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 Cooldown for base attacks idea 
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Joined: Sat Feb 19, 2011 12:34 pm
Posts: 53
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Instead of scanning for a base every 8 hours, why not make it so a individual player has 8 hours cooldown before attacking the next base.

Then allow scans to occur every 2 or so hours. That way the people who just miss a base attack still have a chance for badges.

I always miss base attacks, and when I do and the base is destroyed, someone else jumps in and says "Hey I didnt get to hit it!"

OR could make this a base option for a leader to choose how to do it, this way or the current way of 8 hours for everyone.

Feedback ?


Wed Aug 10, 2011 8:29 pm
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Joined: Tue Feb 22, 2011 12:44 pm
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Location: Western Australia, Australia
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I love this idea +1

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Wed Aug 10, 2011 10:57 pm
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Joined: Sat Dec 25, 2010 4:04 am
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I'm not sure some people don't want to wast there energy so they let others kill bases plus if half the legion just took a base out and one player locks they might not noticethat they are the only ones that can hit it.

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Thu Aug 11, 2011 2:52 pm
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Joined: Sat Feb 19, 2011 12:34 pm
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Willeitner wrote:
I'm not sure some people don't want to wast there energy so they let others kill bases plus if half the legion just took a base out and one player locks they might not noticethat they are the only ones that can hit it.



Thats why it could be a option for a leader to choose for their legion. In my legion we always have the problem of having someone show up a minute after a base was destroyed. I work 8+ hours every day, so I missed a few bases every day not to mention when I sleep. It would be nice to be able to get at least 1 or 2 while im home playing. instead of always missing out.


Thu Aug 11, 2011 7:18 pm
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Joined: Tue Mar 08, 2011 12:13 am
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May I suggest that your legion goes after harder bases, so everyone has time to lock in.. This is one of the probs of going after small unmanned bases..


Fri Aug 12, 2011 2:41 am
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Joined: Fri Apr 15, 2011 8:34 am
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OR shield farm. Have rules in place to give time for players to be online and attack the base. Put rules in place to limit players to attacking shields only until 10-20 players are on the list or at least 4hrs has lapse.

This has been working well for us.

because either way, destroying base in 10 seconds vs 4hrs is still a total of 8hrs of waiting for the next lock.

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Fri Aug 12, 2011 7:45 am
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Oakland... just curious.. what methods have you/your legion had to use to enforce such rules?
is it a strict "you will obey or be kicked and forever disabled on sight" ruling?

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Fri Aug 12, 2011 7:59 am
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Lone.Lycan wrote:
Oakland... just curious.. what methods have you/your legion had to use to enforce such rules?
is it a strict "you will obey or be kicked and forever disabled on sight" ruling?


Warnings mostly. I won't reprimand someone for violating it, it does take time to get use to holding back. Members have mostly saw more benefit to this logic. We had a 4000 shield, 500 hull base and it actually lasted until 7-8 players were on the list. Granted, our rule was at least 10 players or 4hrs, but that base would have been easily solo'ed if this rule wasn't there.

It doesn't benefit anyone to take out a base this quick. I can only see it going down hill if someone keeps killing bases in 10 seconds. People will less likely put up red badges for scans and cause annoyance. Officers are there to enforce and advise members to stop attacking it. So it's been a team effort.

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Fri Aug 12, 2011 8:09 am
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ah, unfortunately just warnings won't stop the players that are afraid of someone else bumping them off the #5 slot... the biggest problem we're having right now is once locked, some people all-out attack and if we only had weak bases on scan, it could die in a matter of seconds... and it only takes one person to all-out attack to make the folks that listen to comm and did one-hit-then-wait to change their minds to all-out attack... at which point we don't know who to blame for jumping the gun because everyone's saying someone else hit multiple times




(this wouldn't change anything but i wish we had a way of refreshing the window without clicking attack or closing and reopening the enemy base and having to click target again)

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Fri Aug 12, 2011 3:42 pm
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It hasn't been a problem for us for us to take any actions against members. I guess our members are a little more cooperative then. I would definitely kick anybody who is consistently self-serving for their own cause.

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Fri Aug 12, 2011 4:11 pm
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Joined: Mon Jan 24, 2011 11:25 pm
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Not only do we do several announcements hours in advance of a hit, before attacking we look at the base. Chances are, it's something not requiring a full legion and allies.

So we insist that our players get only 1 hit on it to qualify for a badge, then as circumstances permit, we hold off on attacking for maybe an hour or two to give more people time to take a whack at it. Then when we can get people together, and everyone who's going to participate has had their chance, we have a race for a disable and the higher badge amount.

It can't always work like that, especially when it's a level 5 and we know someone will be home, and we know we can't do anything until we're all together. But it's the best way we've found to try and maximize participation.


Fri Aug 12, 2011 5:21 pm
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