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MitchellN
Joined: Tue Feb 22, 2011 12:44 pm Posts: 1582 Location: Western Australia, Australia
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I don't know if this has been mentioned, but certain artifacts will have to be introduced for the PvP portion of the base.If anyone has any ideas please share.
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Sat Apr 30, 2011 3:23 pm |
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SteveMcBob
Joined: Sat Feb 19, 2011 10:55 pm Posts: 374
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Base level halc trap
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Sat Apr 30, 2011 3:41 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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why do bases need traps? your legion should be guarding it!
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Sat Apr 30, 2011 4:25 pm |
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texs_red
Joined: Fri Nov 05, 2010 2:44 pm Posts: 55
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What about being able to use planetary artifact on bases like Ion Repulsor Charges or Alarm Sentries? I personally don't see why you wouldn't be able to but I guess others would see potential for that to be overpowered as you could have an entire legion of people throwing planetary artifacts on it you could probably keep it up forever. So would there be specific artifacts for bases like Repulsor Charges and how would you get them?
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Sat Apr 30, 2011 4:34 pm |
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SteveMcBob
Joined: Sat Feb 19, 2011 10:55 pm Posts: 374
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You should be able to have as many multiple traps of the same type on your base as you want.
Call it defenders advantage.
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Sat Apr 30, 2011 4:54 pm |
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Ruairi
Joined: Tue Nov 16, 2010 3:37 am Posts: 614
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SteveMcBob wrote: You should be able to have as many multiple traps of the same type on your base as you want.
Call it defenders advantage. This is an awful idea. Do you have any idea how many traps a high level player has? You would need THOUSANDS of null fuses to get at a high level base if this was the case.
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Sat Apr 30, 2011 7:32 pm |
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Fear
Joined: Tue Nov 23, 2010 2:41 am Posts: 1069
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SteveMcBob wrote: You should be able to have as many multiple traps of the same type on your base as you want.
Call it defenders advantage. a home field advantage is fine BUT your concept as expressed wouldn't work. You have one legion of either CC players or hi ups and there would be a never ending supply of halycon traps on the base (i'd use the kronius only if i was planning on taking the enemy out at about the time they hit). You can give the base a natural defense/offense # if you want but really thats where the idea of building up comes in. i suspect Dan is figuring something out w/the badge concept in re legion bases - the dyers for example targeting a legion of 10 with a average rank of 100 would find the base too easy and shouldnt be rewarded for that.
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Sat Apr 30, 2011 7:34 pm |
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Fear
Joined: Tue Nov 23, 2010 2:41 am Posts: 1069
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bases could be made part of the diplomacy interaction, i.e. to have more than a NAP with other legions, maybe you need to develop the base to some extent in some way. For instance, commerce/embassies to have a larger # of treaties, military scanners to have cross legion alerts, so on.
maybe the artifacts could involve that though gasp that probably means another fiendish mission chain from Dan.
Dan and co are probably figuring some arti-legion size ratio here which would ensure it wouldnt get excessive on the benefits nor take forever on the flip side (for instance, for each space dock installed (cap of 50 arguable for legion tops at 50, though w/the diplo angles..maybe a bit more) requires a particular artifact (what I have absolutely no idea, maybe a asteroid for materials maybe a npc ship part)
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Sat Apr 30, 2011 7:38 pm |
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texs_red
Joined: Fri Nov 05, 2010 2:44 pm Posts: 55
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Maybe you would be able to give your base abilities like elite NPCs. There would be a variety of options along with various degrees of strength that would scale with cost. They could be limited to a maximum of 2 abilities, they would be very costly, and use up a variety of resources. For example, a Dark Nullify for a base (chance to lower attack ships attack by 25%) could cost like 1,000 complex tech parts, 50,000 exotic matter, 25 yellow badges, 1 billion credits, and 50 disarming bombs. That may sound steep but if you have an entire legion pour resources into getting it then it become much more attainable, if anything it may have to be more expensive.
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Sat Apr 30, 2011 8:54 pm |
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Ruairi
Joined: Tue Nov 16, 2010 3:37 am Posts: 614
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texs_red wrote: Maybe you would be able to give your base abilities like elite NPCs. There would be a variety of options along with various degrees of strength that would scale with cost. They could be limited to a maximum of 2 abilities, they would be very costly, and use up a variety of resources. For example, a Dark Nullify for a base (chance to lower attack ships attack by 25%) could cost like 1,000 complex tech parts, 50,000 exotic matter, 25 yellow badges, 1 billion credits, and 50 disarming bombs. That may sound steep but if you have an entire legion pour resources into getting it then it become much more attainable, if anything it may have to be more expensive. Again, this is nothing for high ranks. It needs to scale. I'd be able to pay for that ability twice with what I have on me right now.
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Sat Apr 30, 2011 9:47 pm |
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bobdebouwer
Joined: Sat Jan 29, 2011 10:13 am Posts: 897
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It would need to be something which is based on average rank and is upgradeable.
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Sat Apr 30, 2011 10:06 pm |
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texs_red
Joined: Fri Nov 05, 2010 2:44 pm Posts: 55
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Ruairi wrote: texs_red wrote: Maybe you would be able to give your base abilities like elite NPCs. There would be a variety of options along with various degrees of strength that would scale with cost. They could be limited to a maximum of 2 abilities, they would be very costly, and use up a variety of resources. For example, a Dark Nullify for a base (chance to lower attack ships attack by 25%) could cost like 1,000 complex tech parts, 50,000 exotic matter, 25 yellow badges, 1 billion credits, and 50 disarming bombs. That may sound steep but if you have an entire legion pour resources into getting it then it become much more attainable, if anything it may have to be more expensive. Again, this is nothing for high ranks. It needs to scale. I'd be able to pay for that ability twice with what I have on me right now. It was just an example. You could lower the effect to 5% for that pricing then make upgrades go in 5% increments with steep exponential costs that way it is mildly cheap at first and get extremely expensive as it goes up so it keeps up with ranking. It could have no effect ceiling simply due to the fact that upgrades would become so expensive even the top legions couldn't afford them without months of saving and would probably have other aspects of the base to pour resources into that is cheaper and more cost effective.
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Sat Apr 30, 2011 11:03 pm |
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