little worried it might end up being too powerful with how strong sith knucklers already are
haze
Posts
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Sith Knuckles -
Boost campsiteshow about camps give a bonus to buffs if done while SF?
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BH UpgradesI have a question does that new multi snare bh attack work with the dire set?
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BH UpgradesKarrec, post: 1545, member: 1128 wrote:
This will probably be unpopular. For Tangle bomb, you may not want all traps to do the same things. Or else your just spamming identical abilities. I don't use them as much but had them on a macro to throw them all out without a care, I would prefer something more intentional to suit a specific purpose. Make them impactful choices, maybe even put all traps on a CD? They can be a really impactful facet of group and solo PvP.
I like most of the ideas, but yeah, I’m not a fan of this :p. The Razor net is so easy to see and for people to avoid unless you and the guy you are fighting are right on top of each other. (In yesterday’s PvP, the Dire Razor net was being used as a way to keep the Jedi from running in, like a wall, since everyone could easily see it and knew to avoid it.) Now, the idea Rezec has for making one of them a thrown trap, I could maybe see that one going along with this idea.
(also I like Rezec's idea)
edit: just noticed it said Tangle bomb not razor net my bad
I'll keep my mistakeHistorical reactions: Like × 1
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Make Gcw pvp traps usable in cities and player citiesWhat the title says you can't use them in most places pvp happens
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Making faction bases encourage more PvP:-
Bonus Restuss comms for any enemy faction killed around bases (a higher bonus on the day it can be busted) - does not need to be within city limits.
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Bonus FRS for enemy faction killed around the base - does not need to be within city limits.
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5k for the group that completes each step of the base busting, plus maybe some Restuss comms for each step. When the base is busted, they get another 20k. If the players protect the base, they receive whatever amount the busting faction would have gotten - does not need to be within city limits.
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Bonus FRS for when the group busts the base or if the group manages to protect the base at the end - does not need to be within city limits.
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A slight bonus to Ent and Doc buffs nearing/on the days it's vulnerable if the buff is done in the base area - does not need to be within city limits.
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City bonuses for having a faction base, like +5 to crafting or maybe a city-wide buff bonus or higher payout bonus (you can choose only one), etc. People will need to think of more stuff. Having a base placed for 1 day shouldn't give the same bonus as a base that has been around for a week. So, it should take a week to provide the maximum bonus effect for the city - must be within city limits to get the bonus.
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For base busting, let's say rebels bust a base in a city, have the cities they live in receive a temporary bonus boost for like 48 hours (if the city has a base of the same faction as the player who was apart of the busting). So, if they have +5 to crafting, they get an additional +5 for 48 hours (same with Imps) - must be within city limits to get the bonus."
"Has a 3-hour vulnerability window which can be set by the base owner" Maybe give better bonuses for people who set this at reasonable times for the server (would need to be determined by the staff) but if you set it for 5am for most players maybe you get less of a bonus vs setting it at 5pm -edit
What pvp bases already do below - Thanks to Mellow for posting on discord - the ideas above can go along with what they already do
PvP Player Bases: Overview
There are 4 types of PvP bases and these vary in size:
Forward Outpost
Field Hospital
Tactical Centre
Detachment HQThey are placeable by any faction player
Can only be entered by Special Forces Players
Players can place mines and turrets to support base defense
If enemy SF players are in range of the base any destroyed turrets of mines cannot be replaced
Defended internally by NPC elite guards
Has a 3-hour vulnerability window which can be set by the base owner
Vulnerable bases are indicated on the planetary map with a sun symbol
Invulnerable bases are indicated on the planetary map with a moon symbol
Vulnerable/invulnerable bases are also announced in the #gcw-activity discord channel
Supports GCW control by locking out the contested region and preventing the opposing faction from altering the score in that region until the base is destroyed
Purchased from Faction Recruiters
Players can place 1 base per character in any contested or uncontested regionBases also help to maintain Commissioned Officer Ranks. Earning GCW Points in the vicinity of a Base will yield a bonus to awards.
SF Forward Outpost - 2%, 750m
Field Hospital - 3%, 1000m
SF Field Hospital - 5%, 1000m
Tactical Center - 6%, 1250m
SF Tactical Center - 8%, 1250m
Detachment Headquarters - 10%, 1500m
SF Detachment Headquarters - 12%, 1500m -
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Kill the leader Pvp event ideaFor this event, we will use the free-for-all PvP TEF to form groups. You can pick any number of groups and group sizes, such as 20 vs 20, 10 vs 10, or 5 vs 5 vs 5,(or whatever number we need) etc. Each group will have a bounty hunter and a leader. The bounty hunters will take out bounties on the enemy group leaders. The goal is to take out the leader with the bounty.
The group members can keep cloning, but once the leader is taken out, the group disbands and starts attacking everyone. The PvP continues until the last leader is standing. This can be done in bigger NPC cities if you want, so the leaders can choose to hide or hit and run, etc. Also, besides the leaders, maybe we can make selecting group members random, so we don't get the 20 or 10 best PvPers, etc., in one group.
Some rules - If you have any that you think should be added, please say:
- The leader can't leave the city once the PvP starts (so if it's in Theed, he can't leave Theed, etc.).
- No going to areas restricted by others.
- BHs, if killed by the leader, can retake the leader's bounty if they are able.
- If the leader is killed, the group disbands and it becomes a free-for-all for those players - this only works if we have three groups or more.
- Using pets and PvP traps are allowed.
-random group besides the leaders to keep the top pvpers all grouping in one elite group - If the CSRs want to make things a little more chaotic, they can spawn mid-level NPCs that attack all players. If faction NPCs, players must be Combatant (not SF, because the groups will be mixed faction, so we don't want people attacking their group members).
Anyway, I started thinking of this idea after the base busting event turned into a free-for-all. I wanted an event that rebels and imps could be grouped together and it just not being a pure free-for-all, but a group event. I hope people like the idea.