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 {base} Advanced Base Combat 
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Applying this idea from other games and previous suggestions, we should be able to target specific parts of the base in order to more efficiently combat them. The only base fights i have known are base battles in the unknown with the 'triumverate' and i was unable to see why people found them difficult, as i was seeing players score hundreds of damage in one hit on a base even though i was only doing between 20 and 40. Then, we fought The Dominions base, and it was undoubtably the most difficult battle i have been involved in (that last comment reflected my opinion, and not necessarily the opinions of the other members of the triumverate :P ) but i figure, if a level 7 can be that difficult, what happens when bases get to level 8? or level 9? what i would like to propose is a system that would allow players to build up their base in such a way that it can be systematically reenforced, and systematically destroyed. In other words, i would like the base to have multiple targetable parts.

Now, not all of them would be targetable from the start. Obviously. but as the base is weakened, more and more pieces would become available to be attacked, moving for a more difficult base battle, and a more necessary coordinated strike on the bases. What we would have are 5 pieces. the Shield Generator, the Energy Core, the Signal Processor, the Life Support, and the Hull Beams. When the pieces are destroyed, then they are broken and must be repaired with credits. Repairs can happen once every 4 hours.

Now, first for the 'destruction' of the base. The base will start out as they are now. Hull and shields, with shields requiring to be disabled first before the hull can be targeted. But, after the shields reach 49% something different will happen. At 49% the shield generators will become targetable. Now, because the shields are still up 49% the players who attack them will have a 98% attack penalty, resulting in around 1 damage at most. but for each percent of the shields that are dropped, an additional 2% penalty will be removed until the penalty is zero, in other words, the shields are down. Targeting the shield generators will do a variety of things, but most importantly, if the shield generators are destroyed, then the shields cannot recharge until they are repaired. In addition to this penalty, the grid surge ability will be disabled and removed from the current effects.

The Signal Processor is what affects the abilities. This will become available when hull reaches 50%. However, this cannot be destroyed, but instead, it can be hacked. This would require a new system to be implemented, where 'damage' dealt would be from hacks instead of regular attack power, but if it is hack destroyed, then all abilities will cost double to use until it is 'repaired' or 'unencrypted'. This can happen once every 4 hours.

When the base reaches 25% hull, the Hull Beams become available to attack. There will be 10 hull beams for players to target, each with the hull value of approximately 5% of the unbuffed hull. What this does is it will cause a 5% hull penalty on the bases total current hull (including auxiliary fortifications if active) for a total of 50% hull penalty. In addition, if ALL TEN of the Hull Beams are destroyed, then auxiliary fortifications will be unusable until the legion fixes the beams, and the auxiliary fortifications buff will be removed from current effects. Now, the individual hull beams will all be on different timers, so it is crucial that a legion pays attention to when the beams are damaged so that they can repair them all at once, or face an uneven cooldown of the beams and be stuck without auxiliary fortifications for the duration of the battle.

Next up is the Life Support. This becomes available when the hull reaches 10%, and will require a coordinated base attack to destroy. Life Support is what governs how many points will be awarded on the rollover, and if it is destroyed it will award only half the normal points it would reward on the next turnover, and cause the production abilities to be unusable for 48 hours from the time the base was disabled guaranteeing that the base would not have them active for a minimum of 24 hours. Because many players try to disable bases for badges, and this would have no official use in base combat, it would be put there for the purpose of grudge matches and wars. Another way to penalize an opponent as disables dont really effect players and planet theft, while still a setback, can be recovered from with the new resource races.

Now, for the Energy Core. This is a new piece that cannot be destroyed, but is used to buff up the other 4 systems. The energy core is powered by energy, hence the name. It obtains energy in different ways. 1 energy every 5 minutes, or players in the legion can donate their energy to the core. This will allow players in a legion to have a more active roll in defending so they dont have to just sit on the sidelines and pray their base holds out. The energy core allows players to buff their base in new ways other than the abilities will allow them.

*When the energy core focuses on the life support, it can either Consolidate, which will allow up to 48% more points rewarded at the turnaround then normal (2% for every hour it has been actively charging the life support), or it can Mass Produce, which will give a 2% bonus for every hour it has been active capping at 25 hours.
*When the energy core focuses on shields, it can either Solidify the shields, in which case it can provide a 50% defense boost when attackers are targeting shields, Overcharge the shields, in which case shield regeneration boosts by 100%, or it can 'Empathize' the shields causing 50% more damage dealt to the attackers when targeting shields.
When the energy core focuses
*When focusing on the Signal Processor, the energy core has the option to either Firewall Connection, which will increase its hacking resistance by 50%, or to Unencrypt Data which will cause abilities used to last twice as long.
*When focusing on the Hull Beams, it has the option to either Shield Beams, adding a 50% hp value in shield to the hull beams, or to Release Nanobots, which will cut the repair timer from four hours to two hours on hull beams.

Now, the way this Energy Core will work is it will produce 1 energy every 5 minutes but it will require one energy per minute to maintain each effect as stated above. So, if a legion has all 4 effects going, then they will be looking at about 4 energy per minute. Which will require the assistance of legion members to fill the core with their own energy in order to keep it running. Energy cores will have a 500 energy maximum, with an additional 500 energy for each level gained (so a level 7 base would have a maximum of 3500 energy). This is to prevent one member from using some tris or cubes to fill it for an indefinite period of time. Also, it will keep players active and keep them contributing. Also, contributing to the core DOES NOT require the player to have the current base tech researched. I know personally i would be pissed to see i couldnt help the legion out because i dont have the current base tech researched... Also, perhaps there can be NPCs that can drop artifacts that give +10 max energy to the core, as this will not unbalance the game (i dont think).

Now, these pieces stated above are not modules. Instead, they are already installed on a base when it is constructed. And, they can potentially be improved with energy/matter/ctp (but i havent thought about that). They will be in a new tab, and take up zero space on the base.




I would also like to add another addition to the base. Base alert levels. This is just a quick Post Scriptum, but since governments were scrapped, and alert levels never really came into fruition, i would like to simplify it to its most basic stance.
*Battle Ready causes a 50% penalty to resource production, but halves all points required for battle oriented abilities.
*Neutral is what we have now. Everything is 'unaffected'.
*Peace Time causes a 50% bonus to resource production, but doubles all points required for battle oriented abilities.

However, these alert levels CANNOT be changed while the base is locked in combat. These can be changed ONCE every 24 hours while the base is not locked. This way, the legion must determine whether or not it is beneficial to do anything other than peace time. If they find themselves getting targeted frequently, then go with neutral. If they have a strong base, then go with peace time. If theyre at war, go with Battle Ready. each setting has tradeoffs, and each has rewards.

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Sat Jan 14, 2012 10:26 pm
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I like the idea of destroyable components. I also like the idea of energy contribution units for all members. But all this is too complex. Simplify a bit, like this:


Destroyable components (must be repaired to recharge)

- 10 Shield Generators: 10% of total shield allocated to each.
- 10 Hull Platings: 10% of total hull allocated to each.
- 3 Resource Engines: One for each resource type. Health affected by energy input from members.
- Total of 5 Att/Def Turrets: Max of 5 Att and 0 Def, or any other combination. Health affected by energy input from members.
- 1 Capacitor: Allows for up to a max of 50% extra shield or hull (choose one option) Health affected by energy input from members.

Energy Core: Energy, EM or CTP input by members, choosing which system they wish to enhance. 1 CTP = 1000 EM = 50 Energy. Maximum of 100 CTP worth of input each hour per member.

I think that's simpler and just as effective.

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Sat Jan 14, 2012 11:17 pm
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+1 I like it, it is a lot more realistic and a lot better, gives room for more artifacts and strategies as well.


Sat Jan 14, 2012 11:18 pm
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Rarek wrote:
I like the idea of destroyable components. I also like the idea of energy contribution units for all members. But all this is too complex. Simplify a bit, like this:


Destroyable components (must be repaired to recharge)

- 10 Shield Generators: 10% of total shield allocated to each.
- 10 Hull Platings: 10% of total hull allocated to each.
- 3 Resource Engines: One for each resource type. Health affected by energy input from members.
- Total of 5 Att/Def Turrets: Max of 5 Att and 0 Def, or any other combination. Health affected by energy input from members.
- 1 Capacitor: Allows for up to a max of 50% extra shield or hull (choose one option) Health affected by energy input from members.

Energy Core: Energy, EM or CTP input by members, choosing which system they wish to enhance. 1 CTP = 1000 EM = 50 Energy. Maximum of 100 CTP worth of input each hour per member.

I think that's simpler and just as effective.


but see, the way you suggested is exactly the same as what we have now. this system would be in addition to what we have now. so instead of just clicking attack 1000 times, we would need to coordinate our strikes on bases. Plus, this would give hackers a role in base combat. Right now the only role a hacker has in game is to benefit themselves. This would allow them to contribute to the legion.

Also, while this may SEEM complex, it really isnt. at 50% shield, you can target the shield generators so they dont recharge. At 50% hull, you can mess with your opponents ability points. At 25% hull, you can mess with buffs they put up. at 10% hull, you can add insult to injury if you wish. The Energy Core is to make players in the legion have a more active role in defending their base. I've been in legions where our base was disabled, and it sucks watching the health go down, knowing you cant do anything to stop it. This way, it will add more strategy on the defendee's part to keep their base alive, while also adding in the cooperation of the defendees legionmates to keep the core running while they shift around the abilities to best defend.

Lol, i tried to simplify it as best i could, but no good idea only takes a few sentences to write. I tried to be complete with my though process so that there were very few loopholes, or half baked sections. I know it seems like a long read, but i feel that if this system was put into the game it would make base battling more challenging, more strategic, and more fun all around.

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Sat Jan 14, 2012 11:29 pm
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Vekno wrote:
I would also like to add another addition to the base. Base alert levels. This is just a quick Post Scriptum, but since governments were scrapped, and alert levels never really came into fruition, i would like to simplify it to its most basic stance.
*Battle Ready causes a 50% penalty to resource production, but halves all points required for battle oriented abilities.
*Neutral is what we have now. Everything is 'unaffected'.
*Peace Time causes a 50% bonus to resource production, but doubles all points required for battle oriented abilities.

http://galaxylegion.com/forum/search.php?keywords=government*&terms=all&author=webguydan&sf=all&ch=-1&submit=Search
who said governments were ever scrapped? All Dan said back in May was "Governments will be in a later release - we decided it was too much to fit into this one."

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Last edited by Lone.Lycan on Sun Jan 15, 2012 12:11 am, edited 1 time in total.



Sun Jan 15, 2012 12:09 am
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i was sure he said he merged governments with base abilities because governments would have extended the release of bases. i have no reference for that, and he very well may have deleted the post, but i was sure governments were scrapped cause i was following that closely (cause it was my first suggestion to maybe be implemented. lol )

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Sun Jan 15, 2012 12:10 am
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I agree that it's not as complex as it sounds/looks, but the complexity comes with how many different addons you've suggested. There are way too many to keep track of, and would hamper the defenders instead of help them. It would cause too much confusion, and with so many members contributing all at once, you'd have hysteria on the leaders' parts trying to manage everyone.

And really, my method isn't the same as the current method. When any component is destroyed, the repair or recharge on the hull or shield respectively for example would become unusable for that component until it's repaired (repairs have cooldown of course) and all of your buffs could be fed through one easy to use system of the energy core. A side hacking feature COULD be implemented to gradually "degrade" these buffs until they're removed, so that hacking comes back into the picture like you wanted.

I just kinda felt it was a little overwhelming and needed a bit of streamlining to keep order and sanity. Just my two cents, hope it makes sense :P

EDIT: Your tiered effects can still happen, at 50% shield or 25% hull for example. I really like that idea too.

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Sun Jan 15, 2012 12:12 am
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lol, i getcha man. i'll try to do up a picture really quick to illustrate what i was thinking. but i feel that the way you structured your components, it would only result in costing the defending legion more credits, while making the base a bit easier to disable on the attackers part, because of the potential lag involved and the speed at which the triumverate disable bases.

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Sun Jan 15, 2012 12:19 am
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Fair enough :P Your idea still has merit, hope some variation of this gets implemented.

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Sun Jan 15, 2012 12:23 am
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I apologize ahead of time for the quality and size of the images... i'm unfamiliar with mspaint.

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Here we have the basic attack and special attack buttons

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here we have the different methods for attacking the select modules with a second page for the hull beams

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aaaaand the hull beams. I feel this may be the most clunky part of the ui i was suggesting

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getting to the energy core, it is located under the ability button.

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selecting the abilities. The question marks are rollover icons that tell more about the option. Only one can be selected at a time, and priviladges to change them can be set to leader, leader/officer, or everyone.

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Sun Jan 15, 2012 2:40 am
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again, i apologize for the size and quality of the images. but you kinda get where i'm goin with this. I'm open to suggestions on how to streamline the ui for the attackers, as i realize there are a bunch of buttons and a second page that may not go over well.

Or, i'm open to any suggestions now that i've clearly shown my intentions (i have about 5000 words up there through those 5 picture. :P )

on a side note, neutralize is to not do anything, so it will not cost any energy to upkeep. its the default setting when first choosing options.

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Sun Jan 15, 2012 2:42 am
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I love the ideas being added to base combat, and would like to add a couple suggestions, 1 weapons array which could show up at the same time as the signal processor and if disabled takes out battlestations and 25-50% of att power. As for how to show up on the attackers side I believe having the tabs show up similar to the ship equipment might be a usable solution to allow multiple pages without much extra navigation. This change would also affect how some legion would plan def a you couldn't rely on just having a lot of fixers to buff up the hull as many who do that would wait until the point most of these additional systems would be accessible.


Thu Feb 16, 2012 6:54 am
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Yet another essay like suggestion from Vek ;)
I like the ideas proposed, +1

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Thu Feb 16, 2012 4:33 pm
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