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Pop Up Alert when Base Reaches Certain Damage Amounts
http://galaxylegion.com/forum/viewtopic.php?f=6&t=35830
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Author:  Chloron [ Mon May 27, 2013 11:46 am ]
Post subject:  Pop Up Alert when Base Reaches Certain Damage Amounts

I'd really like to see a pop-up alert, like when someone alerts a planet, npc, etc, that displays when your base (shields + hull) reaches 75%, 50% and 25%.

It's very common to drop a base in a minute or two and if your base gets locked you have to continually reload the page every minute in order to not get quickly disabled. How can anyone do this for 8 hrs?

These pop-ups will trigger for everyone in the legion who is online/idle at the time and should let people actually get a chance to defend their base.

Author:  Serne [ Mon May 27, 2013 1:47 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

This could be highly useful in increasing the activity of defenders during a base attack. It also however somewhat nullifies the 'sneak attack' tactic that some battle pact groups seem to favor and depend on.

So +.5

Author:  Glaxor [ Mon May 27, 2013 6:22 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

I like the idea, but with the lag that can occur with popups they may not be that much help during a high volume event like that.

Author:  ICBLF [ Mon May 27, 2013 8:26 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

I'm against this. In my opinion, a key part of the strategy in defending a base involves having a defended checking the base HP regularly. Having a popup eliminates the benefit legions who watch carefully the entire lock have over legions that get lulled into a false sense of security by a temporary halt by the attackers. I say this even having had our own defenders miss a sudden late assault to our own detriment.

Author:  Flux [ Mon May 27, 2013 8:38 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

maybe rather a new module/CTlab item working similar as traps on ships but this would work on bases?

we have alert, that base is locked.
this item would alert legion members, that the base is under attack.

anyhow, I think, the "lag" issue need to be solved first.

Author:  Uy23e [ Mon May 27, 2013 10:10 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Flux wrote:
maybe rather a new module/CTlab item working similar as traps on ships but this would work on bases?

we have alert, that base is locked.
this item would alert legion members, that the base is under attack.

anyhow, I think, the "lag" issue need to be solved first.


meh... maybe a super short halc effect? like a min or something, would pop up an alert on trigger and give some time to respond. But won't really help much if you are not around.

Author:  Chloron [ Tue May 28, 2013 4:24 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Traps really aren't the answer because it's common for the minor legions to tap, tap, tap the base and they are entirely a waste of the base's AP (although without being able to defend AP isn't much use anyway).

Author:  Flux [ Tue May 28, 2013 4:29 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Chloron wrote:
Traps really aren't the answer because it's common for the minor legions to tap, tap, tap the base and they are entirely a waste of the base's AP (although without being able to defend AP isn't much use anyway).


so you think a trap making damage to the attacking ship would not be usefull? we have something similar in form of activity/effect on legion base but i costs AP.

making in CTlab on the same base 100x base traps and keep putting them on base could make some change for middle and low level battles.
A trap with x000 damage to the attacker... mounted either one by one, one per each defense/plating&shield modules or with fix cap 20 traps per base...

I would like it in prax, but just my view.

Author:  Chloron [ Tue May 28, 2013 4:33 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

I suppose it comes down to this (and I don't remember the answer since we don't use them): Do current base traps trigger a pop-up alert when they go off?

If they don't tell me that an attacker has triggered my trap, how can I know to reset it, or know if someone is attacking my base (same problem as first post). Spamming traps is fine if there are active attackers, but if there's a 1 hr lull, we again have to be checking by the minute.

If someone triggers my personal ship trap it tells me, why can't this happen with the base?

Flux, your idea of a new trap that triggers an alert would be fine more so for the alert as players don't really care about damage taken during base fights.

Author:  Flux [ Tue May 28, 2013 4:39 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Chloron wrote:
Flux, your idea of a new trap that triggers an alert would be fine more so for the alert as players don't really care about damage taken during base fights.


that is what I meant... for high rank.. the trap damage would make no big issue, but each triggered trap should post alert as the ship traps.

for mid and low ranks, such trap would be very interesting in the base disables dynamics. Coordination will be required, where players with bigger hull/shields would hit the traps and make space for smaller.. the battle would be challenging but also more fun.. the skill gained as low/mid rank would be handy later.

Also if anything like this implemented/coded.. later it could be reviewed for balancing - thinking about Omicron Mine Trap vs Thetacron Mine Trap.

Author:  Chloron [ Fri May 31, 2013 6:05 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Flux wrote:
for mid and low ranks, such trap would be very interesting in the base disables dynamics.


I think a trap with a similar effect of a Krionite Torpedo would be a good choice. When the trap triggers, it alerts the legion it is under attack and also vaporizes the shields of whoever tripped it. This would slow down bigger players as they had to rely only on their hull, but wouldn't hamper smaller players who don't have much shield anyway.

Author:  Flux [ Sat Jun 01, 2013 5:50 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Chloron wrote:
Flux wrote:
for mid and low ranks, such trap would be very interesting in the base disables dynamics.


I think a trap with a similar effect of a Krionite Torpedo would be a good choice. When the trap triggers, it alerts the legion it is under attack and also vaporizes the shields of whoever tripped it. This would slow down bigger players as they had to rely only on their hull, but wouldn't hamper smaller players who don't have much shield anyway.


+1
right, well thought, would not make any imbalance... sounds like we found a good solution... now, only if we could have it implemented ;)

Author:  Uy23e [ Sat Jun 01, 2013 7:05 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Flux wrote:
Chloron wrote:
Flux wrote:
for mid and low ranks, such trap would be very interesting in the base disables dynamics.


I think a trap with a similar effect of a Krionite Torpedo would be a good choice. When the trap triggers, it alerts the legion it is under attack and also vaporizes the shields of whoever tripped it. This would slow down bigger players as they had to rely only on their hull, but wouldn't hamper smaller players who don't have much shield anyway.


+1
right, well thought, would not make any imbalance... sounds like we found a good solution... now, only if we could have it implemented ;)


All that takes is one shield recharger which every big player have a ton of...
A better affect-big-but-not-small trap would be one that -base def and cannot be removed. Smaller ship will be getting capped by most bases anyway so it wont affect them much whereas big players who weren't being capped will now get hurt pretty bad and require more frequent repair.

Author:  Flux [ Sat Jun 01, 2013 8:25 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Uy23e wrote:
All that takes is one shield recharger which every big player have a ton of...
A better affect-big-but-not-small trap would be one that -base def and cannot be removed. Smaller ship will be getting capped by most bases anyway so it wont affect them much whereas big players who weren't being capped will now get hurt pretty bad and require more frequent repair.


Would not be the stacked shield restores spent quickly? I think it would be similar as now with EM.

Author:  Annabell [ Sat Jun 01, 2013 8:26 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

-1

Bases already have traps you can set. Why not just pay attention and actively defend?

Author:  Flux [ Sat Jun 01, 2013 8:54 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Annabell wrote:
-1

Bases already have traps you can set. Why not just pay attention and actively defend?


Chloron wrote:
It's very common to drop a base in a minute or two and if your base gets locked you have to continually reload the page every minute in order to not get quickly disabled. How can anyone do this for 8 hrs?

Author:  itsSoulPLayAgain [ Sat Jun 01, 2013 9:39 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

what If we get an alert when the base is locked so we know we ave to watch the base?

Author:  Annabell [ Sat Jun 01, 2013 10:39 pm ]
Post subject:  Re: Pop Up Alert when Base Reaches Certain Damage Amounts

Flux wrote:
Chloron wrote:
It's very common to drop a base in a minute or two and if your base gets locked you have to continually reload the page every minute in order to not get quickly disabled. How can anyone do this for 8 hrs?

itsSoulPLayAgain wrote:
What if we get an alert when the base is locked so we know we have to watch the base?

^ This. I've said it before, and I'll say it again, this game is not called Galaxy Ship for a reason. No good legion relies upon one person and one person alone.

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