Tier 2: Fighter squadron gains difficulty and numbers. Will have to despawn original fighters or simply add to the mix. Maybe tier 6 or even 7, space community can come up with an appropriate difficulty.
    - Tier 3: Space station gains turret pylons to build on. Turrets require crafter efforts and consume commendations. We can maybe make a space version, but I think regular commendations will suffice for simplicity.
    - Tier 4: A factional gunship now patrols the station at the same tier as fighters from base tier 2!
    - Tier 5: The big daddy corvette now patrols with the fighters/ gunship.

    6.2.2 Space station destruction. Destroying the station is the same as in deep space. Destroy the turrets and shields and blow it up! Once you destroy the base, it will flip to your faction. The higher level difficulty of the station will make things more difficult, as turrets and fighters/gunships/corvettes will make your life hell.

    6.2.3 Space mines
    - Remember how air traps on ground require help from the skies? Well space mines(traps) are the same concept. If your faction controls the pvp base below, logistics supply ships can now bring defenses to your space station!
    - Supply ships will spawn and deploy mines around the space station. Mines will have a trigger radius and do considerable damage to fighters in the area of the blast. (again this requires some more effort on the dev teams part)
    - Alternatively, Outer turret defenses can be added (we already have these in game at the avatar platform). Basically free floating turrets that target enemy ships in range. These can be directly tied to the ground game.

    6.2.4 Building defenses. Ideally we should be able to go inside of the space station (land at station) to allow crafters to build the turrets. Schematics can be purchased from npc inside of the station with commendations. This gets crafters directly involved with the war effort.

    6.3 Supply ships

    6.3.1 To incentivize protecting bases, periodic supply ships will hyperspace near the station. Docking with the ship will award defending players with commendations, gcw, and potentially other rewards.

    6.4 Space Invasions

    6.4.1 I understand this was added towards the end of live. I am not too familiar with how it worked, but basically we need some sort of capital ship invasion type of play in space. It is simple, spawn a ship at point A that flies a route to point B. If it gets blown up, the defenders win, if not, the attackers win.

    6.5 Nebula B frigate.

    6.5.1 The model for the nebula B frigate already exists in game, this can be leveraged for either the gcw pvp space base or invasions. The question is, what will we use as an Imperial version? I am not sure if there is a frigate sized Imperial ship model in game.

    Suggestions

  • My old GCW Overhaul (From 2018)
    A ADawg

    **==============================
    3. Open World Control

    3.1 Territory control**

    3.1.1 Territory control effects now scale directly to the level of control of that zone.
    If a zone is at 99% rebel control, for example, npcs now spawn as full lvl 90 difficulty. This applies to open world only and does not effect cities tied to the legacy leveling system. Currently, npc spawns are tied with planetary leveling based off of legacy. Protective measures can be put in place to prevent legacy quest areas from having high level spawns nearby.

    3.1.2 Static factional areas ie themepark spots need to pull control to the correct faction. Currently, players participating in factional themepark activities create factional influence by killing npcs at static sites. If a place has a rebel hideout, that rebel hideout needs to influence a zone towards rebel control. This creates a "stronghold" of control. A gcw decay system needs to be put in place, based on the magnitude of the static spawn. Some rate of % control per time is the way to do this. A large rebel static area can do 1% per 5 mins, for example, and a small outpost can do 1% per 10, 20 mins etc. This prevents scenarios where 99% control is present to the opposite faction simply because players are participating in the themepark questline and not actually in territory control.

    3.1.3 Factional Terminal Missions now grant token/comm rewards. A Daily maximum can be put in place to prevent farming. GCW tokens for PVE missions and comms for SF missions.

    3.1.4 All territory efforts are doubled for SF status (same as current). This incentivizes more reward at the risk of PVP. You flag on the map, so farming will not be a problem.

    **==============================
    4. Player Cities

    4.1 Declaring Factional City**

    4.1.1 Declaring a player city as a faction should reward players for doing so. Currently, this only grants a small % bonus to gcw earned in the city. This does little to actually influence control and really makes factional cities a status more than anything.

    4.1.2 Player factional cities will pull control towards their respective faction. Similar to the static npc spawn idea. A player city will pull control based on its faction and rank. Something like 1% per x amount of time. Maybe 1% per hour. Larger cities will have more influence. If another city of the opposite faction is in a zone, then the cities will offset the control influence of the zone. For example, if an imperial tier 5 city and a rebel tier 5 city reside in a zone, then they offset each other.

    4.1.3 Player cities will not effect uncontested region. There is too much space in uncontested region to reasonably allow cities to pull control.

    4.2 Player city factional buildings
    Declaring your city for a certain faction should allow access to gcw buildings for defending your city. There will be a maximum possible amount of factional buildings to prevent trolling/spamming. All of the models for my idea already exist in game, so this is all copy and paste code. Some ideas include:

    4.2.1 Turrets - amount and power directly tied to level of city. IE tier 5 city has better turrets than a tier 3. Turrets will respawn after a certain amount of time, maybe 10-15 minutes. Amount of turrets based on level of city.

    4.2.2 NPC patrol spawns - Buildable pylon for an NPC Patrol. Level and power of npc dependent on tier of city. ie Tier 1 spawns lvl 60 troopers, 2 lvl 90, 3 lvl 90 silver elites, 4 more lvl 90 silver elites.

    4.2.3 Towers - Buildable structure with a static spawn of npcs (garrison). Instead of patrolling a section, they remain near the tower. Tower provides buff to players/npcs in vicinity. Something like dps/dmg reduction. Power scales with city level.

    4.3 Defending/attacking player cities.
    Defending your city should be rewarding and fun. The homefield advantage is a huge factor in combat. Factional players aligned with a player city should receive a buff while in city limits. This makes attacking more difficult. Taking missions for control of a territory near your city will give you a chance to fight enemy players from within your city. Defending now becomes worthwhile and cities are directly tied into the GCW and control big picture.

    Suggestions

  • My old GCW Overhaul (From 2018)
    A ADawg

    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

    ===============================

    1. Overall GCW Concepts/Changes
      ===============================**

    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.

    ==============================
    2. GCW PVP Bases
    ==============================

    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.

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