Open - GCW - Combat - Changes to the Bounty Hunter TEF System | Page 2 | Star Wars Galaxies Restoration

Open GCW Combat Changes to the Bounty Hunter TEF System

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PaladinTelreyne

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Proposal
A change to the mechanics of the TEF (Temporary Enemy Flagged) mechanics around Bounty Hunter and the Player Bounty missions to allow for Special Forces players to continue to fight and support each other while one of them is being bounty hunted.
Justification
Bounty hunting TEFing during Special Forces PvP battles is harmful to the health of Special Forces PvP and the GCW PvP content on the server as it prevents players from healing or buffing their comrade if that person is becoming bounty hunted during a fight. Allowing for Special Forces players to heal their comrade after being Bounty TEFed would allow for PvP combat to continue uninterrupted.
Motivation
Being bountied during a Special Forces fight is very annoying and I know from my time on this server that nobody likes it and everyone gets annoyed when it happens to them. It ruins PvP fights by taking a single target out of the fight by a 3rd party that cannot be hurt by the hunted player's team. It has been an annoying issue for a long time on the server and I know everyone in the PvP community would agree Special Forces PvP would be much happier without it.
My suggestion for the PvP system is as follows,
If the target of the bounty hunter has their status as On Leave or Combatant, then the traditional mechanics of player bounties and TEF are applied and are no different than they have been.

However,
if the target of the bounty hunter is Special Forces, then a unique TEF is applied, making the situation similar to a guild war or a duel. The bounty hunter only becomes targetable by the player being hunted, BUT the player being hunted can be healed and buffed by players of his same faction that are ALSO Special Forces. The players in the hunted's faction cannot attack the bounty hunter unless they are obviously flagged special forces in the other faction, but they can at least provide their comrade with healing and buffing so they may continue to fight as a team and uninterrupted.

You may say, "Won't this be abused when Jedi are implemented?" the solution to this is that if a Jedi heals a Jedi that is being bounty hunted, they generate visibility for the galaxy to become aware of their Jedi status.

I'm open to ideas and suggestions but this system has annoyed PvPers for a long time and it's time that we address it.
Thanks,
-TC
 
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So, the conversation after my post I guess confirms my gut feeling, so I'll say it again:

And if the reason this keeps coming up is because guildies/alts that are BH are using the non-TEF as a cheat, then make further restrictions that alts/guildies of anyone in a PvP zone can't hunt in that PvP zone, or some such.
 
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RoHRemis

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I think there are better ways to limit the very specific situation that is causing the uproar without making such an overreaching change to the BH system. This proposal would cause more issues than it attempts to solve, so it's a no from me dawg.
 
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What if we treat BH targets like base turrets. If you as a BH attack an SF target and you are factionally aligned, you go SF instantly. If you are neutral, you are triggered as factional helper.
 

Dagis

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Bring back old swg tef system

Problem solved.
 
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Make player bounties on overt players be flagged as such and recommend [GROUP] or something, and allow that BH to invite their homies, thereby adding even more end-game pvp content, and making PvP even more hard, and interesting, no?
Along with the OP suggestion, this would mean group PvP would be more common as a thing to happen upon, and incentivize groups to form more/take fights when they ought not to.
 
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Make player bounties on overt players be flagged as such and recommend [GROUP] or something, and allow that BH to invite their homies, thereby adding even more end-game pvp content, and making PvP even more hard, and interesting, no?
Along with the OP suggestion, this would mean group PvP would be more common as a thing to happen upon, and incentivize groups to form more/take fights when they ought not to.

PS: I also like the idea of making the BH get flagged as SF if they're aligned, and factional helper S.F. if not.
 
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Issue being say you have a large group fight 16v16, suddenly just because one player has a bounty and BH on other side attacked him, he can no longer be healed by his group? Makes no sense.

May have already been said above, but

Perhaps a solution, in order to prevent harming the fun BH system outside of larger pvp fights, is that if both the BH and target are special forces, there is no BH Only TEF. If either one is not Special Forces, normal BH Only TEF applies. So BH effectively has a choice in the matter and cannot fight for faction and BH without risk of target's friends helping.
 
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Issue being say you have a large group fight 16v16, suddenly just because one player has a bounty and BH on other side attacked him, he can no longer be healed by his group? Makes no sense.

May have already been said above, but

Perhaps a solution, in order to prevent harming the fun BH system outside of larger pvp fights, is that if both the BH and target are special forces, there is no BH Only TEF. If either one is not Special Forces, normal BH Only TEF applies. So BH effectively has a choice in the matter and cannot fight for faction and BH without risk of target's friends helping.
Yeah I was suggesting the SF trigger instead of any BH specific TEF rules when the target is SF. No special TEF rules would be needed. Just flag the BH on attack. You would just need to be smart and not walk into a platoon of GCW fighters and attack one of them while they are in the middle of a battle because you’d be entering the battle yourself.

The only issue I can think of is maybe once a normal BH TEF is triggered (non overt) temporarily halt status changes so a target can’t Insta flag both themself and the BH in a pvp zone after their BH fight has started. Then remove the TEF and status change hold as soon as out of combat since this could be used to prevent players from war efforts (TEF then run 30 min before a base vuln preventing them from entering the fight)
 
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