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base engagements http://galaxylegion.com/forum/viewtopic.php?f=6&t=16280 |
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Author: | Maico [ Fri Nov 18, 2011 11:05 am ] |
Post subject: | base engagements |
Many people call this base defenders but as many have pointed out it isnt fair to do this (for everyone) because raising defenses make it harder to earn badges all around, including those small legions who want silvers but often see themselves disabled more often then they do disabling. The idea isn't that players can add a boost defensively to the base when under attack, but rather that they are able to respond beyond using base abilities. If your base becomes targeted and attacked and you are online to see it, you can hit the defend button on your base. What this does is give you access to the bases targeting systems (suddenly we can apply scan to our bases!). The targeting systems randomly select a percent of the attackers (it wont show their damage to the base). This value would be fixed if scanning modules didnt get added to bases, but would fluctuate based on: ((base scan)/((number of attackers)*((total cloak of all attackers)/50)))*100 displayed in % exp: 28 attackers with total cloak of 12,000 vs base scan of 5,000. 5000/(28*(12,000/50) = 5,000/(28*240) = 5,000/6,720 = 0.74*100 = 74% of the attackers would be reviled. This could also be modified to add the players or even total active defenders scan as a modifier encouraging a coordinated defense. Keep in mind this is only to the active guards who clicked the defend button on their base! By seeing the attackers the guards can actively counter attack ships that have threatened their base. Further scans can be conducted for the cost of some amount of energy. (perhaps if they allow us to store exotic matter in bases similar to credits it could add that to the cost as well). There would be a small chance to actually scan the damage value of the attackers as well but this would be low. Clicking the defend button would require minimal energy to access the base scanners (5-10 energy). Furthermore if the player has recently used a base ability they are unable to defend/guard the base for a set time (15-30 minutes sound about right?). The idea being that if you are docked in your base to activate its abilities you would need time to reboard your ship and boot up necessary systems for combat. Should a defender get disabled from an enemy attack (one targeted at them, not a retaliation hit from them targeting an attacker) they would have a 5 minute counter before they could defend again. This is to prevent attackers from artifact whoring to consistently hold off waves of attackers. Alerts activated during a base attack that represent either attackers or defenders only last as long as base lock. This seems like the most fair trade, it allows defenders to do much more then sit on their ass after activating abilities and hope that they wont be broken and if defenders get too pesky and annoying the alert ship option for the attackers could be used to disable them. |
Author: | Darth Flagitious [ Fri Nov 18, 2011 11:48 am ] |
Post subject: | Re: base engagements |
no |
Author: | FuriousRage [ Fri Nov 18, 2011 12:58 pm ] |
Post subject: | Re: base engagements |
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Author: | Maico [ Fri Nov 18, 2011 1:08 pm ] |
Post subject: | Re: base engagements |
Any particular reason this is unacceptable when it doesnt boost anything attached to the base? Furthermore any well coordinated attack would be able to handle what few defenders are there with relative ease unless you're attacking a base which is of a legion much stronger then yours. If you can get your #&$# together during a base attack I dont see how this would be a problem. At least you awarded other suggestions of a similar type with enough humility to give them a reason as to why the idea wouldnt work. |
Author: | FuriousRage [ Fri Nov 18, 2011 1:09 pm ] |
Post subject: | Re: base engagements |
Author: | Maico [ Fri Nov 18, 2011 1:13 pm ] |
Post subject: | Re: base engagements |
You're an exquisite asshole |
Author: | Darth Flagitious [ Fri Nov 18, 2011 1:36 pm ] |
Post subject: | Re: base engagements |
FR's comments notwithstanding (he's like that sometimes, pay him no mind), this has been covered so many times before that it's actually starting to get painful every time someone starts a base defender thread. They are all just rewrapping the same bad idea with a different color ribbon. You propose to allow "defenders" the ability to actively target the attackers. That means you would be able to debuff them with a containment missile. First person that hits me with a CM during a base combat.... I'll be doing my best to make sure they are zeroed out. That's all I'm going to say on this subject. I tried to avoid it before by just saying "no" but you asked. |
Author: | Lone.Lycan [ Fri Nov 18, 2011 1:52 pm ] |
Post subject: | Re: base engagements |
Darth Flagitious wrote: That means you would be able to debuff them with a containment missile. |
Author: | bobdebouwer [ Fri Nov 18, 2011 1:59 pm ] |
Post subject: | Re: base engagements |
Cant we just get bigger and better attack, hull and defense mods for lvl 6 and lvl 7 bases, with higher upkeep? Atleast then there wont be this "my base costs less to upkeep than my ship" talk thats all going about. |
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