station.com Sign In / Change User Join Free Why Join? See the world of SONY
   
Search the Knowledge Base Games Community Store My Account Help
Star Wars Galaxies
Galactic Civil War
Sign In  ·  Help
Jump to Page:   1 · 2 · 3 · 4 · 5
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
Gaffacas
Jedi
Posts: 2746
Registered: 11-14-2003


Gaffacas
PA: Grim Underground Network
Server: Eclipse

Reply 61 of 72

Viewed 212 times


Why aren't you a Dev Glzmo?
Or at least a corrospondent?
 
Cool idea BTW!

GaffaCas
((((((((((((((((((((((((((======)))))))))))))))))))))))))
SirCas
h Retired Light Jedi Sentinel h
A Jedi's strength flows from the force. But beware of the dark side.
- I support the CU, the Devs and the attempt to make SWG a better game! - You can too!
06-04-2005 02:59 PM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
EnosFiroken
SWG Chief Petty Officer
Posts: 274
Registered: 07-06-2003


EnosFiroken
PA: -CFR-
Server: Eclipse

Reply 62 of 72

Viewed 209 times


Again, good ideas from a brillant mind, but i like and dislike a few things.
 
Like: The not being able to be attacked as you load idea. But how about this, instead of making it a zone, why not just make it where that person can not tef (even if they are overt) intill they have moved, then place like a 1-3 second timer in which the tef and the ability to enter combat for both sides, is turned back on. I know they already hav coding for this, becuase sometimes i get disconnected from storms/whatever. Then when i come back on i cant attack whatever i was around due to them having pure white names, after a few moments the names become yellow again and i can attack. So why do they not do this kind of thing with loading?
 
Dislike: Again awesome ideas, but i think you are creating a bit too much of a safe feel for a game like this to have cantinas (remember ben slicing that guys hand off? i bet you do ) or any other structure for that matter labeled as a safe zone when entering combat. To me it would somewhat eliminate the "star wars - blast any time you want and ask questions later" feel that i know the game can have. Cloning centers i understand, but could easily be set up like the loading area idea like i have above, just for a much longer time.
 
just my two cents.
 
 

06-05-2005 12:16 PM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
Jordaen
Contributor
Posts: 8
Registered: 06-09-2005


Jordaen
PA: -AoL-
Server: Chimaera

Reply 63 of 72

Viewed 195 times


gr8 ideas dude, however i am more with the ideas for local security force npc's attacking players that draw weapons or are overt etc etc, however i think that the idea of imperials being safe to draw weapons in an imperial city is not as bad as people think. after all the galaxy is supposed to be under imperial rule, and dont think I am saying this because I am imperial, as i am not. to solve the problem of a rebel retrieving items from an imperial city, well smugglers should be able to help there & a special skill for slipping past the authorities could be implemented for them. this would liven up the gcw a bit with more of a feel for territories (& possibly the invasion of these territories). as for crafters, healers & other non combat profs, well i am sure it would be acceptable for them to be spared if they happen to stroll into an enemy factioned city while combatant or special forces, except with a heavy fine & possible temporary banning from public services in that city along with immediately being escorted from the city boundaries, all these bearing in mind that they DO NOT initiate combat against enemy factioned npc's/players. and if you are aligned with a faction but do not wish to be effected by this, then that is what the 'on leave' status is for. however, coronet should maintain its 'neutral' status & npc's would only attack those who carry their weapons openly. the main reason for this is to maintain it's role as the center of commerce in swg, and while i dont know how it is in other servers, on chimaera dantooine mining outpost is now the trade center, due to the amount of players that hunt there. and concerning loading times from spaceports/shuttleports, npc guards will be a combat level here, with more guards than usual here, since of course points of access to cities would obviously be guarded by the faction who inhabit the city. regarding players who are killed within an enemy factioned city: unless revived by a fellow rebel/imperial, they will clone at the closest cloning center as usual automatically switching their status to 'on leave'. while these ideas do not eliminate combat in public areas, they at least reduce the amount of inter-faction warring only to serious pvpers willing to take on local authorities as well as players. regarding bounty hunter vs jedi fighting: the empire did execute 'Order 66' & i am sure Vader & Palpatine do not wish to share their power with other dark jedi, so npc's will not go against the BH, (unless they are enemy factioned SF's) & instead will attempt to help kill the jedi. this will improve the rarity of jedi, & they will no longer be hanging around starports with sabers blazing and force flying. for reasons such as fear & lack of understanding, non-imperial npc's will not interfere in a jedi/BH conflicts unless said jedi/BH are aligned with an enemy faction and have openly declared it. this gives BH's an incredible advantage whilst chasing their marks in cities & would make sure that the jedi are no longer parading around cities with no concern for their safety. GIzmo's FRS ideas for BH/Jedi conflicts are also a gr8 imporvement, which would reduce the number of jedi duelling outside starports as well.

IGN: Jordaen
Master Swordsman/Teras Kasi Master/Master Brawler/Jedi Wannabe
06-19-2005 12:29 AM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)   [ Edited ]
Options    Options  
Glzmo
Galactic Senator
Posts: 4378
Registered: 07-04-2003


Glzmo

Reply 64 of 72

Viewed 191 times



Jordaen wrote:
the empire did execute 'Order 66' & i am sure Vader & Palpatine do not wish to share their power with other dark jedi, so npc's will not go against the BH, (unless they are enemy factioned SF's) & instead will attempt to help kill the jedi. this will improve the rarity of jedi, & they will no longer be hanging around starports with sabers blazing and force flying. for reasons such as fear & lack of understanding, non-imperial npc's will not interfere in a jedi/BH conflicts unless said jedi/BH are aligned with an enemy faction and have openly declared it. this gives BH's an incredible advantage whilst chasing their marks in cities & would make sure that the jedi are no longer parading around cities with no concern for their safety.




While this is okay in theory, I don't see this as a viable solution. Why? It could be abused to much to cause grief. Bounty Hunters could follow around Jedi and wait until a Jedi enters an imperial city and attack them to get backup. With your idea, they could do it even to Jedi who do not duel on starports or use their powers in cities. The Jedi would be forced to use the Force either way to heal, try to escape or to fend of the Bounty Hunter (which would also make them visible in cities again and it would be the same as duels in starports, only forced on all players by Bounty Hunters). This would make all NPCs aggro on him/her, which isn't exactly the best thing, while it may be realistic.
There would be several options for this, however:
1. Imperial troops would attack both Bounty Hunter and the Mark alike.
2. Only offensive Force powers would cause the authorities to jump in defensive and sustaining powers would not get their attention. (and perhaps even spawn an invincible Lord Vader that chokes the Jedi out in a second, shouts catchphrases and warns all heretics that they will suffer the same fate after killing the Jedi swiftly )
3. The Jedi would only be attacked when combat is initiated by the Jedi and not initiated on him (of course, this would eliminate this issue completely)

With that said I still believe non-combat zones are still better, also because of this.

Message Edited by Glzmo on 06-19-2005 09:50 AM

=======xgggggggggggggggggggggggg)
"I am the Senate."
GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
06-19-2005 12:48 AM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
Jordaen
Contributor
Posts: 8
Registered: 06-09-2005


Jordaen
PA: -AoL-
Server: Chimaera

Reply 65 of 72

Viewed 179 times


good points m8, hehe like what u said about vader well still cant say i agree totally with non-combat zones still, but i can see the flaws in my idea now.

IGN: Jordaen
Master Swordsman/Teras Kasi Master/Master Brawler/Jedi Wannabe
06-19-2005 01:10 PM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
GiladSunitek
SWG Petty Officer
Posts: 89
Registered: 09-05-2004


GiladSunitek

Reply 66 of 72

Viewed 174 times


OMG it worked, necro thread resurrected!

I am so happy for myself.

06-20-2005 08:11 AM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
BobaFettRules
Leader
Posts: 77
Registered: 09-25-2004



Reply 67 of 72

Viewed 159 times


hey, im a long time player but this is my first post, because i never really had anything to say untill now...



I really like all your ideas except this one, because why would you make non-combat zones when you can just go on leave?

And all your ideas make sense in a real inviorment (holsters, duel weild, apprentice.) But the fact is that if i wanted to walk up and shoot someone, i can do it anywhere i want to.

But your other ideas i like and keep them comming

Kain-Andrew
07-02-2005 11:47 PM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
KuroKaze
Contributor
Posts: 18
Registered: 06-11-2005



Reply 68 of 72

Viewed 158 times


uhm... i don't know what overt and covert are, they really changed things with CU.

i spend most of my time totally on leave so i don't interfere with anyone trying to heal me in a group, i'm also unguilded, dump lots of time/energy into collecting badges, and i don't get into factional deals much, can't remember why i'm rebel right now actually.

i live in sort of a ghost town, but the cloning facility is in good working order. As soon as vote is over (current mayor is leaving because of the guild falling apart after CU, i'm running for mayor now) i'm gonna tweak taxes and drop a few services to balance the budget. Anyway -- if i mis-click or forget to store my clone data all together, it sends me to the imperial outpost even though i'm currently a rebel!

i'm safer in my home city, where i prefer to clone, where i do most of my hunting, and i'm closer to it than the imp outpost even on the furthest missions i've ever gotten from a terminal. i've been killed trying to exit that imp bases a few times after cloning. they need to give you a timer after cloning to be safe from GCW-related attacks if they're gonna keep sending people to wrong faction cloning facilities that.

07-03-2005 09:40 AM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)   [ Edited ]
Options    Options  
After5CST
Community Veteran
Posts: 300
Registered: 04-27-2005



Reply 69 of 72

Viewed 152 times


I was curious about this proposal. I'm a little tired of the Jedi showboating or local guard camping ( Stormtrooper, rebel, whatever ) outside the starport.

If non-combat zones were a necessity, I'd prefer the space stations over planet to be real locations. Basically a small, enclosed city, consisting of a Docking Bay ( Starport ), Lounge ( Cantina ), Commerce Area ( Bank / Bazaar ), and perhaps a small Medical facility ( if they ever have a use again ).

Within such a small enclosed area, disallow combat, pets, droids, or vehicles. Also, add some anti-spam measures ( only allow so much verbage per person per minute ) to avoid AFK barkers. Access to space station would be allowed via spaceship, starport, or local shuttle travel.

The only problem I can see off-hand with this proposal would be that I'd never frequent any of the NPC cities again except in case of need (trainers, etc).

Message Edited by After5CST on 07-12-2005 10:34 AM

07-12-2005 10:33 AM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
Darrke
Sr. Member
Posts: 3
Registered: 07-14-2005



Reply 70 of 72

Viewed 138 times


I think that if you attack in a non combat zone the authorities would come and attack you making it more realistic. They might say no fighting but its not like they put a device on you that stops it or take your weopon until you leave.

If they see you with a weopon equipped you should pay a fine and have it confiscated until you leave the area. They should have regualar checks on weopons and see if you have any in your invetory. Jedi with force persuasion should be able to increase the chances of not being caught.

Darrke Viper - Master Rifleman/Master TKA Novice CM FS
Mastered Professions CH, Marksman, Brawler
07-19-2005 07:36 PM  

Report Abuse to a Moderator
 
Re: Non-combat Zones
Options    Options  
fieldmarshall_wallace
SWG Petty Officer
Posts: 350
Registered: 03-19-2005



Reply 71 of 72

Viewed 123 times


about time somthink gets done about it all i agree ne way




FIELDMARSHALL - JEDI ELDER
FIELD - MASTER RIFLEMAN
MASTER GRINDER - MASTER LOOTER
PROUD MEMBER OF (E-T-L) AND THE REBELLION
([[[[[[[[[[[[[[[[[[[[[[]ggggggggggggggggg)
09-26-2005 08:53 PM  

Report Abuse to a Moderator
 
Re: Vision of Non-combat Zones (updated 03/10/2005)
Options    Options  
Phhantom
Jedi
Posts: 1608
Registered: 07-02-2003


Phhantom
PA: Unlocked on 29 - CA
Server: Scylla

Reply 72 of 72

Viewed 116 times


We are having enough probs trying to find pvp on many servers,

/disagree

No Gate games. Screw that. You are nuts... This is not L2.....

Captain Feather Sword Rules!!!
Captain Feather Sword made Schnapii into a handbag FTW!


Titanis MacSoncho: Master BH, Master Riffleman, Master Marksman, Pistol 0003 - Scylla
Zorran Zantius, 29 Unlocked -Jedi Complete Template - Syclla
EverQuest - Darokin Windreach 65 Lord Protector - Rathe Server
Everquest 2 - Darokin Windreach 50 Warrior - Everfrost
"It is better to remain quiet and be thought a fool then open your mouth and remove all doubt"
09-28-2005 06:37 AM  

Report Abuse to a Moderator
Jump to Page:   1 · 2 · 3 · 4 · 5