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 BASE DAMAGE..... Dan Please Read! 
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Joined: Tue Jan 03, 2012 1:28 pm
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I am going to submit this to Dan. Maybe you should add a base "critical disable" to base attacks, this would happen when you disable a legions base. the way this could work is if a clan disables a base there is a % chance (maybe based off the time it took to be disabled) for the disabled base to take temporarily but repairable damage (maybe a week long timer). I.E. maybe the CT Lab wont work for a week or they can even loose a CT lab discovery or base buildable Module if the damage was critical this can also be a % chance figured in after the critical disable... of coarse all damage can be undone by a small fee "button" taken out of there base funds except for like CT lab discoveries. you can also award a medals if lets say you were part of the bases raids /damages that were critical causing base damage.....

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Last edited by TheFastestGun on Tue Jan 15, 2013 6:38 pm, edited 1 time in total.



Tue Jan 15, 2013 4:26 pm
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Joined: Wed Apr 13, 2011 8:09 pm
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+1 :D

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Tue Jan 15, 2013 4:29 pm
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Joined: Thu Dec 15, 2011 11:24 pm
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So sorting through the punctuation...or lack thereof
  • As a base loses health, things start to break
  • Broken things need base funds
  • Medal for successful base raids that caused critical damage

In a word, no. In a few more words, why bother inflicting unnecessary damage when you've already disabled the base?

-1.

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Tue Jan 15, 2013 4:33 pm
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Yea I tend to leave out the important stuff like....

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Tue Jan 15, 2013 4:40 pm
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Joined: Mon Jan 16, 2012 6:02 pm
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+1, all apart from the fact the ct lab could be destroyed, the amount of time and research points, people put into discoveries, if they could all be wiped away if say their base is disables in 5 mins or something like that then you'd be more likely to lose alot of the lower ranked players, in the smaller legions which don't have some high leveled players who have already researched everything to just try to find them again e.t.c....

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Tue Jan 15, 2013 4:45 pm
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Joined: Sun Jun 19, 2011 6:24 pm
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-1

I don't think any legion should be penalized beyond how they already are for their base being disabled.

Its not something that adds anything to the game, and adding it to the game for a "medal", just seems like a way to stick it to the legions with poor bases that constantly get disabled. Its surprising enough that most of those legions haven't already up and disbanded, add in a way that their base getting disabled punishes and costs them even more, and they're gonna up and leave, either the base(which means you lose a target, as it turns to glass) or the game entirely.


Tue Jan 15, 2013 5:07 pm
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you can make this so that the base must be level 5 or higher.... or maybe only 2 levels in base clan difference. But this is all mute Dan might not read this I call him out, Dan post feedback!

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Tue Jan 15, 2013 6:42 pm
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TheFastestGun wrote:
you can make this so that the base must be level 5 or higher.... or maybe only 2 levels in base clan difference. But this is all mute Dan might not read this I call him out, Dan post feedback!

Who are you to call him out?
This isn't an issue, or something working wrong. Its an idea, and not even a very good one.
If I were him the only response you would see is a lock on this thread

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Tue Jan 15, 2013 7:03 pm
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-1
your base already loses its production bonus when disabled and it takes a week to get it back. Isn't that enough? sorry but i really hate this idea.


Tue Jan 15, 2013 11:49 pm
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Joined: Fri Sep 16, 2011 12:04 am
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maybe for some formal declartion of war between two legions, but not flat out in regular game play


random punishment that benefits no one will not gather support, no matter how interesting it might sound.

On the other hand, if it's balanced by reducing non-crit disable punishment (such as losing only 50% defender bonus, for example) then it might get a shot.

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Wed Jan 16, 2013 5:03 am
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This is a Plus and Negative from me.
It's a good idea though the fact that you already lose a TON of your base production after being disabled.
Also the CT Lab discoveries being destroyed... that takes up a lot of research people have put in just to go to waste.
Your idea seems good but those two are already a major issue.


Wed Jan 16, 2013 5:08 am
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Then what aout critical fail? U already have a critical success, it is wen u open the crates, maybe dan should add a crit fail instead, u lose 10 crew because the base imploded and killed them.

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Wed Jan 16, 2013 5:59 am
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KJReed wrote:
TheFastestGun wrote:
you can make this so that the base must be level 5 or higher.... or maybe only 2 levels in base clan difference. But this is all mute Dan might not read this I call him out, Dan post feedback!

Who are you to call him out?
This isn't an issue, or something working wrong. Its an idea, and not even a very good one.
If I were him the only response you would see is a lock on this thread



HAHA thats funny you sound like I asked for top secrete planes for world domination, besides I would ask Marvin the martian
for that...?

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Wed Jan 16, 2013 1:14 pm
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Joined: Fri May 25, 2012 5:02 am
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There still doesn't appear to be anything to gain from this...
So far I've read that it's NOT enough to screw a legions' production for a week (1st issue: Why isn't this enough?), but you should also be able to destroy mods from their base (2nd issue: We don't need more soft/glass lvl 5 or 6 bases.) and possibly destroy a CT Lab discovery (3rd issue: Do you know how costly it is to make these?)

Also, your spelling errors hurt my eyes. :shock:

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Wed Jan 16, 2013 2:07 pm
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