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.
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).
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
- 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.
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.
- 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.
- 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.
- 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.
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
Tags: News, StarWarsGalaxies