Open - GCW - Liberators and Oppressors (Zone Control) | Star Wars Galaxies Restoration

Open GCW Liberators and Oppressors (Zone Control)

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Proposal
To improve zone flipping as part of the GCW planetary control system.
Justification
Whilst 1.1 has made significant improvements to GCW content, zone control has become mundane and problematic.
Motivation
To make GCW zone control more fun and engaging.
This is a high-level concept for improving the GCW Planetary Control mini-game. The first key change is that standing static SF in a zone no longer contributes to the faction score for that zone. The only way to flip zones going forward is by killing enemy NPC or Players.

Note: the presence of bases in a zone continues to prevent a change to the control score until it has been successfully destroyed.


Behind Enemy Lines

There are 3 ways to effectively take or maintain control of a zone:

  • Killing Random NPC spawns or Players

This game element remains unchanged.​

  • Faction missions

Terminals are available in faction bases, NPC & Player Cities or as part of a new camp module. GCW points should be increased from 50 to between 100-200 for destroying a mission.​

  • Spec-ops missions (ground duty missions)

Spec-ops missions are available from the War Intel Datapad. You select the zone you want to flip and receive a waypoint. When you arrive at the waypoint you face off against waves of enemy NPC that progressively become more challenging. You can prevent further waves of NPC by switching off the duty mission.​

Loot and Rewards

To make zone control more fun and engaging the following new loot items could be added to faction NPC with a higher % chance of loot based on a players contribution to that zones score.

Base Upgrades: bases (dependant on type) will have between 1-4 slots to add newly looted upgrade modules as follows.

  • Shuttle Beacon - friendly SF players can shuttle directly to your base.
  • Clear for Takeoff - Starship terminal with ability for friendly SF players to land/take-off from your base. Automatically disabled if your faction does not control the system.
  • Sensor Scramble - a 60 minute war intel blackout to hide SF movement within your bases’ zone.
  • Turret Repair Droid - can be used to repair base turrets but vulnerable to attack from enemy players.
  • Troop Detachment - a group of Rebel/Imperial NPC to patrol outside of your base.
  • Armored Detachment - Silver elite AT-ST/AT-XT that patrol outside of your base.
  • Advanced Med Tech - increases the timer on Doctor buffs that are given within range of your base.
  • Research and Development - 100% success rate to repair armor/weapons when inside your base (not back to full condition obviously)
  • Improved Security - additional NPC are added to your base interior.
  • Special Military Advisor - Gold elite boss added to your base interior.
  • Probe Droids/Bothan Spies - spawnable NPC that wander your bases’ zone with the ability to call in a drop ship of elite NPC on enemy combatant/SF players.
  • Shield Generator - can be activated to switch off the vulnerability of your base (either long cool-down or single use rare loot)
Note: all modules are destroyed when a base is busted.

Additional Misc Loot:
  • Craftable Colour Kits - for factional wears such as uniforms, armor and capes (true black/white uniforms etc.)
  • Rebel/Imperial Banners - with/without stand.
  • Rebel/Imperial NPC Chronicle Relics
  • Rebel/Imperial NPC Permanent Storyteller Props - for player homes/cities.
  • ISB/Rebel Intel Device - like the proposed FS reporting system, this device enables SF players to report combatant players who are attacking friendly NPC. Combatants will be alerted that reinforcements are inbound, if they choose to stick around they will face more challenging NPC that scale to their CL and beyond.
  • Looted Data Disks (1 to 4) - when all 4 are combined they create a faction specific treasure map.
  • Single Use Reinforcement Radios - to call in an AT-ST, Tie Bomber Strike or Orbital Bombardment (PvE use only).
New Badges and Collections

Flipping control of a zone would form part of a new series of collections. If you complete a collection (1 per planet) you will be awarded GCW points, a badge and title.

Example Title: “Liberator of Naboo”.

In addition there would be a series of repeatable “Named” NPC kill collections that award GCW Points and Tokens.
 
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There are a lot of elements of this I really like.
Specifically....
NPC and PvE specific additions and base customization.
I really like the Elements of investment into regions your currently fighting over. If I'm an officer I want to invest in regions I'm responsible for I should be able to establish assets and resources to help hold said region. This re-enforces the verisimilitude of fighting in the Galactic War.
Single use Re-enforcement radios just sound fun. Come on imps. You know you want to call in an AT-AT. as a high end reward
 
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Joined
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There are a lot of elements of this I really like.
Specifically....
NPC and PvE specific additions and base customization.
I really like the Elements of investment into regions your currently fighting over. If I'm an officer I want to invest in regions I'm responsible for I should be able to establish assets and resources to help hold said region. This re-enforces the verisimilitude of fighting in the Galactic War.
Single use Re-enforcement radios just sound fun. Come on imps. You know you want to call in an AT-AT. as a high end reward
Thanks for the feedback Captain. I’m a huge fan of immersion and sometimes it’s the little touches which give some of the best in-game experiences.

The key to this is ensuring it doesn’t impact on the PvP aspect which is in a good place since 1.1. This is why I’ve explicitly stated that single use tools such as the air strikes are PvE only.

In other words they would work against NPC patrolling outside of a base, but should do no damage to any players who are defending it.
 
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I really enjoy the bases upgrades.

Yeah actually the system is not good enough although it has been much improved, and on a great track.

We need to spend hours of repeating missions with very large groups, and the % doesn't move. So the players prefer to stay afk SF somewhere. It's counter gaming.

But the PV you did can greatly dynamise the war.
 
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