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Base lock timer reduction artifact - from 8hr to 6 or 4 hrs.
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A Fluffy Bunny
Joined: Tue Jul 05, 2011 9:42 pm Posts: 238 Location: Galaxy
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So, we got paid artifacts which reduce the badges required to scan a base, up the defense of the base, generate AP quicker. What I am thinking is an artifact which will reduce the timer that lets you lock a base. Instead of waiting 8 hours to lock your next base you would only wait 6 hours, or maybe even 4 hours. The amount of the reduction can be decided by Dan 
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Wed Dec 21, 2011 1:58 am |
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KxG Ryoko
Joined: Tue Nov 01, 2011 7:31 am Posts: 945 Location: Midchilda Section Six
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A Fluffy Bunny wrote: So, we got paid artifacts which reduce the badges required to scan a base, up the defense of the base, generate AP quicker. What I am thinking is an artifact which will reduce the timer that lets you lock a base. Instead of waiting 8 hours to lock your next base you would only wait 6 hours, or maybe even 4 hours. The amount of the reduction can be decided by Dan  So Dan makes the most money out of it, it could be an idea that each artifact reduces the waiting time by an hour, with a max of 3-4 artifacts? much the same way the scan artifact has a limit (I think?)
_________________ Offical Stuff-Knower of Mist Nebula Corps
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Wed Dec 21, 2011 2:13 am |
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A Fluffy Bunny
Joined: Tue Jul 05, 2011 9:42 pm Posts: 238 Location: Galaxy
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KxG Ryoko wrote: A Fluffy Bunny wrote: So, we got paid artifacts which reduce the badges required to scan a base, up the defense of the base, generate AP quicker. What I am thinking is an artifact which will reduce the timer that lets you lock a base. Instead of waiting 8 hours to lock your next base you would only wait 6 hours, or maybe even 4 hours. The amount of the reduction can be decided by Dan  So Dan makes the most money out of it, it could be an idea that each artifact reduces the waiting time by an hour, with a max of 3-4 artifacts? much the same way the scan artifact has a limit (I think?) Hmmm. Well, He could charge 200-300 GP for it but have it be just 1 artifact. It would help keep legions in sync with their base attacks and require less special spaces 
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Wed Dec 21, 2011 2:19 am |
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KxG Ryoko
Joined: Tue Nov 01, 2011 7:31 am Posts: 945 Location: Midchilda Section Six
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A Fluffy Bunny wrote: KxG Ryoko wrote: A Fluffy Bunny wrote: So, we got paid artifacts which reduce the badges required to scan a base, up the defense of the base, generate AP quicker. What I am thinking is an artifact which will reduce the timer that lets you lock a base. Instead of waiting 8 hours to lock your next base you would only wait 6 hours, or maybe even 4 hours. The amount of the reduction can be decided by Dan  So Dan makes the most money out of it, it could be an idea that each artifact reduces the waiting time by an hour, with a max of 3-4 artifacts? much the same way the scan artifact has a limit (I think?) Hmmm. Well, He could charge 200-300 GP for it but have it be just 1 artifact. It would help keep legions in sync with their base attacks and require less special spaces  True~ with a big enough reduction, I bet there'd be a lot of people prepared to pay that amount for it =3
_________________ Offical Stuff-Knower of Mist Nebula Corps
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Wed Dec 21, 2011 2:21 am |
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Remric
Joined: Tue Jun 08, 2010 6:52 am Posts: 1742 Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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Strong ships like ours love this, but then players with low attack and low energy will be too tired of doing bases more than e times a day.
But yah its nice. I like it.
_________________Brains of Battlestation Dysonia Defense   Support "TRADING FEATURE" at http://galaxylegion.com/forum/viewtopic.php?f=6&t=12126
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Wed Dec 21, 2011 2:40 am |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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On the other side of the coin, how would you feel if your base could be locked and disabled 4 or 5 times a day? As soon as they repair and your timer expires, they are fair game for some other legion to lock.
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Wed Dec 21, 2011 2:57 am |
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A Fluffy Bunny
Joined: Tue Jul 05, 2011 9:42 pm Posts: 238 Location: Galaxy
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Darth Flagitious wrote: On the other side of the coin, how would you feel if your base could be locked and disabled 4 or 5 times a day? As soon as they repair and your timer expires, they are fair game for some other legion to lock. That already happens as it is. There really should be some sort of cooldown timer on a base after it has been disabled, with or without this base module.
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Wed Dec 21, 2011 3:37 am |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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A Fluffy Bunny wrote: Darth Flagitious wrote: On the other side of the coin, how would you feel if your base could be locked and disabled 4 or 5 times a day? As soon as they repair and your timer expires, they are fair game for some other legion to lock. That already happens as it is. There really should be some sort of cooldown timer on a base after it has been disabled, with or without this base module. As it is, a base can only be locked 3 times in a shade over 24hr. Gotta allow a little time for new scans to happen after the timer expires. I just don't think creating the possibility for even more locks in the same period of time is a good thing. But I do agree that a cool-down after getting disabled should be added.
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Wed Dec 21, 2011 3:44 am |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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A Fluffy Bunny wrote: Darth Flagitious wrote: On the other side of the coin, how would you feel if your base could be locked and disabled 4 or 5 times a day? As soon as they repair and your timer expires, they are fair game for some other legion to lock. That already happens as it is. There really should be some sort of cooldown timer on a base after it has been disabled, with or without this base module. i'd prefer something i suggested a long time ago... once a base is disabled, it can remain disabled until someone clicks the repair button.... (just like ships) disabled bases would remain off of future scans (just like how disabled ships usually remain off the BT) AP will recover normally, but loyalty bonus doesn't start recovering until base is repaired this way bases can take a breather from back-to-back locks... especially if they burned all their AP on the previous lock
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Wed Dec 21, 2011 3:45 am |
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A Fluffy Bunny
Joined: Tue Jul 05, 2011 9:42 pm Posts: 238 Location: Galaxy
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Lone.Lycan wrote: A Fluffy Bunny wrote: Darth Flagitious wrote: On the other side of the coin, how would you feel if your base could be locked and disabled 4 or 5 times a day? As soon as they repair and your timer expires, they are fair game for some other legion to lock. That already happens as it is. There really should be some sort of cooldown timer on a base after it has been disabled, with or without this base module. i'd prefer something i suggested a long time ago... once a base is disabled, it can remain disabled until someone clicks the repair button.... (just like ships) disabled bases would remain off of future scans (just like how disabled ships usually remain off the BT) AP will recover normally, but loyalty bonus doesn't start recovering until base is repaired this way bases can take a breather from back-to-back locks... especially if they burned all their AP on the previous lock Some might never repair and those bases would never get thrown back in to circulation. There needs to be a middle ground i think. I don't know if there are enough bases to keep the scanning effective with people not repairing them. Maybe a 24-48 hour break and/or not being in the scan pool until at least half their AP has been generated might help that out. If there are enough bases to sustain scanning maybe leave a base out of the pool until all their AP has been recovered.
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Wed Dec 21, 2011 3:53 am |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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A Fluffy Bunny wrote: Lone.Lycan wrote: A Fluffy Bunny wrote: That already happens as it is. There really should be some sort of cooldown timer on a base after it has been disabled, with or without this base module. i'd prefer something i suggested a long time ago... once a base is disabled, it can remain disabled until someone clicks the repair button.... (just like ships) disabled bases would remain off of future scans (just like how disabled ships usually remain off the BT) AP will recover normally, but loyalty bonus doesn't start recovering until base is repaired this way bases can take a breather from back-to-back locks... especially if they burned all their AP on the previous lock Some might never repair and those bases would never get thrown back in to circulation. There needs to be a middle ground i think. I don't know if there are enough bases to keep the scanning effective with people not repairing them. Maybe a 24-48 hour break and/or not being in the scan pool until at least half their AP has been generated might help that out. If there are enough bases to sustain scanning maybe leave a base out of the pool until all their AP has been recovered. oops, did i say loyalty bonus? i meant defender bonus doesn't regen while you're disabled... i think that right there should be enough for bases to only stay disabled as long as they need to recover
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Wed Dec 21, 2011 3:59 am |
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