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 Suggestion for Base Mods 
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Joined: Thu May 31, 2012 12:46 pm
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Obviously due to damage caps and the size of ships it does appear that many times now a fully equipped 5 is harder than a fully equipped 6 nowadays.. so if we aren't going to come up with a new line of base tech .. why not implement something similar to the t.o. hyperseeker that drops items that would buff the defense modules (by say 5%) on bases that are level 6 or higher.. make the npc a planetary event type spawn so they can't be actively hunted...

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Tue Oct 02, 2012 4:29 pm
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Clangeddin wrote:
Obviously due to damage caps and the size of ships it does appear that many times now a fully equipped 5 is harder than a fully equipped 6 nowadays.. so if we aren't going to come up with a new line of base tech .. why not implement something similar to the t.o. hyperseeker that drops items that would buff the defense modules (by say 5%) on bases that are level 6 or higher.. make the npc a planetary event type spawn so they can't be actively hunted...



+1 Good point..

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Tue Oct 02, 2012 4:30 pm
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Clangeddin wrote:
Obviously due to damage caps and the size of ships it does appear that many times now a fully equipped 5 is harder than a fully equipped 6 nowadays.. so if we aren't going to come up with a new line of base tech .. why not implement something similar to the t.o. hyperseeker that drops items that would buff the defense modules (by say 5%) on bases that are level 6 or higher.. make the npc a planetary event type spawn so they can't be actively hunted...


Props to Zohano from stormkyn for the original idea (can't post in forum)

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Tue Oct 02, 2012 4:34 pm
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OMG NO!

RACE ABILITY and JOBS are ment to be a part of your base defense. Your base is dieing your you can't do it right not cause base deference in under powered. IT'S FINE!


Most of you did not max your extender, you set up a PISS POOR set up you miss use ablity point, your legion mates job/race don't do a things aghh . Do it right then cry for more stuff. Also exo clamp your base. CRA hit over 400k unbuffed hull from them. in 10 mouths and most that time my guys still needed badges for ship tech. You to np problem The issude is many of you guys just don't want toput work in to your bases you want to sit there and colect every thing being haned it. WORK FOR IT and do it RIGHT.

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Tue Oct 02, 2012 4:49 pm
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itsSoulPLayAgain wrote:
OMG NO!

RACE ABILITY and JOBS are ment to be a part of your base defense. Your base is dieing your you can't do it right not cause base deference in under powered. IT'S FINE!


Most of you did not max your extender, you set up a PISS POOR set up you miss use ablity point, your legion mates job/race don't do a things aghh . Do it right then cry for more stuff. Also exo clamp your base. CRA hit over 400k unbuffed hull from them. in 10 mouths and most that time my guys still needed badges for ship tech. You to np problem The issude is many of you guys just don't want toput work in to your bases you want to sit there and colect every thing being haned it. WORK FOR IT and do it RIGHT.



:D But what if they did it right and are crying for more stuff..cause lets face it there is no undefeated bases in the Galaxy..

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Tue Oct 02, 2012 5:04 pm
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itsSoulPLayAgain wrote:
OMG NO!

RACE ABILITY and JOBS are ment to be a part of your base defense. Your base is dieing your you can't do it right not cause base deference in under powered. IT'S FINE!


Most of you did not max your extender, you set up a PISS POOR set up you miss use ablity point, your legion mates job/race don't do a things aghh . Do it right then cry for more stuff. Also exo clamp your base. CRA hit over 400k unbuffed hull from them. in 10 mouths and most that time my guys still needed badges for ship tech. You to np problem The issude is many of you guys just don't want toput work in to your bases you want to sit there and colect every thing being haned it. WORK FOR IT and do it RIGHT.


How exactly does this rant address the issue that 6's are easier than 5's as they equip the same modules?
Last time I checked...
you can have the same races and jobs in both 5's and 6's
you can apply exo-clamps to 5's and 6's
your base abilities are not dependent on being a 5 or a 6 (other than 15 more ap)

the fact of the matter is if you have a maxed 5 as soon as you level the base to a 6 you become easier to kill.. = broken and not intended..

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Tue Oct 02, 2012 5:05 pm
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CRA, Cosa, TU,ROO,dysions, NI ,THB,lordsof infinty,all had Rank 6's many where never killded at rank6

Currant rank 6's doing it right!

Storm Kin. I have only fond 1 strom kin base that I would consider locking I forget witch one, But I know SA2base im not going to lock EVER cause they do it right.

Nemises has a strong base, the free men do it right! EOTS rank 6 base never locked but i hear there strong. There is many more I dont care to dig around for them all but many 6's hardly ever get taken out your doing it wrong. Base combat is fine as is.

Not our fault your incapable as a legion to put up a good defense! Base defense is a legion wide team effort and no matter what you do your base will always be able to get taken out , your just need to make it not worth it. There very few basing groups that can realy handle many of the 6's out there.

Clangeddin what legion are you in?

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Tue Oct 02, 2012 5:22 pm
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itsSoulPLayAgain wrote:
CRA, Cosa, TU,ROO,dysions, NI ,THB,lordsof infinty,all had Rank 6's many where never killded at rank6

Currant rank 6's doing it right!

Storm Kin. I have only fond 1 strom kin base that I would consider locking I forget witch one, But I know SA2base im not going to lock EVER cause they do it right.

Nemises has a strong base, the free men do it right! EOTS rank 6 base never locked but i hear there strong. There is many more I dont care to dig around for them all but many 6's hardly ever get taken out your doing it wrong. Base combat is fine as is.

Not our fault your incapable as a legion to put up a good defense! Base defense is a legion wide team effort and no matter what you do your base will always be able to get taken out , your just need to make it not worth it. There very few basing groups that can realy handle many of the 6's out there.

Clangeddin what legion are you in?


EoTS and Before that Stormkyn so yes both very strong 6's I am not saying its hard to build a STRONG level 6 .. you are missing the point of my message ..the point being if you took EoTS's level 6 base or took Stormkyns level 6 base and made it a 5 with the same configuration it would be HARDER to kill because the damage cap would make anyone clicking do LESS damage even though the defense is EXACTLY the same!

Level 5 base
50881 defense

Level 6 base
50881 defense

Which base requires more energy to take down all other factors being the same? (fixers, aerlyns, hull, shields etc..)

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Tue Oct 02, 2012 5:34 pm
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Trust me MLP, the cap issue is the issue, and adding more defense is def key, I recently defended DFA SA's base for a little over 7 hours, did everything right, exempting an officers bad misuse of hull buff at the start that meant absolutley nothing, cause Ni quit before they had gotten far into the hull at all. It was when KoChan of EotS decided that since they accidently locked our base off of Ni's invite, he might as well kill it, and did. Had our base been a lvl 5, it may of actually survived, taking less damage the entire 3 hours it took him to kill it, may of extended beyond the extra 50 some minutes. Adding the last couple extenders would of meant nothing, only more defense could save it, and most legions i see dont have more than 4 aerlens unless they actively get people to change and stay that(hard when your legion is mostly newer players, or players who dont buy gp). So as far as defense of a level 6 base goes, i did it perfectly, and 1 person with little help from others, soloed our base. I didnt screw up, so outside of getting even more people who dont have much in the way of ability to change races(yes i actually did get a couple, and kudos to them), there is nothing we can do to save lvl 6 bases anymore. Lower the damage cap, add this proposed defense mod, do something, but right now base combat is broken. And dont tell me Dan intended it that way, especially after he made the bonus for not having your base disabled as such a huge part of the base out put bonus, unless he did, and just wants more people to go the route of changing race with gp every time the base is locked, then this game has truly lost sight of being fun and is solely here to make money, and i need to step back and see if dealing with the widening gap between the haves and have nots is worth dealing with.

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Tue Oct 02, 2012 5:54 pm
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TURTLEGOD wrote:
Trust me MLP, the cap issue is the issue, and adding more defense is def key, I recently defended DFA SA's base for a little over 7 hours, did everything right, exempting an officers bad misuse of hull buff at the start that meant absolutley nothing, cause Ni quit before they had gotten far into the hull at all. It was when KoChan of EotS decided that since they accidently locked our base off of Ni's invite, he might as well kill it, and did. Had our base been a lvl 5, it may of actually survived, taking less damage the entire 3 hours it took him to kill it, may of extended beyond the extra 50 some minutes. Adding the last couple extenders would of meant nothing, only more defense could save it, and most legions i see dont have more than 4 aerlens unless they actively get people to change and stay that(hard when your legion is mostly newer players, or players who dont buy gp). So as far as defense of a level 6 base goes, i did it perfectly, and 1 person with little help from others, soloed our base. I didnt screw up, so outside of getting even more people who dont have much in the way of ability to change races(yes i actually did get a couple, and kudos to them), there is nothing we can do to save lvl 6 bases anymore. Lower the damage cap, add this proposed defense mod, do something, but right now base combat is broken. And dont tell me Dan intended it that way, especially after he made the bonus for not having your base disabled as such a huge part of the base out put bonus, unless he did, and just wants more people to go the route of changing race with gp every time the base is locked, then this game has truly lost sight of being fun and is solely here to make money, and i need to step back and see if dealing with the widening gap between the haves and have nots is worth dealing with.


Icant help that feel base ability are VERY strong ATM and adding more to bases Will just hurt most the game, seems to me like your trying to make things safe for YOU just cause of the upper .0001% of players.

NO base should be made in to some mega tank that no one can kill and with race/job and base abltiets so strong atm bases have every thing they need to be strong. You have all the tools to make a strong base one not worth locking most choose not to use them cause it may set them back a little.

The damage cap may be more but then defended right it's fine, All NI you say Ni ans EOTS TOP 10 legions whos power is like 15x that of most legions the day they can't kill a base would be when theres a bi of an issue. soo many legions cant even take your bases out even of 10 of them gang up on ya. But top legions thats just how it should work.

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Tue Oct 02, 2012 8:23 pm
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I like the idea of making 6's tougher, you put in all that effort and resources and yet it's made easier to disable? Doesn't seem right to me.


Tue Oct 02, 2012 9:22 pm
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itsSoulPLayAgain wrote:
TURTLEGOD wrote:
Trust me MLP, the cap issue is the issue, and adding more defense is def key, I recently defended DFA SA's base for a little over 7 hours, did everything right, exempting an officers bad misuse of hull buff at the start that meant absolutley nothing, cause Ni quit before they had gotten far into the hull at all. It was when KoChan of EotS decided that since they accidently locked our base off of Ni's invite, he might as well kill it, and did. Had our base been a lvl 5, it may of actually survived, taking less damage the entire 3 hours it took him to kill it, may of extended beyond the extra 50 some minutes. Adding the last couple extenders would of meant nothing, only more defense could save it, and most legions i see dont have more than 4 aerlens unless they actively get people to change and stay that(hard when your legion is mostly newer players, or players who dont buy gp). So as far as defense of a level 6 base goes, i did it perfectly, and 1 person with little help from others, soloed our base. I didnt screw up, so outside of getting even more people who dont have much in the way of ability to change races(yes i actually did get a couple, and kudos to them), there is nothing we can do to save lvl 6 bases anymore. Lower the damage cap, add this proposed defense mod, do something, but right now base combat is broken. And dont tell me Dan intended it that way, especially after he made the bonus for not having your base disabled as such a huge part of the base out put bonus, unless he did, and just wants more people to go the route of changing race with gp every time the base is locked, then this game has truly lost sight of being fun and is solely here to make money, and i need to step back and see if dealing with the widening gap between the haves and have nots is worth dealing with.


Icant help that feel base ability are VERY strong ATM and adding more to bases Will just hurt most the game, seems to me like your trying to make things safe for YOU just cause of the upper .0001% of players.

NO base should be made in to some mega tank that no one can kill and with race/job and base abltiets so strong atm bases have every thing they need to be strong. You have all the tools to make a strong base one not worth locking most choose not to use them cause it may set them back a little.

The damage cap may be more but then defended right it's fine, All NI you say Ni ans EOTS TOP 10 legions whos power is like 15x that of most legions the day they can't kill a base would be when theres a bi of an issue. soo many legions cant even take your bases out even of 10 of them gang up on ya. But top legions thats just how it should work.


You are still missing the point .. Maxed 5's shouldn't be harder than Maxed 6's is all I am saying .. if you were to counter propose and say the damage cap should be increased for a 5.. I would be fine with that as well :)

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Tue Oct 02, 2012 11:42 pm
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Epicownage wrote:
I like the idea of making 6's tougher, you put in all that effort and resources and yet it's made easier to disable? Doesn't seem right to me.

i agree. more stuff for level 7s would be nice as well.

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Wed Oct 03, 2012 1:04 am
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I have to agree with Pony here. The failing isn't in the system, it's in how the builders use the system. Everyone rushes around to level up their base so they can get more production from it without stopping to consider how that base will survive an attack. It's just like autoranking your ship into a tin can. You don't take the time to build it strong. I know of only 3 bases with over 400k unbuffed hull. Dyso, CRA and TU. I'm sure a few of the other level 7s are there too, but I've not personally seen stats on any of them. You need to continually add exo-clamps just like you would add brackets, xcharge, etc to your ship. Combined with base friendly racial and profession choices, level 6+ can be quite a bit harder than any level 5 out there. Nemesis, Cosa and CrimCorp are a few that come to mind that have great setups. CrimCorp has stumbled lately because of losing members, but they've still got a solid build. If level 6 bases are so much easier to battle, why is there still only a handful of GROUPS that even lock them?

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Wed Oct 03, 2012 1:49 am
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Darth Flagitious wrote:
I have to agree with Pony here. The failing isn't in the system, it's in how the builders use the system. Everyone rushes around to level up their base so they can get more production from it without stopping to consider how that base will survive an attack. It's just like autoranking your ship into a tin can. You don't take the time to build it strong. I know of only 3 bases with over 400k unbuffed hull. Dyso, CRA and TU. I'm sure a few of the other level 7s are there too, but I've not personally seen stats on any of them. You need to continually add exo-clamps just like you would add brackets, xcharge, etc to your ship. Combined with base friendly racial and profession choices, level 6+ can be quite a bit harder than any level 5 out there. Nemesis, Cosa and CrimCorp are a few that come to mind that have great setups. CrimCorp has stumbled lately because of losing members, but they've still got a solid build. If level 6 bases are so much easier to battle, why is there still only a handful of GROUPS that even lock them?


I have to agree with this and the agreeing with me part, i paid to bring 30 toxic uplifts in to CRA I my self have uplited many my self, so many people have builders in there legion. Stop that! pool your tech and get them MP planets so they can be a good helpful job, helpful in wars, helpful for the base just over all better. Your bases are dieing cause your failing your selfs your legion mates . the TEAM effort is not being met every one has to give CRA and other legions have put so much in to our bases more then your guys! ans As Darth said very few people are farming 6's. and there any 6's not being hit and on do not lock list as is MANY 5's will rank up and stay on do not lock list you 6;s are just failing.

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Wed Oct 03, 2012 2:58 am
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Darth Flagitious wrote:
I have to agree with Pony here. The failing isn't in the system, it's in how the builders use the system. Everyone rushes around to level up their base so they can get more production from it without stopping to consider how that base will survive an attack. It's just like autoranking your ship into a tin can. You don't take the time to build it strong. I know of only 3 bases with over 400k unbuffed hull. Dyso, CRA and TU. I'm sure a few of the other level 7s are there too, but I've not personally seen stats on any of them. You need to continually add exo-clamps just like you would add brackets, xcharge, etc to your ship. Combined with base friendly racial and profession choices, level 6+ can be quite a bit harder than any level 5 out there. Nemesis, Cosa and CrimCorp are a few that come to mind that have great setups. CrimCorp has stumbled lately because of losing members, but they've still got a solid build. If level 6 bases are so much easier to battle, why is there still only a handful of GROUPS that even lock them?



Guys .. I am actually surprised to see these responses as I am trying to point out there is a failing with the system the fact of the matter is You can be this fantastic legion have a level 5 base build with max defense and max hull mods and you can throw as many exo clamps as you want and have as many fixers as you want in the legion

If I have a LEVEL 5 Base and I had 50 fixers and everyone added exo clamps and I had 400k unbuffed hull and put on the maxed defense mods which gave me 51k defense
and I have a LEVEL 6 base with 50 fixers and 400k unbuffed hull and maxed defense mods which gave me 51k defense

the LEVEL 5 BASE would require the attacking legions to expend more energy to take it down.. this is a simple damage cap issue and the suggestion was a limited arti that would allow 6's and 7's to get a boost to defense to be HARDER to disable then a maxed defense level 5. We aren't getting additional base tech which is what separates a 5 from a 4

You're defending the difficulty of a level 6 saying those legions are smart because they add exo-clamps and have extra fixers.. but both of those things apply to a well run level 5 as well and if anything benefit a 5 more than a 6 because of the damage caps..

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Wed Oct 03, 2012 4:05 am
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Clangeddin wrote:
Darth Flagitious wrote:
I have to agree with Pony here. The failing isn't in the system, it's in how the builders use the system. Everyone rushes around to level up their base so they can get more production from it without stopping to consider how that base will survive an attack. It's just like autoranking your ship into a tin can. You don't take the time to build it strong. I know of only 3 bases with over 400k unbuffed hull. Dyso, CRA and TU. I'm sure a few of the other level 7s are there too, but I've not personally seen stats on any of them. You need to continually add exo-clamps just like you would add brackets, xcharge, etc to your ship. Combined with base friendly racial and profession choices, level 6+ can be quite a bit harder than any level 5 out there. Nemesis, Cosa and CrimCorp are a few that come to mind that have great setups. CrimCorp has stumbled lately because of losing members, but they've still got a solid build. If level 6 bases are so much easier to battle, why is there still only a handful of GROUPS that even lock them?



Guys .. I am actually surprised to see these responses as I am trying to point out there is a failing with the system the fact of the matter is You can be this fantastic legion have a level 5 base build with max defense and max hull mods and you can throw as many exo clamps as you want and have as many fixers as you want in the legion

If I have a LEVEL 5 Base and I had 50 fixers and everyone added exo clamps and I had 400k unbuffed hull and put on the maxed defense mods which gave me 51k defense
and I have a LEVEL 6 base with 50 fixers and 400k unbuffed hull and maxed defense mods which gave me 51k defense

the LEVEL 5 BASE would require the attacking legions to expend more energy to take it down.. this is a simple damage cap issue and the suggestion was a limited arti that would allow 6's and 7's to get a boost to defense to be HARDER to disable then a maxed defense level 5. We aren't getting additional base tech which is what separates a 5 from a 4

You're defending the difficulty of a level 6 saying those legions are smart because they add exo-clamps and have extra fixers.. but both of those things apply to a well run level 5 as well and if anything benefit a 5 more than a 6 because of the damage caps..



I find it wrong that my damge cap is high and SSB ships small ship builds can take less damage per hit, I have more def. Oww wait theres other things that balance it. any ways it's fine the way it is.

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Wed Oct 03, 2012 8:16 am
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Just drop clamps like mad and aim for 1 mil + buffed hull, recruit a bunch of Aerlen fixers, or encourage those Sillix builders to make the swap, generally sound defence strategy

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Wed Oct 03, 2012 8:20 am
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I think lvl 6 bases should be easier to kill than a lvl 5 base simply because the payoffs from having a lvl 6 base are that much higher.
You play the risk imo.

You get a significant jump in base payouts because you can now put 110s on your base.

You have enough special space to play with for 60 members slots. This alone is where you can make up the defense problem.
Recruit a fixer or aerlen to solve that and then you also get the extra attack etc. etc.

Not sure if UST needs lvl 6 base. Forgot to check this.

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Wed Oct 03, 2012 12:27 pm
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I would like to clarify we have a very strong level 5, just last night LoI turned it down, bragging over the point is that we're not levelling to level 6 not because our base is crud but because of the increased damage cap. I understand there are a lot of ways to defend your base effectively, but we're not quite sure it's worth it as it stands to have the extra production if it means it's easier to disable.


Wed Oct 03, 2012 4:07 pm
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