Allow Player cities to declare a faction and errect defenses and patrols ("defeating" a faction playcer-city would not destroy it, just increase cost or siphon off taxes/income, etc. until the NPC patrols are defeated and the city retaken).
Faction-specific player buildings
Faction-specific professions like the Reb and Imp Pilots
Tier-specific professions and locations
Non-Combatants – can enter the GCW through other means than fighting by directly influencing Popular Planetary Control or indirectly influencing Military Planetary Control
Voting in city loyalty
Information trafficking
Joining and helping certain sponsor corporations
Delivering goods to faction bases for points and to keep their resource level up
Sith control this planet. Dark and Light Jedi enter at their own risk.
Exampe: Coruscant
Rebel Control only (but can be smuggled in)
Rebels control Populace, Military, and Space
Light vs. Dark PVP not be allowed here
Example: Mon Calamari
Dark only (but can be smuggled in)
There are is no Populace or Military infrastructure to takeover
Location of shrines and tombs, respit for Dark Jedi
Example: Korriban
Light only (but can be smuggled in)
There is no Populace or Military infrastructure to fight over
Location of shrines and libraries, respite for Light Jedi
Example: Ilum
Imperial Dark Control
Empire controls planet's Military, Space, and Populace, but most officials are Corrupted by Dark Side agents
Dark Side Clans hold power and perks in areas
Example: Tatooine
Imperial Light Control
Empire controls planet's Military, Space, and Populace, and most officials are free of outside corruption
Citizens are still loyal to the Empire and a few even aid Light Jedi in their endevours
Example: Corellia
Rebel Dark Control
Rebellion-friendly Governement controls planet's Military, Space, and Populace, but most officials are Corrupted by Dark Side agents
Dark Side Clans hold power and perks in areas
Example: Raxus Prime
Rebel Light Control
Local Governement controls planet's Military, Space, and Populace, and most officials are free of outside corruption
Citizens are still loyal to the planet's indigineous government and are sympathetic to the Rebellion and Light Jedi
Example: Sullust
Contested Dark Control
Empire or Rebellion-backed forces only hold portion of planetary control (Space, Military, or Popular)
Dark Side Clans hold power and perks in areas
Example: Yag'Dhul
Contested Light Control
Empire or Rebellion-backed forces only hold portion of planetary control (Space, Military, or Popular)
Planet officials are largely free of Dark Side corruption.
Jedi have many sympathizers.
Example: Yavin
Neutral Dark Control
Governement is neither loyal to Empire or Rebellion
Dark Agents have corrupted planetary officials
Example: Nar Shadda
Neutral Light Control
Governement is neither loyal to Empire or Rebellion
Planetary officials are largely free from outside corruption
Example: Ithor
Battleground planets
Used solely to fight over resources or as staging areas
Example: Hoth
Neutral planets
Purely neutral, not supporting either Empire or Rebels and Jedi have no influence at all
Example: Kamino
Home planets
Each of these planets provide a home and perks for their race.
Some can be contested between Empire and Rebellion
Some can be contested between Light and Dark
Example: Rodia
Have battlegrounds surrounded by mountains that you can't climb, rather than a fence. Only passes lead into if it you want to get there by ground. Most will probably use the shuttle to land in the compound just inside the pass's entrance.
Have Imperial NPCs scan for contraband. Have Rebel NPCs scan for identities.
Depending on your faction, rank, or whatever, NPCs react to you with a welcome word or suspicious sneer.
Should at least be able to have one wingman in space when you reach a certain rank or proficiency.
You can infiltrate a base and slice a container to get extra weapons, depending on base type and level. However, it will be marked as stolen. If you get scanned or attempt to openly carry or transport it out of a faction-controlled starport you will get attacked, chased, or detained for a fine.
Imperial garrison fort in imp cities.
Safehouses in enemy cities. Have to sneak in, only opposing faction allowed. Secret exits to other areas of the city.
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