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 Discussions on base abilities 
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Joined: Tue May 04, 2010 5:10 am
Posts: 98
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Dan,

I think this is the right place to have this as it's aim is to improve Base Abilities.
As it stands the Miners Coalition, Cyborg DataChannel, and Trade Route are definately worth their cost at 5 pts. I saw a listing suggesting Mylari should effect the bonus for the coalition and talatherian should effect the bonus for the trade route. But otherwise it seems entirely worth the costs.

Needs improvements to make it a little less over the top.
Emergency repair. As it stands right now base damage is for most people about 15-60 damage per hit. IDK if high levels smashing a weak level 2 base would change the equation much but it seems in my experience that this is about the case. The point is that when a "average" base has 100k to 300K armor even an entire legion doing 40 damage is say 2k a second and getting often 200-500 in return damage. But really outside of the top ten legions who has a whole legion that could do 40dmg a click to a base above level 3-4. My point is that most legions don't have the resources to kill a base that is that well defended especially when it has as much health that can be healed in one click. I guess what I'm getting at is there should be say a 3-5 minute timer on this ability, or a possible point cost bump.

Auxillary Fortifications: Great ability but when combined with emergency repair or a regular repair it can get over whelming. Might also need a timer or need to share the same timer as Emergency Repair.

Grid Surge: Adds bonus shield which is great but we have maybe 3 physicists also points spent compared to hull probably not worth it. With no ability to flash heal shields and this ability not giving you the extra health when used it seems minimally useful. Either an expansion of profession/races that help with this bonus, and or the extra shield health being added when you use the ability. I don't know if others experiences with this ability are like mine it's been limited how often we've used it and it was always in a fire fight so the results maybe skewed.

Dimensional Decoy, bonus defense is great the only problem is I think we have one Arelen in our legion. I think that might be more of a reflection on the race. Points cost seems fine but again my experience with this ability is somewhat limited as it stands right now I'd rather save the AP and get another hull recharge rather than a mere 5-10% bonus. For this ability to be effective it seems several people would have to take one for the legion, or maybe it could be dropped in points cost by one.

Battle Stations: No complaints seems legit all around.

Remote Intrusion: If what I've read about this is accurte then this ability isn't worth it at all. I realize it's a bonus on top of what the GP artifact already does but for it's AP cost something that debuffs three people with a removable effect for 3 AP just isn't worth it at all. A) make the debuff smaller but not removeable, b) drop the cost of the ability to like 1, c) make the debuff simply an effect that last 20 25 minutes and like attacking an NPC can be triggered by anyone attacking the base. They can remove it but they still have a chance of getting it again as long as the effect is up on the base.

Warp Arch: might be useful for lower level bases but even then I don't think so. A lower level base will get pounded out of existance pretty fast unless they've spent serious GP to improve the base. So most likely they aren't sporting great weapons where this ability might be handy. But the base won't last long enough for it to matter. Larger bases are sporting 15-30K atk. The average attacker is going to have between 4-8K attack. (Top ten legions and their best players excluded.) Adding 10% of that is 400-800 atk. That's really not much at all, except for those lower level bases who are probably slag in 30-60 seconds.
My point is this ability for 2 points and a GP artifact seems lack luster. Now if added 1-2% from everyone attacking for the base 5 seconds after being triggered, that might be worth 2 AP.

Krionite Minefield: I know I saw a thread on this earlier. As it stands totally not worth the 1 AP. I already expect to blow an easy 10-15 healing artifacts in a base fight. This is just one person having to heal a little bit faster, now if this did something sick like blocked shield regen or simply applied a 10% combined total hull and shield debuff to the attack players hull. Again this would work like an NPC debuff. The Message would say, "You've hit a Krionite Mine the swirling energies cling to your hull reducing it's integrity." I'd make this a 2 point ability trap that creates this effect. Basically when the base is attacked this triggers creating an effect on the base with a random chance to apply the debuff to any attacker. Make the debuff nonremovable and last 20 minutes. Most base fights are over in ten or less.

That's all my ideas right now. I put this list here hoping it will provide ideas and park discussion.


Tue Aug 02, 2011 4:32 am
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Joined: Tue Nov 02, 2010 12:32 am
Posts: 4524
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For most of those, it's just about the distribution of your Legion. Most of them are balanced so that if you have a good amount of that race or profession then you have a good ability to work. You only have 3 physicists, but other Legions may have more, so much so that shields would be more worth it. I agree about the Emergency Repair, which is why I've mentioned they should fairly well increase the cost (maybe 10 points) and perhaps lower the amount (perhaps to 5% each).


Tue Aug 02, 2011 5:28 am
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