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Base Damage Cap Revision http://galaxylegion.com/forum/viewtopic.php?f=6&t=40601 |
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Author: | Devastation [ Sat Apr 26, 2014 1:16 am ] |
Post subject: | Base Damage Cap Revision |
I'm proposing a change to the Base Damage Caps. The formula for calculating a base's damage cap would be as follows: Code: Damage Cap = (Base Level * 100) * (Base Level / 10) This gives us the following damage caps: 1 -10 2 - 40 3 - 90 4 - 160 5 - 250 6 - 360 7 - 490 8 - 640 9 - 810 10 - 1,000 11 - 1,210 12 - 1,440 As you can see, the damage cap for a Level 6 base is lower - significantly - than it is now. As it stands, Level 6 bases are currently smashed into the ground on a daily basis by top legions, and there's nothing these legions can to do to defend themselves. I believe the lowered cap will introduce a bit of a challenge for the top legions, and will give the small level 6 legions a chance. The same applies to Level 7 bases. They used to be on top, however they're beginning to become no match for some of the stronger ships out there. I think the slight lowering of the cap also helps balance things out. The increased cap on bases above Level 8 seems necessary, as these bases today are un-killable monstrosities. I think it introduces some healthy competition. ![]() Please comment and let me know what you think. This was a completely out-of-the-blue suggestion. I was doing match on something unrelated and suddenly this idea pops into my head. I figure I might as well suggest it and see what everyone thinks. |
Author: | DarthRavadge [ Sat Apr 26, 2014 1:21 am ] |
Post subject: | Re: Base Damage Cap Revision |
-1 Damage caps are fine the way they are. Level 6 bases can be defended just fine if there is the right ratio of member races and the base was built properly. Level 8 bases are not unkillable monstosities. They simply take more time and planning. |
Author: | Devastation [ Sat Apr 26, 2014 1:28 am ] |
Post subject: | Re: Base Damage Cap Revision |
DarthRavadge wrote: Level 6 bases can be defended just fine if there is the right ratio of member races and the base was built properly. That's a very fair point you have there, but doesn't it contradict what you're saying about Level 8 bases? If a Level 6 base can be defended fine assuming it was built properly, then wouldn't a Level 8 base (which there are none of that weren't built properly) be even tougher? Like I said, un-killable monstrosity. |
Author: | DarthRavadge [ Sat Apr 26, 2014 2:02 am ] |
Post subject: | Re: Base Damage Cap Revision |
Devastation wrote: DarthRavadge wrote: Level 6 bases can be defended just fine if there is the right ratio of member races and the base was built properly. That's a very fair point you have there, but doesn't it contradict what you're saying about Level 8 bases? If a Level 6 base can be defended fine assuming it was built properly, then wouldn't a Level 8 base (which there are none of that weren't built properly) be even tougher? Like I said, un-killable monstrosity. I take it you have never fought an 8. They do get killed quite regularly. Any base can be brought down if people are willing to take the time and energy to do it. Given the choice a properly defended lvl 6 is actually less appealing to fight than an 8 because the 8 has better % drops of crystals. It just takes a little longer to kill. A 6 with a large amount of fixers will be passed over in favor of easier targets as the whole idea of locking a 6 is to get a quick victory. |
Author: | draxsiss [ Sat Apr 26, 2014 6:09 pm ] |
Post subject: | Re: Base Damage Cap Revision |
alot of the higher level players are actuly much tougher than bases in general, you need bases to first be better than the collective members within them. If say a base was Base stats of the moduals + combine stats of all members, THEN they would have some chalange to them. |
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