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Problem Ridiculously weak bases out there. http://galaxylegion.com/forum/viewtopic.php?f=6&t=23274 |
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Author: | gualco05 [ Sun Apr 08, 2012 12:05 am ] |
Post subject: | Problem Ridiculously weak bases out there. |
I'm not exactly sure if this is where I should have posted this thread but I figure it is a suggestion I am making. I consider our legion to be still rather young in terms of strength yet we are having a horrible time keeping these ridiculous weak bases alive long enough for everyone in our legion to get a silver badge. The bases I'm talking about are bases that have att, def, hull and shield modules on but due to (and this is my guess) no enough credit for upkeep the modules have lost their effect. We are wasting our precious red badges on base battles that have become more of a chore to keep alive than a fun challenge to take out. I am suggesting that these bases are taken out of the game or that at least bases that have been abandoned and run out of credits for upkeep are not lockable. We have a lv 4 base so we still get the lv2 and lv3 bases, and there are just far too many of them with 50 att, 50 def, 350 hull, 350 shields. Not a challenge at all. Note: The base in the pic has one member who is 'active' but apparently he cannot maintain upkeep of his base. ![]() |
Author: | Darth Flagitious [ Sun Apr 08, 2012 12:30 am ] |
Post subject: | Re: Problem Ridiculously weak bases out there. |
So they don't have any right to exist because you can't keep your own legion organized? When TU was a level 5, our "nightshift" farmed the hell out of crappy level 3's to get stocked up on silver badges. It took a little bit of organization, patience, discipline and communication, but we'd often get 15+ slots filled out the 20 available. I suggest that it isn't a failing on the part of your targets to provide adequate opportunity for you, but a failing on your legion's leadership in organization. |
Author: | TheTinomony [ Sun Apr 08, 2012 12:32 am ] |
Post subject: | Re: Problem Ridiculously weak bases out there. |
gualco05 wrote: I'm not exactly sure if this is where I should have posted this thread but I figure it is a suggestion I am making. I consider our legion to be still rather young in terms of strength yet we are having a horrible time keeping these ridiculous weak bases alive long enough for everyone in our legion to get a silver badge. The bases I'm talking about are bases that have att, def, hull and shield modules on but due to (and this is my guess) no enough credit for upkeep the modules have lost their effect. We are wasting our precious red badges on base battles that have become more of a chore to keep alive than a fun challenge to take out. I am suggesting that these bases are taken out of the game or that at least bases that have been abandoned and run out of credits for upkeep are not lockable. We have a lv 4 base so we still get the lv2 and lv3 bases, and there are just far too many of them with 50 att, 50 def, 350 hull, 350 shields. Not a challenge at all. -1. Go lock other bases then since you seem to hate free silvers. Also, if your leaders are unable to institute and enforce legion rules that stop early disables from happening then you have fail leaders. |
Author: | RigorMortis [ Sun Apr 08, 2012 12:47 am ] |
Post subject: | Re: Problem Ridiculously weak bases out there. |
-1 Soft bases are the easiest ways to guarantee everyone badges. If you can't fill at least 15 spots before the base dies, you're doing it wrong. You might have to wait for the shields to regen, but if that's the cost to fill it, so be it. |
Author: | gualco05 [ Sun Apr 08, 2012 1:39 am ] |
Post subject: | Re: Problem Ridiculously weak bases out there. |
Darth Flagitious wrote: So they don't have any right to exist because you can't keep your own legion organized? When TU was a level 5, our "nightshift" farmed the hell out of crappy level 3's to get stocked up on silver badges. It took a little bit of organization, patience, discipline and communication, but we'd often get 15+ slots filled out the 20 available. I suggest that it isn't a failing on the part of your targets to provide adequate opportunity for you, but a failing on your legion's leadership in organization. I never said we can't filled our spots and that we are killing them before the spots get filled. Our legion IS organized contrary to what you seem to think. What I AM saying is that it IS a hassle not to disable it and rather than a fun part of the game is like a "oh, another weak base we have to hold back on" and it sucks the fun out of it. As you can see in the pic we still haven't disabled that one and have almost all spots filled. I am not complaining of bases not well defended either so I am not saying it is a failing on the part of the target either since they have the modules, they just don't have their effects. Also we have no way of seeing the stats of the base until we lock it so scanning again is not really an option. As you can see in the pic it isnt the the base doesnt have any modules at all yet its stats are as if it didnt have any. This is just my 2 cents on something I think could be better on the game. |
Author: | RigorMortis [ Sun Apr 08, 2012 1:50 am ] |
Post subject: | Re: Problem Ridiculously weak bases out there. |
Try locking more Level 3s then. Not all of them have defense/attack modules, but most of them have at least some, and some of them would certainly give you a challenge. |
Author: | gualco05 [ Sun Apr 08, 2012 2:14 am ] |
Post subject: | Re: Problem Ridiculously weak bases out there. |
Seems that's what we'll have to do since so far the GL community doesn't agree with the suggestion. |
Author: | Jawwa [ Sun Apr 08, 2012 8:33 am ] |
Post subject: | Re: Problem Ridiculously weak bases out there. |
I agree with the others, glass bases are an important part of the game. Long derelict with few defenses, they must be handled carefully or they'll fall apart; and stop your looting prospects prematurely. As for how to cope, in our legion is a base is weak, we declare it to be a glass base. When fighting a glass base people are only allowed one hit unless they're the person who locked it. Punishment for failure to limit yourself to one hit is using the silvers you got from the base to put exoclamps on the base. Obviously when 20 players are on or 7 hours have passed, it then becomes a free for all to make sure the base goes down. But ever since instituting the above rules, we've NEVER prematurely killed a base. The first couple peeps to have to pay exo clamps provided a nice example to all the other guys and now it's easy and stress free. |
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