Since posting my initial GCW improvement ideas, I've been mulling some things over, and I think certain areas could be streamlined to make the overall GCW a little more user friendly. Many of the concepts here are similar to my initial GCW post, and some are completely different. Anyway, feel free to sit back, read and enjoy.
Jordy's Proposed Galactic Civil War Improvement Version 2.0 - In order to give the GCW a much needed shot in the arm we'll be revamping the planetary control system. This system is based somewhat on Empire at War and allows for tactical interaction between planets. Some of the goals for this GCW improvment are as follows
- Creating a better overall atmosphere of GCW as portrayed in the movies.
- Creating a GCW that allows non combat professions to play key roles i.e. crafters and musicians
- Creating specific Smuggler content as pertains to the GCW
- Creating clearly understood objectives required to achieve planetary control
- Creating benefits and rewards pertaining to planetary control so as to give the GCW meaning
- Creating a "FRS" type system that will give players the opportunity to rotate in and out of new
higher faction ranks above Colonel. These high ranks will have direct control over directing
certain GCW events.
Okay to start off we'll identify the three different planet classes. Given the peculiarities of some of the outpost planets, I'd suggest limiting the initial GCW conflict to the class 1 static city planets, at least initially, as planets like Lok would be awkward to implement under the same rule set as it has only one city zone etc.
Class 1 = Planets with Static NPC cities- Corellia
- Talus
- Naboo
- Rori
- Tatooine
Class 2 - Planets with outposts only that are buildable
- Dantooine
- Lok
Class 3 - Planets with outposts that are no build- Endor
- Yavin 4
- Dathomir
Basic GCW Planetary Control MechanicsAgain, this deals with Class 1 planets only. Each of the Class 1 planets will have 7 different levels. The levels of control will look something like this:
Imperial Level 3 (planet secure)
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Imperial Level 2 (planet partially secure)
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Imperial Level 1 (foothold only)
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Neutral
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Rebel Level 1 (foothold only)
\/
Rebel Level 2 (Planet partially secure)
\/
Rebel Level 3 (Planet secure)
To begin the process, a planet will need to be converted from it's neutral state. To do this, players will need to enter a static base positioned in any player city, and use a terminal at the bottom to call for reinforcements. At this point a timer will be initiated, and after a short while the planet will revert to control level 1 and a commanding NPC will appear. Additionally, for some more fun scenarios, the bases on neutral planets can be occupied by pirate and smuggler npcs just to make life difficult.
I envision the base would be like one of the multi level bases that spawn randomly and are featured in some quests
Planetary Control Level 1Upon initially capturing a city, several combat structures will spawn in each city. This would be easy to implement by removing some of the unused structures from each city, and reserving those spaces instead for GCW structures. The lots would be empty until the planet reaches the required level for each structure. At level 1 each city will receive a HQ base
A Reactor (something like this)

A Guild Hall converted to a barracks

And several defensive turrets will be placed around the city.
Furthermore, once control is established, a special named commander npc will spawn in the HQ of one of the cities. (They could be called Moffs for imperials, but not really sure for Rebs) This “Moff” will be on a timer, randomly spawning and despawning between the static npc cities. GCW structures will be on the same timer so that they're only vulnerable if the Moff is currently present within that city.
The Moff will reside on the lowest level of the npc base. To gain access to him, the reactor must first be destroyed thereby powering down the outer blast doors to the base. Furthermore, the door to the lower level will remain locked. To gain access players will need to have assaulted the barracks in order to get a randomized key code from a npc there. Alternately, a smuggler could be employed to slice the door terminal, but this would take a while, and the assault party would be subject to assaults from the HQ npcs as they spawn and respawn.
If the enemy commander is successfully killed, the assault force will have the option to call for reinforcements so as to successfully change the controlling faction. If for some reason the assault group is killed before they can do this, the planet will revert to it's beginning neutral phase, and the process will be reset.
Advancing Planetary Control LevelsThe goal in all of this will be to increase the level of planetary control. To do this players will need to go see their commanding Moff. Upon conversing, the Moff will inform players what supplies are needed to advance the planet to the next level of control. Additionally, if defensive structures have already been damaged/destroyed additional supplies will be needed to repair those, before more fortifications can continue. Building up cities would rely heavily upon crafters, giving them an active role to play in the GCW. In order to fortify the planet to the next level players would need to see the Moff for the schematics, and then return to him later to drop off completed units (very similar to the village here) It goes without saying that all of these items will not be usable by players.
200 uniforms craftable by tailor (schematic available for free from moff for everything in this list)
500 rations craftable by chef
200 rifles craftable by weaponsmith
100 defensive bulwarks craftable by architect
100 first aid kits craftable by medic/doctor
50 armor suits craftable by armorsmiths (would be a simple item unlike standard armor)
Furthermore, so as not to exclude combat toons from the fortification process, all of the above items can be added to the loot tables of GCW npcs. In this way a combat toon can help out by farming some of the required supplies. However the drop rates will not exceed what a dedicated crafter can produce. Crafting of these items should be the encouraged method. (this also has the nice side benefit of being a GCW related credit sink)
Mos Eisley when initially captured would look like this:
Planetary Control Level 2Upon gathering the required number of resources, the planet would move to control level 2, and the planetary control radius would now extend from each city like so:

Life would start to become difficult for the opposing faction as Crackdown troops of both faction would spawn within this control radius in order to hamper suspected members of the opposite faction.
Furthermore, at level 2 city fortifications would no longer be as fragile. Original structures like the Barracks would have the difficulty of their spawns increased, city wide spawns would increase in difficulty, and the hitpoints of the reactor would increase. Furthermore, at level 2 some additional structures would be added:
A Shield generator. (must first be destroyed in order to make the reactor vulnerable)
Additional turret locations
Possibly covert faction scanners
Commando units Barracks
Combat would follow the same pattern as before.
Planetary Control Level 3
Upon gathering the required number of resources, the planet would move to control level 3. This would be a pretty big accomplishment and would require a considerable amount of resources to build up to this point. At level 3 the planetary control level would be completely secure. Crackdown troops will spawn planet wide. A level 3 planet will be very hazardous for a member of the opposite faction to visit while trying to maintain a covert status. At level 3 the moff will no longer accept resource items for fortification. However he will still accept resource items as structures are destroyed in order to facilitate repairs.
At level 3 the static npc spawns would again be enhanced. Again the spawns in defensive structures would also increase in difficulty proportionally. Level 3 cities would gain some hardcore facilities that would make life difficult for the opposite faction. These final structures would include but not necessarily be limited to the following:
Light factory – would produce AT-STs or T2b tanks (SBDs could also be used as a simpe alternative for the rebels)
Max turrets – at level 3 all city locations resreved for turrets would be built up.
Officer's Academy- A barracks type structure that produces spawns of high level npcs.
Benefits of Planetary ControlThere should be benefits of controlling a planet apart form simple bragging rights. Fully controlled planets could provide buffs, additional recruiter reward options, crafting bonuses etc. Some possible suggestions might look like this
Level 3 planet bonuses:
Corellia – enhanced experimentation points for factional crafters while on this planet
Talus – Enhanced medical supplies. Controlling faction would enjoy better effects from their medpacks
while this planet is under control.
Naboo – battle droid support (faction recruiters would offer battle effective droid faction pets while
naboo is under complete control)
Rori – Peace of Mind. When this world is controlled, players will enjoy a faster mind
regeneration rate.
Tatooine – Tremor in the Force! (slight combat buff would be active for rebels while this pivotal planet
is controlled
None of these bonuses need be concrete, and all should be something that while nice to have, is definitely not game breaking.
InvasionNow where would the GCW be without epic offense. In addition to building up planetary defenses throughout the galaxy, the individual/guild has the option of contributing to the build up of their faction's "fleet" for offensive purposes. This would employ the same mechanics, however the officer in charge of fleet build up will always be positioned at either the the respective factional themeparks. This is because these options are basically unconquerable, and should always be a safe haven. The officer at these locations will collect the exact same supply items as required for planetary defense. Furthermore, the fleet will be invincible as it is built up, however when jtl is introduced, we may vary the options here.
Invasion fleets can be built up to 3 levels
Level 1 "Light fleet"
Level 2 "Strike fleet"
Level 3 "Invasion fleet"
Each fleet will be balanced as much as possible to match the respective difficulty of each of the 3 planetary control stages. So for example, a level 1 light fleet would be ineffective against a level 3 hostile planet.
Players will be able to check in with the officer to check on the status of the invasion fleet. Factional emails regard invasion status could possibly be generated to everyone who has contributed to fleet build up, or perhaps to all players of a given faction.
As the fleet successfully achieves each level of completion, there will be an option to “choose planet to invade” or “continue to amass fleet.”
Now who will choose where the fleet will strike? This is an important question, and I see two possible solutions.
Solution 1 – Members of the entire faction will be able to vote via ingame window whether to strike, or whether to continue fleet build up. Voting power could be based on a 1 for 1 basis, or else a percentage based on each player's faction rank, with higher ranking players having more say where the fleet will strike.
Solution 2 – we could make use of the unused high level faction ranks above colonel to create a new GCW ranking system. Players would be able to accrue faction points and progress in ranks above Colonel. The top 10 players would form the “head command” for their faction. Any rank above colonel would be subject to a fp drain, in which the player must work to continually accrue faction points. In this way only the most active players will be able to achieve and maintain commanding faction ranks. Inactive players would eventually be returned to the rank of Colonel at which point the fp drain would stop. I'm sure there's probably other available tweaks to this system.
The point of all this is, that the “head command” would choose directly to what level to build up invasion fleets, and where to strike. This would ensure that players very familiar with the GCW are in charge of coordinating the war effort.
Invasion MechanicsOnce an invasion is successfully launched, the invasion fleet will proceed to the targeted planet. At this time a notification email will be sent out to all faction members informing them to aid in the coming invasion. Furthermore a timer may or may not be employed to give people time to assemble for the invasion. (again there's opportunities for jtl here) The invasion fleet will spawn on the surface of the planet just within the city limits of the city where the Moff is currently spawned. (this will ensure that there's no problems with housing and pathing)
Once the npc invasion fleet has landed, the planet will enter invasion mode. In invasion mode, the moff will remain spawned in his present location until the conlusion of the invasion. Furthermore, all fortification/repair efforts will be suspended until the end of the battle.

So picture in your mind. The invasion fleet will spawn just inside the border of the no build zone. The invasion fleet will be represented by a shielded drop ship, from which assault npc troops will be spawned in waves. Again the strength of the invasion npcs will be determined by the assault level of the fleet. Ideally, the buildup levels of the fleet should be proportional to the fortification levels of the planet. The assault npcs will then proceed along a programmed path into the city where they will begin to assault the defensive structures and personnel. During combat, defensive npcs can continue to respawn as normal. However structures may not be repaired until the conclusion of the invasion.
Taking a cue from the mustufar miner instance, I believe it might be cool, if players had the option to click on assault npcs, and direct them to follow them to specific targets within the city. This would allow for enhanced strategy during the battle.
Additional GCW ContentSome additional factors may be implement so as to include yet more classes in the overall GCW.
Morale. Moral points may be implemented to measure fighting efficiency of city fortification npcs, and possibly static city spawn npcs. Npc Morale could slowly drop overtime, causing say a reduction in accuracy for npc troops. To combat this, entertainers could take assignments from the Moff to perform here and there at the barracks within the city in order to boost the morale back up and remove the debuff.
Player bases. Player bases could possibly choose to “link up” with the nearest npc fortified city. There could be several benefits from this, including initiation of increased npc combat patrols between the player base and npc city. There's many possibilities here, some of which would have a wide bearing on the overall flavor of the conflict.
Smuggling. Isolated player bases on hostile controlled planets would theoretically need supplies. This provides great content for smugglers to take delivery missions from friendly worlds and smuggle much needed weapons and supplies to to resistance forces on besieged planets.