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gaurding bases (thought threw and worked out to perfection)
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Author:  blakespon [ Mon Nov 14, 2011 6:14 am ]
Post subject:  gaurding bases (thought threw and worked out to perfection)

we've all seen the million posts saying we should be able to gaurd them I've read many of them and thought it over till in my mind perfection.I'm going to have 2 lists 1 for what defenders can do and one for attackers

DEFENDERS
1. while guarding the base gets bonuses to attack and defense equal to your own.

2. you receive a list of the top damaging players along with target buttons for the top 5

3.once you have been disabled/warped away you must wait 10 minutes before being able to regaurd unless you use a time manipulator
ATTACKERS
1. you make target the gaurds at any time but you may still disable a base with them guarding. they just add stats

2.you may use unstable wormhole generators on the gaurds to warp them away.

Author:  wolfprince01 [ Mon Nov 14, 2011 6:30 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

This dos look better then most of the other post on this but , unstable wormhole generators take energy and time manipulator don't , The TM's or TM's and wormhole would need to be taken out.

blakespon wrote:
2. you receive a list of the top damaging players along with target buttons for the top 5


This need to be changed to "When guarding you receive a list of the top damaging players along with target buttons for the top 5" . To keep you from freely attacking them or spamming them with artifacts.

Author:  Darklife [ Mon Nov 14, 2011 6:44 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

some clarification....

1. while guarding the base gets bonuses to attack and defense equal to your own.

an example.... a 50 member legion with an average atk of 2000 & a def of 2000 if even half of them are online & guard the base, that gives the base a 50k bump to atk & def.....if the base has 20k each already then it goes to 70k?

1. you make target the gaurds at any time but you may still disable a base with them guarding. they just add stats
2.you may use unstable wormhole generators on the gaurds to warp them away.

when targeting them i'm assuming that traps are going to be disabled? because i cant even imagine how many nulls would get used.....

Author:  kirkeastment [ Mon Nov 14, 2011 8:10 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

-1 simply because all you've done is manage to restate an idea that 20 or more people have stated in the past, which is to allow the guarding of bases, and to make it worse, your suggesting that the full atk/def of guarding ship be tallied with the bases current atk/def.

Good luck taking down a level 3 base if that legion happens to have 10 people at around rank 350, because that legion will now have 60K attack/40K defense on their base, meaning they'll just fill their base with hull plating, rather than have to make a workable base. Plus its not really difficult for a legion to institute a rolling guard program on their base.

The only idea i can give anywhere close to a +0.5 would be the ability to target people that have locked your base. That said, i believe a better suggestion has been put forward in the past which was that when your base is locked, your battle tab switches to show nothing but members of the legion that locked you.

Author:  Uy23e [ Mon Nov 14, 2011 8:35 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

#2 is fine.... i mean providing a list of the real attackers real time that u can target as opposed to trying to get lucky on BT.... that's perfectly reasonable

But yeah, as the way stat stacks right now... full guards is wayyyy too much

Author:  Darth Flagitious [ Mon Nov 14, 2011 3:34 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

For the Nth time.... No guards on bases! It doesn't matter how well thought out the idea is, guards are a BAD idea for bases. Lower strength legions vs a lower rank base is a tough enough fight. High strength legions vs low rank bases, well, suck it up cupcake. When Individual ships have better stats than the base, it SHOULD be easy to kill. High strength legions vs high rank bases, that can be 8 hours of pure hell to get a disable.

As it is, the ONLY advantage attackers have vs a base are Battle Pacts. That's it. Attackers can't debuff or nerf a base. They can't launch krionite torpedo-like artifacts. Nothing. There is nothing that attackers can do to a base besides sit back and smash away at them like an angry retarded gorilla. And when there isn't enough badges awarded to cover 1 legion, how much interest is there going to be for 3, 4 or 5 legions to unite for a base battle? Our group does it more for the crates because many of us already have ALL the silver badge ship mods. A level 5 base gives out 40 badge slots. If we allow for a few open spots in each of our 3 legions, that would make around 170 people trying to get into 40 slots. Eventually people will get tired of not getting top 40 and stop participating for that 1% raid chance. And we have one of the (if not THE) most powerful alliances out there. And everyone seems to want to make bases HARDER to disable.

It boggles my mind how so many people can get stuck on the defender PoV and not realize that by making it harder to disable a base, you're screwing YOURSELF out of badges and loot. :roll:

Author:  neogoterra [ Mon Nov 14, 2011 10:43 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

While i agree guarding the base is just over kill and pointless it would be nice to be able to target attackers and try to fight them off. But you would have to limit who can attack who one of the top 5 attackers well thats rather useless with the base ablity remote intrusion and krionite minefield, maybe if they was in a rank range you could target them but it would still be low of a list of new content to put in.

Author:  Wolfy Minion [ Mon Nov 14, 2011 10:59 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

Darth Flagitious wrote:
For the Nth time.... No guards on bases! It doesn't matter how well thought out the idea is, guards are a BAD idea for bases. Lower strength legions vs a lower rank base is a tough enough fight. High strength legions vs low rank bases, well, suck it up cupcake. When Individual ships have better stats than the base, it SHOULD be easy to kill. High strength legions vs high rank bases, that can be 8 hours of pure hell to get a disable.

As it is, the ONLY advantage attackers have vs a base are Battle Pacts. That's it. Attackers can't debuff or nerf a base. They can't launch krionite torpedo-like artifacts. Nothing. There is nothing that attackers can do to a base besides sit back and smash away at them like an angry retarded gorilla. And when there isn't enough badges awarded to cover 1 legion, how much interest is there going to be for 3, 4 or 5 legions to unite for a base battle? Our group does it more for the crates because many of us already have ALL the silver badge ship mods. A level 5 base gives out 40 badge slots. If we allow for a few open spots in each of our 3 legions, that would make around 170 people trying to get into 40 slots. Eventually people will get tired of not getting top 40 and stop participating for that 1% raid chance. And we have one of the (if not THE) most powerful alliances out there. And everyone seems to want to make bases HARDER to disable.

It boggles my mind how so many people can get stuck on the defender PoV and not realize that by making it harder to disable a base, you're screwing YOURSELF out of badges and loot. :roll:



It is terribly boring from the defenders view that's why. Alright just wait for them to hit my base until...wait for it..wait for it ..repair. okay be back in like 4 hrs and hopefully they don't disable it before then. Yes there are base points, same thing shorter time.

I agree with you, we should not allow people to guard or add stats to the base, however I would like to be able to kill the jerks for even locking on to my base. Just let me attack the suckers, doesn't have to be during the base battle could be after, but I would like to beat on them for even trying. It's a matter of principle, you attack something personal of mine and I defend it.

Author:  Darth Flagitious [ Tue Nov 15, 2011 7:49 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

neogoterra wrote:
While i agree guarding the base is just over kill and pointless it would be nice to be able to target attackers and try to fight them off. But you would have to limit who can attack who one of the top 5 attackers well thats rather useless with the base ablity remote intrusion and krionite minefield, maybe if they was in a rank range you could target them but it would still be low of a list of new content to put in.

So the defenders can sit back and lob CMs and spam the attackers with disarming bombs? Good God, that's even worse than putting guards on a base....

Author:  Uy23e [ Tue Nov 15, 2011 9:06 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

CM would be a problem, so it would probably be fair if it's not allowed if targeting is done via the attacker list
but I don't see a problem with disarming. Is there any particular reason that they have more disarm than you do containment cage? frankly, the cage rarely become useful(compread to most other buff/debuff arts)

Author:  kirkeastment [ Tue Nov 15, 2011 9:11 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

Uy23e wrote:
CM would be a problem, so it would probably be fair if it's not allowed if targeting is done via the attacker list
but I don't see a problem with disarming. Is there any particular reason that they have more disarm than you do containment cage? frankly, the cage rarely become useful(compread to most other buff/debuff arts)


Could be a miriad of reasons. The Dark Command Nexus/Sha'din Hypergrid both have debuff abilities of -25% attack, that would certainly be a good time to use a cage and the XRP Warp Station has a debuff of -50% defense, thats a sure fire cage moment.

I'll use 1 Dis-Bomb & 1 EMP on those above targets, but they could easily debuff me enough times to eat through several cages. Yes theres the argument that you could wait for the de-buff to wear off, but given you could end up waiting 15 minutes for it to wear off, only for your first shot to get you de-buffed again, its not worth it.


I certainly don't save up cages to use them in the event some person hits me with emp's and bombs.

Author:  Vette [ Tue Nov 15, 2011 11:55 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

You spelled "guarding" wrong (you spelled gaurding).

I think that's about all this topic is really worth responding to. You -can- go out and attack the people locking your base. It's called looking for them on your battle tab.


Next subject, please. This one has been discussed to death. Where's that beating a dead horse image ...

Author:  Uy23e [ Tue Nov 15, 2011 4:34 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

kirkeastment wrote:
Uy23e wrote:
CM would be a problem, so it would probably be fair if it's not allowed if targeting is done via the attacker list
but I don't see a problem with disarming. Is there any particular reason that they have more disarm than you do containment cage? frankly, the cage rarely become useful(compread to most other buff/debuff arts)


Could be a miriad of reasons. The Dark Command Nexus/Sha'din Hypergrid both have debuff abilities of -25% attack, that would certainly be a good time to use a cage and the XRP Warp Station has a debuff of -50% defense, thats a sure fire cage moment.

I'll use 1 Dis-Bomb & 1 EMP on those above targets, but they could easily debuff me enough times to eat through several cages. Yes theres the argument that you could wait for the de-buff to wear off, but given you could end up waiting 15 minutes for it to wear off, only for your first shot to get you de-buffed again, its not worth it.


I certainly don't save up cages to use them in the event some person hits me with emp's and bombs.


But isn't there many mobs tht u would dis-bomb&emp who don't give debuff
something similiar to those darn clones i've been "forced" to fight recently, I have to give the full benefit of the debuff or it's way too hard to kill. assassin seems like a walk in the park by comparison

Author:  Wolfy Minion [ Tue Nov 15, 2011 7:27 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

Vette wrote:
You -can- go out and attack the people locking your base. It's called looking for them on your battle tab.



This is too random and low of a chance for me to be content with. I want to hit them soon after not like a month later when they happen to hit a qft and my scan is low. Plus I am not going to hold a grudge that long, much prefer a day after to just disable them all, settle the score and then move on.

Author:  Captain Opinion [ Tue Nov 15, 2011 8:25 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

See, I think there might be an option that could make most people happy.

You can't defend the base like you can a planet - that's just silly as has been stated, the att/def would become stupid in a lot of cases.

BUT - I would like to be able to battle when my base is under attack.

So how about this.

If your base is locked and being attacked, you have a choice in the legion tab to view attackers. You can take a look at them and see who is fighting.

At this point you are considered to be scanning the attackers via the base and so they can;t see you.

However, if you chose to attack, or fire an artefact at any one of the attackers, all the people that join in the attack become aware of you and can choose to target you instead of the base.

This way, can either just sit back, let the base fall and not get ruined or make a stand against the aggressors.

It means you have to be online, can't just leave a guard in place and gives the attacking legion the option of fighting back against anyone who tries to defend.

I think thats a possible fair way of giving a real "Space Battle" experience without making bases to tough.

Author:  Vette [ Tue Nov 15, 2011 10:03 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

Captain Opinion wrote:
See, I think there might be an option that could make most people happy.

You can't defend the base like you can a planet - that's just silly as has been stated, the att/def would become stupid in a lot of cases.

BUT - I would like to be able to battle when my base is under attack.

So how about this.

If your base is locked and being attacked, you have a choice in the legion tab to view attackers. You can take a look at them and see who is fighting.

At this point you are considered to be scanning the attackers via the base and so they can;t see you.

However, if you chose to attack, or fire an artefact at any one of the attackers, all the people that join in the attack become aware of you and can choose to target you instead of the base.

This way, can either just sit back, let the base fall and not get ruined or make a stand against the aggressors.

It means you have to be online, can't just leave a guard in place and gives the attacking legion the option of fighting back against anyone who tries to defend.

I think thats a possible fair way of giving a real "Space Battle" experience without making bases to tough.



This would be decent with the following things:

1. Players from the locked base that perform any offensive action against the attacking legion's member(s) will become alerted for 8 hours (same time as base) to the attacking legion (i.e. the whole legion can see them)
2. Players from the attacking legion do -not- have to attack the players from the locked legion in order to hit the locked base (i.e. they don't need to 'go through' the members of the locked legion)
3. There will be an extra incentive for disabling players from the locked legion that have been alerted and vice versa (a player from the locked legion could receive a different type of badge). This would encourage taking part, but not over or under rewarding.
4. When players have been disabled, on either side, they gain 10 minutes of legion attack immunity (and likewise they cannot attack in the legion fashion for 10 minutes). This prevents ganging up on the highest hitters on both ends.

Step 4 is probably the most important. If you can just keep disabling the attackers, it's almost like adding on stats to the locked base. So, the 10 minutes gives every member of each side a chance to perform actions without being disabled for the entire 8 hours (that and then everyone would get gang disabled left and right)


Even that I think is not the best idea. There -has- to be protection from the attackers perspective as well. However, I can see the desire for new systems in legion battles

Author:  Captain Opinion [ Tue Nov 15, 2011 11:05 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

Vette wrote:

This would be decent with the following things:

1. Players from the locked base that perform any offensive action against the attacking legion's member(s) will become alerted for 8 hours (same time as base) to the attacking legion (i.e. the whole legion can see them)
2. Players from the attacking legion do -not- have to attack the players from the locked legion in order to hit the locked base (i.e. they don't need to 'go through' the members of the locked legion)
3. There will be an extra incentive for disabling players from the locked legion that have been alerted and vice versa (a player from the locked legion could receive a different type of badge). This would encourage taking part, but not over or under rewarding.
4. When players have been disabled, on either side, they gain 10 minutes of legion attack immunity (and likewise they cannot attack in the legion fashion for 10 minutes). This prevents ganging up on the highest hitters on both ends.

Step 4 is probably the most important. If you can just keep disabling the attackers, it's almost like adding on stats to the locked base. So, the 10 minutes gives every member of each side a chance to perform actions without being disabled for the entire 8 hours (that and then everyone would get gang disabled left and right)


Even that I think is not the best idea. There -has- to be protection from the attackers perspective as well. However, I can see the desire for new systems in legion battles


Your first two points were exactly what I had intended - its a battle - you choose what your feel is the best target. It also makes base battles a lot more tactical. Do you attack the strongest ship as a defender in order to distract him, r do you take out as many weaker ships as you can?

As an attacker, do you go for the base where the best rewards are, or do you take out the defender to give the rest of your legion a clear run at the base?

I think, if base battles, rather than base raids was ever implemented, there would need to be additional rewards, for both attackers and defender as this would further increase the excitement.

The base lock - and battle would still end when the base is disabled or the 8 hr window was closed. Perhaps there should also be an option for an attacker or defender to withdraw from the fight too - if they are repeatedly getting disabled - they can no longer be targeted, but can no longer take part in this battle as well.

Your fourth point could be a good idea also - I guess it would depend on the other options open to you in the fight. For example - being able to withdraw would possibly negate the need for a time out - as you could leave at any time. But a time out is another viable option.

Author:  Buttergod [ Tue Nov 15, 2011 11:38 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

i thought of guarding bases...and everyone thought it was stupid......

Author:  Vette [ Wed Nov 16, 2011 3:09 am ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

chakram wrote:
i thought of guarding bases...and everyone thought it was stupid......


It still is, you haven't missed anything ...

Author:  kimbotoo [ Wed Nov 16, 2011 3:02 pm ]
Post subject:  Re: gaurding bases (thought threw and worked out to perfection)

something i don't think i have seen yet would be for the legions on the leaderboard to have a target base button on it. You still need 5 red badges to hit it.

I've seen a few from the leaderboard take great pride/brag that they have invincible base or have only been disabled x amount of times.

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