Forum Discussion
"Bert_298;c-1169486" wrote:
"Corrog;c-1166994" wrote:
My guild v guild suggestion is a space battle, with no assigned match times but rather a system that gives you the ability to start matchmaking when it's convenient for you. Something like this:
1) Guild starts matchmaking
2) Match achieved, battle in 1 hour
3) Phase 1 begins. Guild starships send out boarding parties. Members choose whether to attack a defending team. Any units lost on either side are permanent losses for the battle (lose GK in boarding party, you don't have him later).
4) Members also choose what locations to repel boarders from on their own ship, and what squad to use there.
5) Both sides may also launch a starfighter squadron. Starfighters dogfight (think space battle on auto) while boarding actions happen. The victor of the dogfight will assault the enemy ship
6) The officers of the guild have control over starship systems. Shields, turbolaser banks, and anti-starfighter lasers, as well as engines. These systems can have power distributed between them ranging from 400% power to one, to 100% on each. Turbolasers steadily attack the enemy shields and armor. Lasers diminish starfighter runs that attack. Shields protect against damage. And engines provide maneuverability and a chance to evade some damage.
7) Boarding parties that are victorious against defenders of their system can temporarily disable that system. While the immediate effects of that are obvious (no turbo = no damage to my ship), the power can be redirected by officers to other areas. In addition, officers can issue an order to fix a system. If the attacker left their squad there, a battle will ensue with a PvE squad, upgradable over time for its owners. If not, the system will be repaired in a set amount of time.
8) Attackers may also attempt to breach the reactor. Doing so successfully will cause total system loss to the ship. This is still repairable, but obviously has bigger ramifications. Reaching the defenders of this system will require a progression of fights against upgradable PvE teams that will cause lasting damage to attackers.
9) Officers may direct turbolaser fire at certain other systems, including shields, turbolasers, and the bridge. Any system destroyed this way will be lost for the remainder of the battle. A bridge loss will prevent further issuing of orders from officers.
10) After either side loses their starship, the battle is over.
Ideally, this would be worked out in a way similar to raids in top guilds, where there is an agreed upon time to start the battles, and everyone makes it.
SWFC player?
Highly likely."crzydroid;c-1167312" wrote:
If Hoth Soldier gets a bonus, are they going to make him easier to farm?
The advantage it gives units specific to hoth won't be game breaking they said. Think like the bonuses jawas and jedi get in aat. I'd say if a player still haven't seven starred quality characters like TFP and wiggs then leave off on hoth rebel soldier :wink:"Ben_Sunwalker;c-1167635" wrote:
If Commander Luke doesnt have the jedi tag I will be extremely surprised and disappointed.
I mean, Barriss, AT and Ezra were at the most padawans - which, by definition, is somebody who is going through Jedi training.
The same thing happens to Luke, except his teachers were "only" OBI and Yoda (granted, only after Hoth).
A guy is making fun of the fact that he was handed a lightsaber and told to "trust the Force". Well man, newsflash for you, that does qualify as training. And it worked, cause the guy blew up a freaking Death Star.
So yeah, jedi tag for Luke is a must - the only non jedi iteration should be Farmer Luke, as is.
Id love a top tier Jedi! Jedi is by far my strongest team. I've put the I think they could give him a ship though. If he was a rebel he wouldn't be victim to the anti jedi characters. I trust in the Devs decision.
Could there be 3 more Luke's? Jedi Master Luke. Jedi Knight Luke and what would Bespin luke be called? Avenger Luke? Jedi Luke? I wonder is there something Yoda or Obi wan refers to Luke as when he's going to Bespin"CF_Jedi1234;c-1169887" wrote:
"Corrog;c-1166994" wrote:
My guild v guild suggestion is a space battle, with no assigned match times but rather a system that gives you the ability to start matchmaking when it's convenient for you. Something like this:
1) Guild starts matchmaking
2) Match achieved, battle in 1 hour
3) Phase 1 begins. Guild starships send out boarding parties. Members choose whether to attack a defending team. Any units lost on either side are permanent losses for the battle (lose GK in boarding party, you don't have him later).
4) Members also choose what locations to repel boarders from on their own ship, and what squad to use there.
5) Both sides may also launch a starfighter squadron. Starfighters dogfight (think space battle on auto) while boarding actions happen. The victor of the dogfight will assault the enemy ship
6) The officers of the guild have control over starship systems. Shields, turbolaser banks, and anti-starfighter lasers, as well as engines. These systems can have power distributed between them ranging from 400% power to one, to 100% on each. Turbolasers steadily attack the enemy shields and armor. Lasers diminish starfighter runs that attack. Shields protect against damage. And engines provide maneuverability and a chance to evade some damage.
7) Boarding parties that are victorious against defenders of their system can temporarily disable that system. While the immediate effects of that are obvious (no turbo = no damage to my ship), the power can be redirected by officers to other areas. In addition, officers can issue an order to fix a system. If the attacker left their squad there, a battle will ensue with a PvE squad, upgradable over time for its owners. If not, the system will be repaired in a set amount of time.
8) Attackers may also attempt to breach the reactor. Doing so successfully will cause total system loss to the ship. This is still repairable, but obviously has bigger ramifications. Reaching the defenders of this system will require a progression of fights against upgradable PvE teams that will cause lasting damage to attackers.
9) Officers may direct turbolaser fire at certain other systems, including shields, turbolasers, and the bridge. Any system destroyed this way will be lost for the remainder of the battle. A bridge loss will prevent further issuing of orders from officers.
10) After either side loses their starship, the battle is over.
Ideally, this would be worked out in a way similar to raids in top guilds, where there is an agreed upon time to start the battles, and everyone makes it.
Complex , but nice
Some changes could be that not only guild officers, but any one chosen by the leader to be 'Crew' is on the flagship. For defense you could have a set team that just stays there, and you can send reinforcements. You could have that there is a comms relay, that can be destroyed to have a 1 minute cooldown before you can send a repair crew. And power redirection should be there, so that you can redirect all power to shields while you repair your engine and so on. For the dogfights, there should be a bonus phase for the winners of more than 5 dogfights: Assault, in which you have to externally takedown parts of the flagship. Squadron leaders should be able to decide whether to go in or not. And add hangars, where you destroy enemy pilots and ships.
It's almost exactly how it works in star wars force collection. Certainly not a new idea and it wasn't fun over there, either."Dretzle;c-1169916" wrote:
"CF_Jedi1234;c-1169887" wrote:
"Corrog;c-1166994" wrote:
My guild v guild suggestion is a space battle, with no assigned match times but rather a system that gives you the ability to start matchmaking when it's convenient for you. Something like this:
1) Guild starts matchmaking
2) Match achieved, battle in 1 hour
3) Phase 1 begins. Guild starships send out boarding parties. Members choose whether to attack a defending team. Any units lost on either side are permanent losses for the battle (lose GK in boarding party, you don't have him later).
4) Members also choose what locations to repel boarders from on their own ship, and what squad to use there.
5) Both sides may also launch a starfighter squadron. Starfighters dogfight (think space battle on auto) while boarding actions happen. The victor of the dogfight will assault the enemy ship
6) The officers of the guild have control over starship systems. Shields, turbolaser banks, and anti-starfighter lasers, as well as engines. These systems can have power distributed between them ranging from 400% power to one, to 100% on each. Turbolasers steadily attack the enemy shields and armor. Lasers diminish starfighter runs that attack. Shields protect against damage. And engines provide maneuverability and a chance to evade some damage.
7) Boarding parties that are victorious against defenders of their system can temporarily disable that system. While the immediate effects of that are obvious (no turbo = no damage to my ship), the power can be redirected by officers to other areas. In addition, officers can issue an order to fix a system. If the attacker left their squad there, a battle will ensue with a PvE squad, upgradable over time for its owners. If not, the system will be repaired in a set amount of time.
8) Attackers may also attempt to breach the reactor. Doing so successfully will cause total system loss to the ship. This is still repairable, but obviously has bigger ramifications. Reaching the defenders of this system will require a progression of fights against upgradable PvE teams that will cause lasting damage to attackers.
9) Officers may direct turbolaser fire at certain other systems, including shields, turbolasers, and the bridge. Any system destroyed this way will be lost for the remainder of the battle. A bridge loss will prevent further issuing of orders from officers.
10) After either side loses their starship, the battle is over.
Ideally, this would be worked out in a way similar to raids in top guilds, where there is an agreed upon time to start the battles, and everyone makes it.
Complex , but nice
Some changes could be that not only guild officers, but any one chosen by the leader to be 'Crew' is on the flagship. For defense you could have a set team that just stays there, and you can send reinforcements. You could have that there is a comms relay, that can be destroyed to have a 1 minute cooldown before you can send a repair crew. And power redirection should be there, so that you can redirect all power to shields while you repair your engine and so on. For the dogfights, there should be a bonus phase for the winners of more than 5 dogfights: Assault, in which you have to externally takedown parts of the flagship. Squadron leaders should be able to decide whether to go in or not. And add hangars, where you destroy enemy pilots and ships.
It's almost exactly how it works in star wars force collection. Certainly not a new idea and it wasn't fun over there, either.
It has similarities to SWFC, to be sure, and you're right that it wasn't that fun there. But there are some key differences.
1) Guild induced matchmaking, rather than arbitrarily assigned matchmaking slots.
2) Members choose which enemy/system to battle against. As opposed to SWFC's RNG reliant mess.
3) Members choose where to assign defensive squads, thereby choosing which systems they'd like to strategize around having operational. As opposed to the RNG reliant mess mentioned previously.
4) Starfighter dogfight is less of a jousting match followed by an arrow barrage, and instead is more of a starfighter engagement. Only one side will get a starfighter assault through to the capital ship, if any ships make it at all.
5) You can strategize around which systems to use and which ones to leave without power. 400% turbo or 0%, it's your choice. As opposed to fixed values used in SWFC.
6) Turbo can be fired at individual systems, rather than simply the vessel as a whole.
7) A tougher boarding run can result in total power loss on the enemy ship. There's no analogue for that in SWFC.
8) Turbo can disable the bridge, eliminating commands being issued. There is no analogue for this in SWFC.
There's a fun base idea to LaW in SWFC, one I think I capture with this system. But there are major differences.- Judging by the forums, there r many ppl that don't understand mods/sets, synergy, character effects that occur 4 them and vs. them which contain a 3-line description.
This would b like asking a monkey to do calculus. - Love the ideas... but i have to ask... it sounds pretty time intensive...
Where we gonna find time to do these battles? "Poxx;c-1170156" wrote:
Judging by the forums, there r many ppl that don't understand mods/sets, synergy, character effects that occur 4 them and vs. them which contain a 3-line description.
This would b like asking a monkey to do calculus.
Sooo... you're saying that skill will make more of a difference than shelling out $ to buy a win?
Ohnoes?- thanks for the news
- I can remember back when AAT raid was first announced and they said that Jawas and Jedi would have bonuses...and yet the Jawas suck on it and Jedi really aren't "all that" on it. I'm farming Snowtrooper in Guild store (because besides Sabine that's all I need". I'll wait and see about the other Hoth Rebels.
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