Swtor PvP Innovativation
The fact that Swtor references are made to Warhammer Online -
Let's not kid ourselves here. When a Developer calls this Objective-based PvP, I think it's only partly true. 'They're all active at the same time.' It's basically King of the Hill where you need 2/3 to win. Very similar for example to what RIFT did where they have 4 banners around the map you hold to gain points over time. This is almost exactly the same. I have a much BETTER interpretation of what this SHOULD mean, and not what it actually does.
What I picture as Objective-based 'all active at the same time from the start' is much more open and diverse. Give us multiple objectives we can accomplish to 'evolve' the Warfront in favor of us and make other difficult objectives easier.
Now I'll reference 3 games you may or may not know and what they each add to this concept:
Natural Selection is a very old HL1 mod, and two things it does to make the game endlessly interesting is focus largely on tactics and teamwork. As the marines, you can weld vents near the enemy territory to seal off commonly used routes to get to rooms. You can seal off elevators so they can't attack your bases from above. You can build turrets and siege cannons to take out enemies and buildings. The aliens have 3 bases they can randomly spawn at, so you don't know where they are. Resources can be capped, and controlling those resources determine your ability to Tech. Why can't PvP have a resource system where higher ranking players can spend them on the fly to upgrade certain features or call in reinforcements? Make Shields stronger, for example. Rebuild the Power Generators. Allow Detonation of stronger walls. Things to make it more interesting.
Battlefield 2: Assaults. One side is attacking the other. When points the enemy defends are captured, the battle continues into a whole new section of the map. So you're continuously moving from one area to another. Now imagine there were 2 potential areas the map could push to, and even further, that pushing the map in this way was only optional to your success. It would add an outstanding amount of replay value and really immerse you into the fight.
Defense of the Ancients: 3 lanes, Towers that kill NPCs in your absence. NPC Generators located in each base, that when destroyed, stop the flow of enemies and strengthen your own. An ultimate objective of destroying the enemy base to win.
Now let's apply this to SWTOR. Capturing an area generates NPCs that push your objectives for you. Automated Turrets attack the NPCs. Bombs can be planted inside the enemy base to take out Shields, allowing Turrets you control to bombard the enemy Defenses and/or increase NPC damage on buildings. Power Generators can be destroyed to disable enemy Turrets.
Do you see how simply accomplishing one objective adds weight onto the other ones? If the enemy controls NPC generators, and they've knocked down our shields, then we need to take out their Turrets to prevent them from attacking. Merely one example.
Walls can be blown up to allow greater access to objectives (Power Generators). Doors can be sealed to prevent the enemy from coming in. This gives purpose to complex map layouts.
^This is what I call Objective-based PvP where 'all the objectives are active at once.' Not King of the Hill. That's a very poor substitute. I hope their future plans are a little more interesting and 'innovative.'
Source : [Swtor.com Community]
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