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Overseer
Joined: Sat Mar 02, 2013 11:32 am Posts: 75
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Just to add some more pvp, something to do at high end, and the ability to defend a base here is what i was thinking.
First: A new tab is added to the legion base. This tab will show who is attacking the base and the amount of damage they have done so far. This tab will also have "Target" buttons for ANYONE that has done damage to your base, similar to the buttons that are next to the guys on the top kills leader board. This will allow you to help defend by disabling, hacking, or irritating attackers with artifacts.
Second: While you are disabling players that are attacking your base (must be within the 40% OR the top 40% of damage dealers if you do not fall within the 40% rank of anyone else) you will receive a new type of badge (lets say Purple). You can only earn 1 badge per player, per lock. These new badges will be used for new ship mods (mostly defense and cloak), planet artifacts (defense and cloak) and i'm thinking one time 8 hour base buffs (5-10% to any stat for 20-30 badges) of which only 1 per stat can be active. Also some items to upgrade under used base mods (see below). Targeting people in this way WILL NOT produce a red badge, yellow badge or blue badge, only purple badges for any of those pvp actions.
Third: New uses for under used base modules. These will get upgraded similar to how the base gets upgraded. They will also need to be INSTALLED to get the benefit from the upgrades. Shield Charging Station: For each 1,000 Purple badges spent the Grid Surge ability will increase by 1% per Physicist, to a max of +5% Repair Bay: For each 2,000 Purple Badges spent the Auxiliary Fortification will increase by 1% per Lazuli and Fixer up to a max of +5% Commerce Bay: To accommodate the energy needs of higher bases, after an upgrade of 1,000 Purple badges, Purple badges can be used for energy at a ratio of 1 badge = 200 energy
Fourth: Due to the addition of the pvp, remove Krionite minefield as a base ability.
Well lets see what you all think. Be vicious about it, but don't just say -1 or no, show you have some ability to think and add to or explain why something wouldn't work.
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Wed Oct 09, 2013 9:06 am |
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Alex186
Joined: Sat Jun 16, 2012 4:31 pm Posts: 140
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I like it, quite simply. Would mix things up a bit.
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Wed Oct 09, 2013 9:16 am |
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kirkeastment
Joined: Sun Jun 19, 2011 6:24 pm Posts: 2810 Location: UK
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There is already a way to defend your bases, its called Fixer and Aerlen professions.
The second you add in a such an easy way to target the persons attacking your base, you essentially kill PvP, because if people want to hit a larger base, they now have to go calm to do so.
Perhaps if all you could do was attack the players... .i.e. no artifact chucking, just a simple attack button and nothing more, then yes.
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Wed Oct 09, 2013 9:49 am |
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KxG Ryoko
Joined: Tue Nov 01, 2011 7:31 am Posts: 945 Location: Midchilda Section Six
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+1 /IF/ you can only target players who are within reasonable level/strength to you, Otherwise this idea will just result in constant stat-padding Not sure about the purple badges = Energy stuff, just smells of wanting your cake and eating it too~ You want to donate energy to the base? then don't use energy on base combat 
_________________ Offical Stuff-Knower of Mist Nebula Corps
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Wed Oct 09, 2013 10:41 am |
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Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
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This suggestion would kill pvp because the only way to do any base would be to calm amp so big -1 from me.
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Wed Oct 09, 2013 2:17 pm |
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KxG Ryoko
Joined: Tue Nov 01, 2011 7:31 am Posts: 945 Location: Midchilda Section Six
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Fireblade225 wrote: This suggestion would kill pvp because the only way to do any base would be to calm amp so big -1 from me. With the same targeting system used for attacking a halc/calmed player protecting a planet being used for this base suggestion, there would be no point using an amp for the base? Especially if we aren't allowing debuffs to be thrown at the target ship
_________________ Offical Stuff-Knower of Mist Nebula Corps
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Wed Oct 09, 2013 2:44 pm |
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kirkeastment
Joined: Sun Jun 19, 2011 6:24 pm Posts: 2810 Location: UK
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KxG Ryoko wrote: Fireblade225 wrote: This suggestion would kill pvp because the only way to do any base would be to calm amp so big -1 from me. With the same targeting system used for attacking a halc/calmed player protecting a planet being used for this base suggestion, there would be no point using an amp for the base? Especially if we aren't allowing debuffs to be thrown at the target ship Fireblade's reply was solely to the OP so you're kinda combining multiple ideas there... The OP makes no mention of halc's/calming amps, that was me and i said wearing them was the only way to attack a base if this system was implemented(not that you could still be attacked through a calm/halc regardless)... the no debuff chucking was also my idea, as a secondary way for this system to be implemented.
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Wed Oct 09, 2013 2:46 pm |
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KxG Ryoko
Joined: Tue Nov 01, 2011 7:31 am Posts: 945 Location: Midchilda Section Six
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kirkeastment wrote: KxG Ryoko wrote: Fireblade225 wrote: This suggestion would kill pvp because the only way to do any base would be to calm amp so big -1 from me. With the same targeting system used for attacking a halc/calmed player protecting a planet being used for this base suggestion, there would be no point using an amp for the base? Especially if we aren't allowing debuffs to be thrown at the target ship Fireblade's reply was solely to the OP so you're kinda combining multiple ideas there... The OP makes no mention of halc's/calming amps, that was me and i said wearing them was the only way to attack a base if this system was implemented(not that you could still be attacked through a calm/halc regardless)... the no debuff chucking was also my idea, as a secondary way for this system to be implemented. Every reason against this idea has been remedied rather easily by a combination of the calm/halc exception being extended to base combat, while the no debuff addition eliminates the need for Dan to somehow work out how to keep the attack rights after using an artifact on the calm/halced ship. The "fear" that it will wreck pvp, is based on the fact that many people will abuse a system simply because it doesn't stop them. So, in all honesty, anyone suggesting that they'd start wearing calm/halc while attacking bases really have only themselves to blame if pvp dies from this idea being implemented~ also  Ideas evolve, they are suggested mostly in an unrefined rough idea, and they get bits added and taken away until a balanced idea remains. replying to /just/ the OP to get their magic -1 out there is narrow-minded to say the least~
_________________ Offical Stuff-Knower of Mist Nebula Corps
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Wed Oct 09, 2013 5:33 pm |
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Sloa
Joined: Fri Aug 24, 2012 11:43 pm Posts: 74
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The big problem with this suggestion is the ability to use artifacts to keep the heavy hitters on the base perma-debuffed for the duration of the lock. If someone were to lock one of the larger bases this would make it extremely hard to take out. This idea is plausible if the only thing the defenders can do it attack the ships besieging their base. Also the badge prices seem a little steep since the max badges you are going to get from any 1 lock is about 30-50 badges or so and at upwards of 1000-2000 badges, people are never going to collect enough badges to get the buffs. Otherwise +1
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Wed Oct 09, 2013 7:09 pm |
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not4use
Joined: Fri Mar 02, 2012 6:15 pm Posts: 303
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Sloa wrote: The big problem with this suggestion is the ability to use artifacts to keep the heavy hitters on the base perma-debuffed for the duration of the lock. If someone were to lock one of the larger bases this would make it extremely hard to take out. This idea is plausible if the only thing the defenders can do it attack the ships besieging their base. Also the badge prices seem a little steep since the max badges you are going to get from any 1 lock is about 30-50 badges or so and at upwards of 1000-2000 badges, people are never going to collect enough badges to get the buffs. Otherwise +1 I think introducing a new badge is good idea and I understood the OP to be saying that for ship mods the number of purple badges would be similar to other ship modules you use badges to get. The base modules & abilities that required 1000-2000 badges to upgrade would be the accumulated contributions from all legion members, similar to the way in which exo-clamps are contributed by everybody in your legion now.
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Wed Oct 09, 2013 7:55 pm |
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not4use
Joined: Fri Mar 02, 2012 6:15 pm Posts: 303
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Actually, I do have a suggestion other than preventing the use of artis against ships targeted via the base lock as Kirk suggested. Both attacking and defending ships should be available to target via a base lock and if your ship has been disabled during the lock then you should be prevented from targeting other ships via the base lock for 2hrs (maybe even prevented from damaging the base for a short period of time as well but this would mean base crate drops would have to improve and the base raid odds as well to compensate for the increased difficulty in damaging bases). I guess this is sort of an adaptation of the way Exotica works at the moment but for bases.
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Wed Oct 09, 2013 8:23 pm |
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Overseer
Joined: Sat Mar 02, 2013 11:32 am Posts: 75
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kirkeastment wrote: There is already a way to defend your bases, its called Fixer and Aerlen professions.
The second you add in a such an easy way to target the persons attacking your base, you essentially kill PvP, because if people want to hit a larger base, they now have to go calm to do so.
Perhaps if all you could do was attack the players... .i.e. no artifact chucking, just a simple attack button and nothing more, then yes. There would be no point in not letting them use artifacts. If, oh lets say, EotS were to lock us, not a single person in my legion would be able to kill any of you without them. Limiting the amount of actions per lock would be the only reasonable compromise. 20 per member would be 1200 actions max if EVERYONE participated. These actions would then be usable only by those members. So if one person needed to use 10 EMP Spheres and 9 disarming bombs, they would be able to disable you and they would be out of actions. At this point then the defenders would have to not show up in news feed if they use artifacts. Otherwise if they get attacked back they are free to use another 80 actions on someone. KxG Ryoko wrote: +1 /IF/ you can only target players who are within reasonable level/strength to you, Otherwise this idea will just result in constant stat-padding Not sure about the purple badges = Energy stuff, just smells of wanting your cake and eating it too~ You want to donate energy to the base? then don't use energy on base combat  The reasonable level stuff is covered in the first part, unfortunately with the level of some players you would need to have the top 40% of damage dealers if there are not enough players in their power range or it will be unfair. The energy conversion didn't seem like a lot to me with how much you could end up spending disabling people. At that point you are not upgrading modules or buying new ship mods, so remember what you are sacrificing by spending them on the energy. Fireblade225 wrote: This suggestion would kill pvp because the only way to do any base would be to calm amp so big -1 from me. I was thinking it would operate like planet defense as stated below. Which means claming amps and halcs would no longer prevent you from being attacked/disabled from the defenders while you are attacking bases (which honestly is dumb the way it is now). Sloa wrote: Also the badge prices seem a little steep since the max badges you are going to get from any 1 lock is about 30-50 badges or so and at upwards of 1000-2000 badges, people are never going to collect enough badges to get the buffs. Otherwise +1 The badge requirements are a group effort, as stated "like upgrading the base". If a large legion is getting 10 badges per player per lock thats 600 badges a lock. Maybe they are too low if anything. The individual mods and planet items will be similar in price to current items.
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Thu Oct 10, 2013 8:21 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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Can we bring our base to the fight as well?
I wanna attack some tiny ships with the EotS base.
_________________  Treeeeeeeeeeeeeeeeeeeeeee That's meeeeeeeeeeeeeeeee
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Thu Oct 10, 2013 10:25 pm |
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Fenix
Joined: Wed Nov 21, 2012 12:33 am Posts: 802
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Tree7304 wrote: Can we bring our base to the fight as well?
I wanna attack some tiny ships with the EotS base. Bases fighting each other? That would be epic.
_________________ Former leader of Anomaly Elite.
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Fri Oct 11, 2013 1:03 am |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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Let's ignore the high end game play on this suggestion and look at the low end. This idea would completely kill any small or mid-rank legions ability to disable anything but a base full of inactives.
A resounding -1 from me.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Sun Oct 13, 2013 2:47 am |
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Overseer
Joined: Sat Mar 02, 2013 11:32 am Posts: 75
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Serne wrote: Let's ignore the high end game play on this suggestion and look at the low end. This idea would completely kill any small or mid-rank legions ability to disable anything but a base full of inactives.
A resounding -1 from me. Mid ranked legions now are relying on mostly inactive legions for their badges...
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Sun Oct 13, 2013 5:43 am |
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