a) just because there is a similar implementation in another part of the game doesn't mean the code exists for a different implementation. It might not be hard to write, but it isn't already written.
b) overts outside the non-combat zone would need to be invisible to overts inside it, otherwise the overts inside the noncombat zone could hide there and wait for another overt to pass by outside.
-Ov'adiah Ostake, Master Chef/Master Artisan Visit my shop on Corellia at 828 -4812 and I'll give you a cookie. If you remind me. With credits.
FreeRadical42 wrote: a) just because there is a similar implementation in another part of the game doesn't mean the code exists for a different implementation. It might not be hard to write, but it isn't already written.
I am aware of this. But they could use a similar implementation as a help, that's what I meant. I wanted to show that such things wouldn't be 'impossible to implement'.
b) overts outside the non-combat zone would need to be invisible to overts inside it, otherwise the overts inside the noncombat zone could hide there and wait for another overt to pass by outside.
Good point. Now one way to avoid this problem would be to make the outsiders invisible to insiders in non-combat zones. Another solution would be to just show them as non-overts from inside the zones. But this could lead to a bunch of overts just camping the starport exit. To prevent this, perhaps there could be a short covert timer like it was used when shuttling into an area as well. I am not sure which solution is better, feel free to discuss it.
We already have non-combat zones. They are called battlefields and factional bases. Having designated areas where there is no combat allowed produces a huge exploit. If you are TEF'd or Overt than you are fair game if you don't like that than don't put yourself in situations where you would be TEF'd or Overt.
The code is already there for such things. WE got battlefield that code could be used just the logic switched to make it combat free. We got aurillia nad its fog so they know how to set a flag for every person and include or exclude based on that flag, so this could be trivial to start and then it could be beefed up to include the other suggestions like policing major cities, enforcing holstering, enforcing panhandling and making docs move to med centers to buff. Si it is just a matter of SOE deciding whether or not they want to make this "IMMERSIVE" or just a gank squad game of griefs with no point to PVP.
Just my 2 cents
- I support fixing all the existing bugs, starting with the oldest bugs first, fixing the broken professions starting with Smuggler first and the attempt to make SWG a better game, before any new content is added!!!!
As far as gameplay is concerned, not a bad idea...
However, I seem to remember two instances in which combat occurred inside cantinas (Episode II, Obi-wan "disarms" the shapeshifter; Episode IV, again, Obi-wan "disarms" Luke's assailant). Also, starports were, on four occasions at least, the site of combat (Episode I, Theed Starport, as the 'good guys' attempt escape after rescuing Amidala; Episode I, Theed Starport, as the Jedi cover for the pilots as they enter orbital combat; Episode IV, Mos Eisley Starport, as the heros attempt escape; Episode V, Hoth Secret Base starport, again, as the heros attempt escape).
So it is clearly not canon that at least starports and cantinas be non-combat zones.
I do wish, however, to avoid 'ganking' of any sort.
-Endr Wign
"That's what I expected. The only process you've mastered is the process of elimination, and the only reason you can do that is because you can do it in the toilet." - Ender Wiggin
However, I seem to remember two instances in which combat occurred inside cantinas (Episode II, Obi-wan "disarms" the shapeshifter; Episode IV, again, Obi-wan "disarms" Luke's assailant). Also, starports were, on four occasions at least, the site of combat (Episode I, Theed Starport, as the 'good guys' attempt escape after rescuing Amidala; Episode I, Theed Starport, as the Jedi cover for the pilots as they enter orbital combat; Episode IV, Mos Eisley Starport, as the heros attempt escape; Episode V, Hoth Secret Base starport, again, as the heros attempt escape).
A reason for PVP in a sp would be great, but as it stands it is usually just jedi arguing over who has the biggest saber. It would be awesome to see some one running tothe SP and being chased but it needs to be a reason to become immersive again not just jerks trying to be BMOC.
Just my 2 cents
- I support fixing all the existing bugs, starting with the oldest bugs first, fixing the broken professions starting with Smuggler first and the attempt to make SWG a better game, before any new content is added!!!!
Opiacee wrote: when it comes to PvP, the more rules there is, the worst it is. in a full PvP zone there is no griefer or griefed, there is a winner and a loser.
put a rule and one will find a way to use it to grief.
PvP with rules is just a problem with no solution.
in a full PvP world there is no "kill steal" cause if someone do that you just kill him(or be killed) there is no "farming", because is there is a spot to farm, it becomes a spot where guilds fight each other to earn the right to hunt there. ..and so on...
This gentleman has hit the nail squarely on the head.
The empire should be in control of most cities and planets in the form of tons and tons of storm troopers. The rebels can have a planet that only they can travel to (since it is their secret base that the empire is looking for).
So, if you are a reb go hide or do business on your secret planet, if you are an imp just hug a bunch of storm troopers (who are heavily guarding all of the ports and med centers, etc.) in you area. And fix that stupid same faction bounty hunter crap.
Col. Parra Greene. A firm believer in the KISS principle (Keep It Simple Stupid)
I like to grief people kill everyone I see so I disagree with any combat changes me being able to kill mostly anything lol )
Why respond if you are not being constructive???? Gizmo has some pretty novel ideas, wish the devs would respond or at least acknowledge this thread.
Just my 2 cents
- I support fixing all the existing bugs, starting with the oldest bugs first, fixing the broken professions starting with Smuggler first and the attempt to make SWG a better game, before any new content is added!!!!
About time this topic came out of the cloner methinks as most of the issues are now addressed but some still linger on, GIzmo could you possibly update this with the fixed list and let the discussion continue, I was very sad when my ideas were just ignored for 2 pages, even though now they are still implementable.
- I support fixing all the existing bugs, starting with the oldest bugs first, fixing the broken professions starting with Smuggler first and the attempt to make SWG a better game, before any new content is added!!!!
Its not to bad of an idea but its way against everything the very game engin was built to do. Zones were not planned for other than the battlefields and well....look how great those work.
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