Player Vs Player (PvP)
So, you have a few professions under your belt and killing little critters just doesn’t cut it any more? Well, Star Wars Galaxies has just the thing for you, a fully robust Player vs. Player system (PvP for short) that lets players battle with and against one another in the Galactic Civil War (GCW). While the particulars of the system can become complex, and the interactions of individual professions with each other are countless, the basics of the system are easy to grasp.
There are two main “factions” at battle with each other over the fate of the galaxy: the Galactic Empire and the Rebel Alliance. A player can join either of these factions in a number of ways. And casting your lot with one side or the other can result in both consequences and perks.
There are other factions in the game, such as the Hutt Crime Syndicate. In the future, you will be able to align yourself with one of them, as you can with the Empire or Rebel Alliance now.
Smaller forms of PvP (aside from the grand scale GCW) are Player Association (PA) wars. This system allows PAs (groups of players banded together under one name) that are mutually opposed to each other to be at war (with mutual consent).
If your Player Association (PA) is at war with another PA, it will be as aggressive toward you as Imperials against a Rebel in their base. Think of a fight between two Player Associations as a grudge war. If a character is red on radar, attack and ask questions later!
The foremost decision when choosing a faction is not which side you want to join, but how active you would like to be in the Galactic Civil War. Gauge how rewarding it would be for you to blast Rebel scum at random and how frustrated you might get as a target for terrorist activity at every turn. Or, alternatively, would you fight tirelessly against the Imperial strong arm, no matter where or when, making you a wanted criminal in the eyes of the authorities who hunt you? So when you decide which faction to support, you must also decide whether to serve as part of the Special Forces or just as a Combatant.
Special Forces operatives of either faction have more bonuses and perks, and they’re more likely to be run by “hardcore” PvP players. Their drawback is that Special Forces operatives are fair game (and prime targets) for the opposition wherever they go, regardless of the situation.
Do you like to explore the galaxies on your own a lot? Then becoming a Special Forces operative probably isn’t for you. You will have nobody watching your back in case of an ambush. The perils of being a Special Forces solo operative are many — a skilled Commando taking shots at you from the edge of your radar range, a Jedi crew assaulting you as you enjoy your favorite Entertainer at the cantina … you get the idea. But there are perks for being Special Forces, including the ability to call upon other Special Forces characters in time of need or ambush.
The flip side is the Combatant, who appears neutral to the opposing faction. However, choosing to be a Combatant for the Empire or Rebel Alliance in no way makes anyone any less of a member; your membership just isn’t advertised with a neon sign over your head.
Combatants receive different missions and perks for being a member. A Special Forces Rebel might blow up an Imperial military installation with his buddies, then laugh about it at the cantina afterward. A Combatant member might deliver a letter or secret piece of information to a Special Forces operative with details on how to blow up that Imperial installation. In the end, the Combatant member helped the Rebel Alliance, but in a manner that didn’t flag him or her as a target.
As a quick rule of thumb, figure that Special Forces are playing PvP, while Combatants play PvE.
After graduation from the tutorial, you want to find the nearest recruiter and sign on the dotted line, right?
Not so fast. You have to build up your faction points in order to join. Press C to bring up your character sheet so you can track the number of faction points your character has. You must collect 200 faction points to join a side, and you must maintain at least 200 faction points to remain a member.
You gain faction points by going on missions from the faction-specific mission terminal. Where normal mission terminals give odd jobs to earn credits, faction mission terminals give credits and faction points you can save to join the Empire or Rebellion and purchase perks.
Factional Mission Terminals can almost always be found near Factional Bases, Recruiters and in most Faction-controlled Cities or Player Cities.
Want to bring Order to the Galaxy, and back that up with the power and threat of horrific retaliation to anyone who opposes you? If so, then the Imperial Army and Navy wants you to help put those rabble-rousing Rebels in their place and stop them from causing trouble in the Empire.
Note that the Empire is somewhat biased and imposes a faction-point earning penalty to species other than Human and Zabrak. If you know you want to earn faction and be political early, choose one of those two species. To build faction fast, keep requesting missions until you find a military destruction type that is nearby. Low travel and high reward missions allow you to build faction. The less time you have to spend running to and from a mission, the more time you have to build your faction standing. Your best bet is to take two missions roughly the same direction and distance.
Being an Imperial means you spread control and order to the sector you occupy, and if that means violence, then so be it. The Empire is not a warm and fuzzy association, and frowns upon players who exhibit those tendencies.
Want to restore the Republic, the last hope for freedom and peace in the galaxy? Then, this may be the path you choose. But be forewarned — the Empire also vigorously hunts and oppresses them.
Most of a Rebel’s life is spent planning and executing tactical confrontations. Rebels don’t have the brute force the Empire can bring to the battlefield, but they are in no way at a disadvantage. Rebels accept all species equally into their ranks, so long as they are willing to promote freedom and harmony.
One can join the Rebels by taking missions from a Rebel mission terminal. Because the Rebel Alliance is an underground operation, these terminals are in secret, out-of-the-way locations, and are not marked on any map (except the ones in this guide). However, there are as many Rebel terminals as Imperial ones. It just may take investigation or traveling to find one.
It is the Rebellion’s duty to spread peace and order by freeing the galactic inhabitants from the yoke of Imperial oppression. Therefore, Rebels shouldn’t start fights in areas of meditation and entertainment. It is in the Rebel’s honor code to respect the privacy and peace of others … but if a fight is brought to you, it doesn’t mean you lie down and take it!
There are myriad other factions within Star Wars Galaxies, most of which are planet-specific (such as the CorSec on Corellia, the Nightsisters on Dathomir or the Trade Federation). You can check your faction point totals for factions other than Imperial and Rebel by pressing C and selecting the Factions Tab. These factions work similarly to the Rebel vs. Imperial conflict and add greater dimension to the game as it is expanded and patches are added. Bounty Hunter mission terminals provide missions for either faction and are a good source of income to a neutral player or mercenary attempting to work for the highest bidder.
Also known as casual PvP or “ganking” (depending on if you’re on the giving or receiving end of the exchange), faction wars in the city streets occur when Player Associations with a faction allegiance meet up and pick a random city to storm. They rage through and kill all opposing faction members. Most likely, the group will give up and search for easier prey if you are clever and fast enough. Make it a habit to hang out with a buddy to prevent random encounters from turning sour on you.
Players are not your only concern if you are a Special Forces member of a faction. Depending on the town, Stormtroopers or Rebel NPCs (Non Player Characters) will attack you based on your faction. These NPCs provide a good amount of faction points that you can spend toward getting some cool perks from the recruiter, so keep an eye out for both offensive and defensive reasons.
As a Special Forces member of your faction, pick and choose your battles. If you stay aware of your surroundings, you may be able to marshal a quick defense against surprise attacks. For example, if you’re an Imperial and bump into a Rebel gank squad, run for the nearest Imperial mission terminal. You’ll find members of your faction there seeking something to do. Tell them the situation and presto — you’ve got your own army to take on your attackers. Awareness and knowledge of the city you are in will serve you well and help you master random PvP encounters.
The three starting worlds of Corellia, Naboo and Tatooine may be conquered. The faction (Imperial or Rebel) that has the highest current score on each of these worlds can control that world.
What can you do to help your side prevail?
If you have enough faction points, you can create new outposts and other facilities on one of these worlds — the more strongholds a faction controls, the higher its score. But don’t assume that an outpost placed automatically and forevermore scores points for your faction. In fact, as soon as a stronghold is placed, it becomes subject to any and all attacks from the other side. If it is conquered, it counts just as much, but for the enemy, not you.
Some strongholds are defended only by NPCs; others can also be defended by player characters. Attacking the first type takes place as Pve; attacking the second type is only possible for PvP characters.
What difference does it make who has the most points?
Whenever an NPC faction guard dies anywhere on the world, he or she will respawn as a guard of the ruling faction. That means that if the Rebels take over Corellia, each time an Imperial guard dies he is replaced by a Rebel guard. Even after your faction has racked up the highest score for one of these worlds, the only way to replace all the guards in a city is to go through the city, guard by guard.
Note that this means one faction can still control a city, even if the other faction controls the world. It still takes work to convert each city.
On each of these worlds, there are a couple of exceptions to the previous paragraph — cities where the guards never change sides regardless of which faction is strongest on the world. They are designed to give you a safe refuge on the world, even if the enemy controls it. These cities are:
When you build up faction points, you can use them to pick up some perks — the reward for being a loyal faction member. Find your nearest faction recruiter and purchase these perks from him. Most perks are placed as items in your inventory, although some directly affect your character.
Military Titles. Special Forces characters can purchase military titles. These titles are listed here in order of increasing cost from the lowest to highest. They come with the appropriate rank insignia, as wearable items on military uniforms.
Buildings and Emplacements. You can purchase the deed to a turret or larger emplacement. Only a Special Forces character of your faction can place it. When placed, it automatically fires on Special Forces enemies and mobile enemies.
If you decide you no longer want to be a Rebel or Imperial, you merely need to find a recruiter and converse with that NPC. You will be offered the choice to leave the faction. However, you can’t join the opposing faction until you earn enough faction points.