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 Base Suggestions 
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Joined: Wed Oct 26, 2011 3:41 am
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I have few more suggestions, Dan please at least look and consider, if you are reading this please put some of your input if you like the idea. I have fought MANY bases, about 100+ lvl 3, 20-30 lvl 2's, 50+ lvl 4 and 5, so you can say i have a lot of experience with bases.


1. Base Abilities- At the moment there is 3 types of bases, you have the "paper thin" bases that get taken out super fast, by most legions. You have lvl3-lvl4 bases that are upgraded with high hull/defense and are taken out by either a powerful legion or multiple legions, and finally lvl5+ legions, extremely high hull/defense and attacks, usually imposable to take or top ranked legions have to hit in order to bring down, only few lvl6's has been disabled. So here are some abilities to add to make things more diverse:

a. Base ability for example: "Shield Overcharge" increase the regeneration of shields for 2 hours. (maybe 3% stacking up to 12% or 15% )
This will allow those bases with high shields to retain and regenerate shields faster, so bases with all out shields, can play with this set up, so this just opens another option for base set ups and strategy.

b. Base ability for example: "Base Cloak" increase the cloak of the base, reducing the chance that it will be scanned by 5%, stacking up to 50% (or a % thats not over powering)
This will allow those lower legions to spend some extra points into legion cloak, to decrease the amount of time they are scanned and chances of them getting disabled. This lets those ability points another use, and help the lower legions.

c. Base ability for example: "Base upgraded management" -10% base upkeep, stack up to 30% (can also be based on builder amounts)
This would be another good ability for bases that are high level with that crazy upkeep, so this helps with that. More use of those ability points.

Summary: Base abilities will let people utilize the base abilities points with more strategy, rather then buffs, a trap and heal, which at the moment is all you can do. This will give legions more options that will be beneficial for level of the legion base.

2. Base Artifacts
a. For example: "Base Expansion": this can be an artifact to buy, or a module to build. Adds space for production points, like +5 or 10 to a certain production
This can be used to boost production for the base/legion, maybe a rare base upgrade from lvl 4-6 reward or a cash upgrade. Just gives more option to upgrade a certain resource beyond the current max.

b. For example: "Improved Targeting" +10% vs Base damage, with 1-3% shield penetration
Their isnt any base upgrade that i havent seen to increase the damage against a base, so this would be an interesting one, the 1% shield penetration means, w.e. the damage you do, and if it hits vs a shield 1% of that damage to the shield will be done to the hull.

c. For example: "Base system hack" remove one random buff from the base, only one be used every 4hours. Maybe 3hours, or can be used only once on the base.
This will give more chance to let ppl have a chance to disable bases, and let a legion to utilize those ability points rather then just healing.

d. "Base invasion": Invade certain areas of base, decrease damage and defense for certain amount of time, maybe 30mins.

3. Base Modules

a. "Advanced Legion Port" 3 special space, lets you send an invite to a player, once an hour. Maybe to a player that doesnt have a legion
b. "Galaxy Legion Alliance Port", space of 10. Lets you be unlock a tab, for legions called 'Legion Alliance"', once unlocked, you can send invite to legions or to 4 other legions for 500energy, once accepted, this legion will be an official ally, automatically will NAP, trade, and battle with that legion.

This can add a alliance leadership, legion+allies in rank and strength, encourage alliances, which gives more options/

4. Base Changes
Once the timer hits 00:00:00 update the donators of the base and their %, remove members from the donators list that are not currently in the legion.

These things that i have put gives a lot more options for both that are attacking a base and those that are defending thier base. Of course names can be changed to be more revelant to base actions and effects to be more balanced.

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Last edited by djsaix on Fri Nov 04, 2011 2:17 am, edited 1 time in total.



Fri Nov 04, 2011 1:45 am
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Joined: Thu Jun 02, 2011 7:05 am
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+1

As it is now, most bases only use 1 base ability a day for their respective resource.

It would be nice to have people using more base abilities to drain their AP.

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Fri Nov 04, 2011 1:57 am
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Joined: Wed Nov 10, 2010 2:44 am
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djsaix wrote:
a. For example: "Base Expansion": this can be an artifact to buy, or a module to build. Adds space for production points, like +5 or 10 to a certain production
This can be used to boost production for the base/legion, maybe a rare base upgrade from lvl 4-6 reward or a cash upgrade. Just gives more option to upgrade a certain resource beyond the current max.
....production modules take up special spaces... there's already an artifact that adds 1 special space to the base, limit 5 per base level

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Fri Nov 04, 2011 2:28 am
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a. For example: "Base Expansion": this can be an artifact to buy, or a module to build. Adds space for production points, like +5 or 10 to a certain production
This can be used to boost production for the base/legion, maybe a rare base upgrade from lvl 4-6 reward or a cash upgrade. Just gives more option to upgrade a certain resource beyond the current max.

I am aware of that, i was referring to like base resources thats just a artifact, adds + to production and thats it, it can be a small amount. like currently we have 440 for a lvl6base, thats from modules, before the % bonus.

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Fri Nov 04, 2011 2:32 am
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