Compiled GCW Update

Here is a compiled version of the GCW and TEF posts brought to us by Calandryll. After seeing some of the confusion created by splitting up the TEF and GCW posts into three updates, I decided to turn this into one update that explains everything. This is a long update, so please read the entire update before posting questions and comments. I'll be locking the older threads after a bit. The Galactic Civil War (GCW) will be heating up as players fight for control of the planets. The system is broken into two major components. The introduction of an improved flagging system for factionally aligned players (removal of “Temporary Enemy Flags” – TEFs) and the introduction of a GCW tracking system that allows players to battle over planets and win control of cities for their faction. Be sure to read the entire update as well as the FAQ at the end. These changes have the following goals.
  • Give non-PvP players access to the GCW and traditional Star Wars content.
  • Continue to make PvP an important part of the GCW.
  • Allow players to change the galaxy through the GCW.
  • Help make Star Wars Galaxies feel even more like Star Wars.
Improved Faction Flagging System The first step in improving the Galactic Civil War is the removal of Temporary Enemy Flags (TEFs) from Star Wars Galaxies. This system acted as a playstyle buffer between Player-versus-Player (PvP) and Player-versus-Environment (PvE), but also made it very difficult for non-PvP oriented players to participate in traditional Star Wars activities such as killing Stormtroopers. To help achieve our goals for the GCW and give more players access to it we are removing TEF system from the game. The Factions All players will be considered Imperial, Rebel, or Civilian (non-aligned).
Imperial Players who side with the Empire may attack rebel NPCs. They may not attack Imperial faction NPCs. Rebel Players who side with the rebels may attack Imperial NPCs. They may not attack rebel faction NPCs. Civilians Civilians are players who have not chosen a side. In the original system they were referred to as “neutrals”. Civilians are not allowed to attack any factional NPCs (such as Stormtroopers).
Note that players who aligned with a faction in order to use Rebel or Imperial starships will now be fully in their faction. This means they will be subject to all of the rules of being in a faction while on the ground. Players moved into the faction automatically will be set to “On Leave” by default – see “Faction Settings” below. Faction Settings Players who choose a faction (Rebel or Imperial) will have three settings to choose from. These settings not only determine a player’s PvP status, they will also have an impact on using helpful actions (such as healing). This is described later in this document.
Combatant is a setting for players who have chosen a side but whish to remain out of PvP. These players are similar to “Coverts” in the original system. Rebel and Imperial players who are Combatants (PvP Disabled) can only attack NPC enemies. Opposite faction NPCs will shoot on sight! This means Imperial NPCs will shoot Rebels on sight and Rebel NPCs will shoot Imperials on sight...this is war! Under no circumstances can Combatants attack or be attacked by Special Forces (PvP Enabled) players. Special Forces is a setting for players who have chosen a side and wish to participate in PvP battles. In the original system these players were called “Overts” Special Forces enlisted Rebel and Imperial players who are Special Forces (PvP Enabled) are allowed to attack opposite faction NPCs and other Special Forces players of the opposing faction. These players are at risk at all times of being attacked by opposite-faction NPC's or opposite-faction PVP enabled players. Special Forces players of the same faction cannot attack each other. On Leave is a setting for players who have chosen a side to take a break from the GCW without losing their faction standing. Players who are On Leave will not be attacked on sight by enemy faction NPCs. This setting is useful for players who wish to group with civilian friends to hunt non-faction NPCs and creatures.
Additionally, the following rules apply to players who are in a faction:
  • Interactions
    • Combatants and Special Forces players may wear faction armor. On Leave players may not.
    • Engaging in combat with factioned NPCs will not set a player to Special Forces. This means players can attack enemy faction NPCs without risking attack from other players.
    • Engaging in combat with factioned NPCs will not affect the ability to trade.
    • Combatant players will have a colored character tag.
    • Special Forces players will have a different colored character tag.
    • "On Leave" players will show up on Radar as light purple if they are friendly and light orange if they are enemies.

  • Faction Perks and Pets
    • Both Combatants and Special Forces players can use Faction Perks.
    • Faction Perks take on the status (Combatant or Special Forces) of the player.
    • PvP Enabled Faction Perks can be attacked by Special Forces players and other PvP Enabled Faction Perks.
    • Faction Perks being used by a Combatant cannot be attacked by any other players or any Faction Perks.
    • Faction Perks being used by Combatants or Special Forces can be attacked by NPC Faction.
    • Faction Pets are flagged according to their owner's status. If the owner is Special Forces then the pet is considered to be “PvP Enabled”.
    • Pets owned by Combatants cannot be attacked by Special Forces players.
  • Squad Leaders
    • Squad Leaders who issue orders while they are Combatants will not benefit Special Forces players in their group.
    • Civilian squad leaders who issue orders will not benefit anyone but Civilians or those "On Leave."

  • Death
    • Special Forces players who are killed in combat and revive at a cloning station will be reset to Combatant status when they clone.
    • If a player is killed while "On Leave" or Combatant their status will not change after cloning.
Helpful Actions Buffs, Entertainment (healing and buffs), Trading, Rezzing and Healing are considered "helpful actions". In the new system, Buffs, Entertainment, and Trading will no longer have TEF restrictions. This means that buffing another player will not have a negative impact on your character regardless of factional alliance. Buffs, Entertainment, Trading can now be performed by anyone to anyone regardless of factional (Imperial/Rebel) or PvP affiliation (Combatant or Special Forces). For example, under this system, a Special Forces Imperial can trade with or buff a Special Forces Rebel without any negative consequences. Healing In order to avoid situations where a Combatant (PvP Disabled) player can help a Special Forces (PvP enabled) player without any risk to themselves healing is the one exception to this. Players will be restricted from healing other players based on their faction and PvP setting.
  • Special Forces
    • Can NOT heal members of an opposing faction (except those “On Leave”).
    • Can heal Special Forces, Combatants of the same faction.
    • Can heal “On Leave” players of any faction.
    • Can heal civilians
  • Combatants
    • Can NOT heal members of an opposing faction (except those “On Leave”).
    • Can NOT heal Special Forces players of the same faction.
    • Can heal Combatants of the same faction.
    • Can heal “On Leave” players of any faction.
    • Can heal civilians.
  • On Leave
    • Can NOT heal players who are set to Special forces or Combatant for either faction.
    • Can heal “On Leave” players of any faction.
    • Can heal civilians.
  • Civilians
    • Can NOT heal players who are set to Special forces or Combatant for either faction.
    • Can heal “On Leave” players of any faction.
    • Can heal other civilians.
Changing Status Players can change their faction status (Special Forces, Combatant, or On Leave) through a variety of ways. There will be a 5 minute delay timer for switching from one status to another. Players who are On Leave can go back to Combatant status simply by attempting to attack an NPC factional target. This will pop up a dialog window that will change their status. Attacking an enemy faction NPC will set the player to Combatant. Players who are either On Leave or Combatant (PvP Disabled) and wish to become Special Forces (PvP Enabled) in the field may do so by using a menu option on an enemy player (who is PvP Enabled). This action will have a 5 minute delay timer on it Players can change their faction from one setting to another by visiting a faction recruiter. This means players who wish to change the status from Special Forces to Combatant or On Leave must visit a faction recruiter to do so. Special Forces players who are killed in combat and revive at a cloning station will be automatically reset to Combatant status when they clone. Special Cases for Jedi and Bounty Hunters The removal of TEFs will affect Jedi and Bounty hunters. Once a Bounty Hunter attacks a Jedi who he has a mission against, both the Bounty Hunter and the Jedi are forbidden from receiving a helpful action from any player. The Jedi and the Bounty Hunter can not be helped by anyone for the period of time after the attack begins. Note that multiple Bounty Hunters can attack the same Jedi if they all have a mission against that Jedi. GCW Planetary Control The second part of the system is the GCW Planetary Control Game. Because of the changes to the TEF system we will add a second type of factional base - a PvE GCW base. We will use the two types of bases to create the first of many steps in a GCW Planetary Control Game. A global tracking mechanism for planetary GCW conquest will be implemented. This tracking system works for each individual planet. The score is modified by placement of both PvE and PvP factional bases. The two types of bases work differently and are described below. PvP Bases PvP bases counts significantly higher towards planetary control than a PvE base.
  • Base Placement
    • PvP bases can be placed by any factioned player.

  • Base Defense
    • PvP Bases can only be entered by Special Forces players.
    • The inside of these bases will be populated and protected by powerful NPCs.

  • Base Vulnerability
    • PVP bases will have a 3 hour vulnerability window but this window will only occur every 2 days (48 hours). These bases will also register on the planetary map.

  • Base Destruction
    • PvP bases can be destroyed by those who can get inside (Special Forces).
    • The method of base destruction will remain the same is it is currently.

  • Base Cost
    • When a player purchases a PvP base they will receive 2 PvE bases for free. These can be sold, traded or placed as needed.
    • Factional bases will no longer cost lots. You will be limited to a maximum of 3 bases per player.
    • To soften the transition, for each existing base you own you will be rewarded replacement faction points up to the cap.
    • New PvP Bases will cost the same number of Faction Points.
PvE Bases PVE bases allow all players to participate in the GCW. They will count as part of the planetary control game, but not as much as PvP bases.
  • Base Placement
    • Any factioned player can place a PvE Base.

  • Base Defense
    • PvE Bases are defended by NPC's.
    • PvE Bases can be entered by Special Forces and Combatant players.

  • Base Vulnerability
    • All existing bases will be treated as PvE bases.
    • To soften the transition, for each existing base you own you will be rewarded faction points. (amount is TBD).
    • PvE bases are always vulnerable. When they are defeated, they will explode.

  • Base Destruction
    • PvE bases can be destroyed by those who can get inside (Special Forces and Combatants).
    • The method of base destruction will remain the same is it is currently.

  • Base Cost
    • PvE bases may be purchased from Faction Recruiters
    • When a player purchases a PvP base they will receive 2 PvE bases for free. These can be sold, traded or placed as needed.
    • PvE bases are distributed to PvP enabled players as part of a PvP base purchase. They will be given freely among friends and guilds/PAs, traded or purchased on the open market.
Planetary Occupation System The players’ actions in the Galactic Civil War (GCW) will be reflected in the ‘Occupation!’ enhancement. The guards patrolling cities and the symbols of power in the cities will change based on who is winning the GCW on that planet. As the tide of the GCW shifts so too shall the planets! Tracking The system will track the status of the GCW for each individual planet. Players can affect the status of the GCW through placing factional bases, both PVP and PVE. The longer a base remains in the world the more it benefits the faction. PVP bases count far greater than PVE bases. Initially Tatooine, Corellia, and Naboo will be affected by this system. Two cities on each planet will never change faction. These are the stronghold cities. Anchorhead, Coronet, and Moenia will always be Rebel. Bestine, Bela Vistal, and Theed will always be Imperial. Based on who is winning the factional conflict per planet, faction point costs and the faction presence in cities will change. The system will continually check the status of the GCW and determine city allegiance as control shifts. City Patrols & Scans The non-stronghold cities located on Tatooine, Corellia, and Naboo will be patrolled by the faction that controls the planet. Cities will also have patrols of neutral police, regardless of the planetary controller. For example, if the Imperials are winning the GCW on Corellia, Tyrena will be patrolled by Imperial soldiers as well as CorSec. The neutral police forces are loyal to the faction that controls the planet and some will conduct scans of passers by. The police will be searching for contraband such as illegal spices and sliced weapons (regardless of faction) or enemy faction players (Rebel or Imperial) and will fine or attack as appropriate. Running away from a scan will continue to have the same effects (loss of faction). High ranking members of factional armies will be safe from scans if their faction controls that planet. Players who are scanned by the police run the risk of having their faction exposed if they are in the opposing faction of the one that controls the city. This means players who are “On Leave” may become set to “Combatant” due to the scan. Faction NPCs will then attack the player on sight. Police may also call in more powerful reinforcements should they expose an enemy faction player (Rebel or Imperial) in opposition to the faction controlling the city. Scans will never set a player to “Special Forces” (PvP) status. Additionally, if a Jedi is scanned s/he runs the risk of being exposed. Should this happen, the police may panic and call for help, bringing a very powerful force on the Jedi. Note that Imperial allied police will call forces to attack any Jedi, regardless of faction. Rebel aligned police will only call guards to attack Dark Jedi. The strength of the guards will depend on how tightly the planet is controlled. If one side has a significant base count advantage over the other, the guards in the cities will be much more powerful. Cantina Crackdowns Officers from the controlling faction will occasionally check cantina patrons. While the Rebellion stands for personal liberty, they also understand that security is important during a time of war. Scans conducted by agents of the Rebellion will be done with the highest order of respect for the rights of those scanned. It is important to remember, though, that spices & sliced weapons are as illegal in Rebel controlled territory as they are in the Empire. Changing Control When the control of a planet shifts from one side to the other, control over the cities will not immediately change. It’s up to the faction to clear out the enemy guards holding out in the city. As the old guards are removed, they will be replaced by new guards from the faction that controls the city. If you want the city back, you’ll have to take it back by force! City Banners Each city will display banners that allow players to see which faction currently controls the city. These banners will be displayed in various areas of the city and will change according to the controlling faction. Banners check for control updates approximately once every hour. Viewing the Status of the GCW Planetary control status can be read by civilians using a "news net" terminal that will be placed in starports. Factioned players can also find out what's going on in the war by "talking" to a faction recruiter, who will give them updates. FAQ Q: Why get rid of TEFs in the first place? A: TEFs simply created too many situations where players could be switched to “PvP Enabled” without meaning or wanting to. The new system keeps this from happening by only switching a player’s status to PvP through their own actions. The exception to this is Bounty Hunters taking a mission against a Jedi. Changing the system also allows PvE players to take part in the GCW. Q: If I am set to On Leave or Combatant and I see an enemy faction player who is set to Special Forces, can I attack him right away? A: No. You can use a menu to switch your status to Special Forces, but it takes 5 minutes for the change to take effect. During that 5 minutes, your status remains the same and you cannot attack or be attacked by other players. Q: Is there any way to change my status from Special Forces back to Combatant or On Leave in the field? A: No. You must do so at a faction recruiter. Note however that a Special Forces player who is killed and revives at a cloning facility will automatically be set to Combatant. Q: Why is entertainer healing not affected by faction status? A: Entertainers can't heal you while you fight. The goal was to ensure that healing could not happen while the factioned player was in combat. Q: Why can’t I defend a PvE base? A: PvE bases are meant to allow players who want to participate in the GCW but do not wish to engage in PvP. Also PvE bases do not belong to you; they belong to your faction and are meant to be expendable. Q: Why would I place a PvE base then? A: Because they are worth points towards controlling a planet. Remember these bases are protected by NPCs and destroying them takes time. Q: Will the Occupation system affect player cities at all? A: No it will not. Q: Why just these 3 planets? Why not all of them? A: This is mostly a scheduling issue. Other planets could be added in the future. Q: If I am not a Rebel or an Imperial will being scanned while I have illegal goods cause the scanner to call reinforcements that attack me? A: No. Reinforcements are only called if a player who is in an enemy faction (Rebel or Imperial) is scanned while in a city controlled by the opposing faction. Q: What about dedicated crafters? Are we going to get attacked by enemy faction NPCs? A: If you set yourself to “On Leave” enemy faction NPCs will not attack you. However, if you enter a city that is controlled by the enemy faction and are scanned you will be set to Combatant and be attackable by enemy NPCs. The scanner may also call reinforcements on you. This is a war. Choosing a side means the other side will want to kill you if they find you. Q: Why are Imperial forces attacking Dark Jedi? A: The Empire has a campaign against all Jedi. The soldiers of the Empire have no knowledge of what differences there are between Dark & Light Jedi. There is nothing to indicate that the Emperor and Vader want Dark Jedi around. Q: What is the reasoning for allowing high ranking faction members to avoid scans? A: High ranking officers aren’t going to be scanned by their own army, but they will be scanned by the opposing army. This isn’t anything new. We haven’t touched the code or the percentages at all. The only difference is that now, Rebel officers are protected from Rebel scans. Q: If my Dark Jedi is also an officer in the Imperial army will he get scanned? A: No. His officer rank overrides the fact that he is a Jedi. The scanning NPC would never scan long enough to figure it out. Q: Can Jedi use their mind trick power to avoid scans? A: Yes. This ability is currently broken but should be fixed when the GCW changes go into effect. Q: Does the Smuggler's ability to avoid detection in contraband scans extend to avoiding being detected as an opposing faction member when scanned "On Leave"?
A: Yes. The smuggler’s ability preempts all other checks. Also, even if the smuggler’s ability fails, his hidden faction will not always be outed. Similarly, even if a Jedi fails their own mind trick avoidance check, there is a large chance their status as Jedi will still not be noticed. Q: When is all of this going in!? A: No ETA yet. It should be on Test Center soon though. -Jonathan "Calandryll" Hanna
Director of Community Relations

Comments

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I like the changes
# Feb 18 2005 at 12:41 PM Rating: Decent
This looks great. What rank do you have to get to in order not to be searched by your own faction?
RE: I like the changes
# Feb 18 2005 at 3:54 PM Rating: Excellent
Not sure... Corporal for sure though.
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