My proposed changes to SWGoH

Arena/Fleet Arena
Mainly just a UI thing. Showing off any opponent you can battle (up to 12). However for those at lower ranks where it's possible to jump up hundreds at a time
It will show averages. For example if you're at 1000 and can jump up to 500. It will show 999 at the top left, 500 in the bottom right that leaves 10 slots for the other 498 other people and will therefore average out to 50 (rounded) and show; 999, 949, 899, etc down to 549, and 500
And will look something like this (excuse poor photoshop)
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Galactic war
Upon reaching eligibility for simming (lv85 and 150 full clears) the mode will change to and endless style event (however for those unwilling to compete a daily chest of current GW rewards can be redeemed). What this will entail is facing off a group of pre-set teams (we'll say 12) but once you clear the tenth the cycle will start over again but the team will be tougher. With the first batch being G11s with maybe a zeta or two but the final set (let's say 5 total) will all be relic 7, all abilities maxed, and with "god mods", with rewards scaling with the encounters from some semi common items (MK3 holo-projectors, rancor raid gear, omegas, etc) to the very end offering crystals, kyrotechs, zetas, and other G12/12+ pieces (with a Chance for fully crafted of course). Similar to current GW your character's current health, protection, and cooldowns will carry over between battles, however if I character is defeated they can be revived with crystals, starting at 100 a character up to five times. Before scaling to 200 then 400 then finally 600 a character. However a full clear will grant 600 crystals minimum as a way of "Hey you can lose a squad but still have a net gain." You'll be able to reset once per day or carry your progress over the course of several days/weeks. Characters won't be locked so you could leave it for a few days while you get that last zeta/gear level to try the battle, and resets do stack (to a cap, we'll say 3). Also included are some minor design changes (present to both modes, a new set will simply reset the map, excuse poor photoshop) and in the new mode the teams won't just be random batches but set teams with synergies that last throughout a reset, so if your set 1 match 1 is Nightsisters, when you get set 2 your first match will be the same Nightsister squad, but bumped up in power, however when you reset your match 1 team might be imperial troopers, or Jawas, or Bounty Hunters, and they will some limits to when you fight a team. So you don't get Sith Empire match 1 but Phoenix for match 12. Potential teams include:
Clones, Ewoks, Grievous Separatists, Galactic Republic, Bounty Hunters, Rebels, Phoenix, Rogue One, Jawas, Sith, Sith Empire, Empire, Imperial Troopers, Resistance, First Order, Geonosians, Solo scoundrels, Nightsisters, Jedi, Carth Old Republic
These teams will be mix matched within their faction. So one fight vs Solo will have Qira, Vandor, the Youngs, and L3. But the next could swap Han for Nest. One Empire team will be a Palp team, but the next could be Imperial Troopers lead by Thrawn
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Events
The devs said they wanted to remove legendaries and mythics from rotation in favor of a "do it when you're ready", I fully support this (though keep mythics in rotation and make one for Chewie and 3PO) and wish to kinda continue this streamlining:

Omegas battles-
No longer random, two a week, Saturday and Sunday. Additionally add new additions for the missing factions (Old Republic, Sith Empire, Imperial Troopers, Rogue One, Phoenix, Bounty Hunters), increase the purple mats in tier 2 to 5 (even at lower levels the mats you got were pathetic), and a new tier for a signal zeta mat, designed for G12

Heists-
Now in a room, designed to look like a preparation room. Allowing the player to select the heist they do, credits, training droids (maybe lower training droid drops in normal battles to encourage this one), mod salvage, a new one for gear salvage, with higher tier potentially rewarding gear ad well. The difference now is you only get 1 heist per 2 weeks (which don't accumulate), blocked off under the guise of "needing to properly plan and prepare", though as not to forget the player will get a cryptic message in their inbox (such as "it's ready to go whenever you are") which leads them to the heist room (under the floor/in the basement of the cantina)

Heroic/fleet mastery-
New tier for having the character(s) at 7* that gives resources, Wicket and Talzin have this already. There is potential for another tier/expansion of this but I'm currently drawing a blank

Assault battles-
Include the other factions and a sim function that requires beating the higher tier first in addition to 3 stars. So to sim tier 1 you need to 3* it and beat T2 at least once

Replies

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    Anyone, call a doctor please
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    Lmao it took them well over 6 months to make this new epic confrontation and the only new thing they actually added was GAS and one ship.

    This would take a solid 13 decades to add
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    Lmao it took them well over 6 months to make this new epic confrontation and the only new thing they actually added was GAS and one ship.

    This would take a solid 13 decades to add
    Designing and testing the stat increases from relics was obviously something that required zero effort.
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    Seems like you have really thought all of this through. I personally love the idea for heists, but I think that it should be ~10 days. For the most part, heists happen every 4-7 days, but about 2-3 weeks for the same one to return. I think we are all for signal battles like Omega battles, but that likely won't even be considered for the next year.
    Looking for an amazing new guild? Check out Boba's Allience: discord.gg/trr93Ty
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