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Masterdon2012
New Rookie
2 days ago

A Replacement for TW

Replacement for TW

Just an Idea

 

​Concept: "Galactic Campaigns" (The Faction War / Sector Control Mode)

​Instead of a localized base-clearing mini-game, this mode replaces TW with a dynamic, multi-day Galactic Theater where guilds fight for regional control across iconic Star Wars star systems (e.g., Mandalore, Coruscant, scarif, or the Outer Rim).

​1. Core Mechanics: Sector Control & Dynamic Buffs

​The Map: The warzone is represented as a constellation of nodes/planets connected by hyperspace lanes. Each planet has specific environmental modifiers (e.g., “Hoth: Non-Synergistic Rebels gain tenacity; Imperial Troopers gain offense,” or “Coruscant: Underworld factions gain speed”).

​No More Static Walls: Instead of placing 50 identical defensive front lines, guilds assign a "Planetary Garrison." Defenses are split into specific choke points (Space Blockade, Orbital Drop, Surface Capital).

​The Stamina/Roster Burn System: Borrowing elements from Conquest or Grand Arena, characters have a guild-wide stamina pool for the event. If you use your top-tier Galactic Legend team to smash a stubborn sector defense, that team's stamina drops significantly, making them less effective or unusable in subsequent battles until reset. This forces wide-roster depth rather than just relying on the same 5 hyper-optimized counters.

 

​2. Strategic Depth: Fleet Blockades & Supply Lines

​Fleet Integration That Matters: In standard TW, ships often feel tacked on. In Galactic Campaigns, Fleets control the logistics. Before a guild can successfully invade a planet's surface nodes, the opposing guild's space blockade must be cleared by fleet battles. If you don't break the blockade, ground troops suffer heavy debuffs (mimicking orbital bombardment).

​Supply Lines & Sabotage: Guild officers can choose paths to target enemy "supply lines" (fuel depots, communication arrays). Cutting off a sector freezes the enemy's ability to reinforce or repair defenses in adjacent territories for a set number of hours.

 

​3. Solving the Burnout & Matchmaking Issues

​Asynchronous Global Queue: To fix the painful matchmaking brackets that crush mid-tier guilds against sandbagging mega-guilds, the mode uses a Swiss-style tournament ladder over a weekend. You are matched dynamically based on active roster participation for that specific event, rather than total cumulative Guild GP.  

​Flexible Contribution (The "Anytime" Window): Instead of requiring tight alignment for defensive placement and strict attack phases, individual members earn "War Effort" points whenever they log in during active windows. If a player misses the initial onslaught, they can still deploy reinforcements or clear PvE insurgencies that pop up behind enemy lines

2 Replies

  • Wow, you've worked hard on this idea.  It's very imaginative, too!  I really hope CG look at your ideas, there's a lot of good work here.

    Regarding burnout, this does seem like more work.  However, if it were over a month and you were free to do what you wanted over a month...that could help with burnout.

  • Why yes of course.....burnout in the game is solved by replacing an event that lasts 24 hours and doesn't require a lot of thought with one that lasts multiple days and requires much more thought. 

    Also you clearly do not know what "asyncronous" means (and most likely don't know what "burnout" does either).

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