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 Solution to the ongoing Base combat debate! 
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Joined: Thu Nov 25, 2010 6:49 pm
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Ok after several threads concerning base combat have gone back and forth, I've come up with a solution.

  • The mid- to high-rank players want defenses reduced or upkeep raised or module swapping locked out or more offensive abilities or better rewards for the energy expended all in the name of allowing MORE people to get in on the good action (even though nobody believes us).
  • The mid- to low-rank players want MORE defense or continued module swapping or unrestricted tech availability or shields against getting locked more than every few days (so ability points can regen) because they get farmed due to only a few groups even being able to attack bigger and better bases.

So here's my solution. ELIMINATE BASES ALTOGETHER. They serve no purpose other than to create arguments. The high ranks will eventually get bored with spending gobs of energy and artifacts to combat big bases if things are left as is. The low ranks with cry a river if bases get nerfed in any way. So just take it out of the game. If there's no base combat, there's no argument. There's also no reason to keep bases at all because the combat was the primary objective in creating them in the first place.

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Tue Oct 25, 2011 2:47 pm
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arguments are a form of combat.... thus they're working!! keep'em!!

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Tue Oct 25, 2011 3:20 pm
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Joined: Wed Dec 08, 2010 10:30 pm
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no! -1 bases are the best update ever!

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Tue Oct 25, 2011 6:01 pm
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Joined: Sun Sep 19, 2010 6:52 am
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The bases even start fights within the legions , as well as players leaving just because they don't like what they get from it.
They all acted like they should have everything handed to them from it on a silver plate , no mater what side of the debate there on , and it all started no more the 3 days after bases came out(before there was even base combat).

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Tue Oct 25, 2011 6:11 pm
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Joined: Mon Aug 09, 2010 2:43 pm
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Allow bases below a certain level the ability to be guarded by it's members.
(ie) like a planet

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Tue Oct 25, 2011 6:57 pm
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DariousTheDark wrote:
Allow bases below a certain level the ability to be guarded by it's members.
(ie) like a planet

+1

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Tue Oct 25, 2011 8:41 pm
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The main problem is not usually that bases are worries about the number of times they are disabled, they are worried about the resource production they will lose. Maybe the 10 day wait until 100 percent bonus should be changed to 4 or 3 days, so that there is not such a big knock on effect for the little legions if they get locked by a big one.

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Tue Oct 25, 2011 10:04 pm
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Sahil667 wrote:
The main problem is not usually that bases are worries about the number of times they are disabled, they are worried about the resource production they will lose. Maybe the 10 day wait until 100 percent bonus should be changed to 4 or 3 days, so that there is not such a big knock on effect for the little legions if they get locked by a big one.

make it take longer to max it out depending on the level of the base

level 2 base = 100% in 3 days
level 3 base = 100% in 5 days
level 4 base = 100% in 7 days
level 5 base = 100% in 10 days
level 6 base = 100% in 14 days
level 7 base = 100% in 21 days

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Tue Oct 25, 2011 10:10 pm
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Joined: Tue Jun 21, 2011 5:00 am
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An opt out option would be a very nice idea. If you opt your base out you also are unable to participate in base wars. Just have the bases the way they were before the wars.

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Wed Oct 26, 2011 1:58 am
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or if you base gets disabled 3 consectutive times in a row you get like a emergency mode where your base cant be hit for a week but but only get 85% of normal production?

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Wed Oct 26, 2011 6:53 am
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lol a lot of interesting ideas, the only thing taht i see is A bases need to either be made weaker OR the reward increased ( i'd go with the latter)


and bases need a def ( make them get access to a special ability that takes 0 AP but can only be used when a base has been disabled in last 24h) that makes them immune for 48-72h ( 48 is more reasonable and balanced) it shouldnt have a penalty at all bc its not a legions fault that some ppl are willing to spend stupid amounts of energy and resources/cash to take down bases. its also not ther fault that the "old school" players had access to unrestricted gameplay and advantages that no longer exist ( both legit and glitch)


+1 to the option of making a "opt out" function, maybe a base loses 25% production AND cant participate in base locking themselves and a cool down of say ... 7 days ? after the last base was locked.

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Wed Oct 26, 2011 8:01 am
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Darth Flagitious wrote:
The low ranks with cry a river if bases get nerfed in any way.

are you not proposing the ultimate nerf, so maybe the low ranks will cry an ocean


Fri Oct 28, 2011 11:52 am
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Joined: Thu Dec 16, 2010 11:11 am
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The base combat debate might restart on a new tack once base artifacts become available. There's a button for them but they've not been intrioduced.

Perhaps the solutions to all these issues will be provided by base artifacts? Not sure how but I'm sure someone else can come up with a good way.

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Fri Oct 28, 2011 11:57 am
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Joined: Tue Jun 21, 2011 6:32 pm
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Base artifacts are GP structures, extenders and the clamps...

One solution could be quite simply your base Can't be scanned if it's been disabled within the last X days.
Lvl 2: 6 days protection
Lvl 3: 5 days protection
Lvl 4: 4 days protection
Lvl 5: 3 days protection
Lvl 6: 2 days protection
Lvl 7: 1 day protection

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Fri Oct 28, 2011 1:13 pm
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don't forget the sha'din data terminal which can be used during or after combat (best if used after base is disabled, assuming you did a few hundred thousand damage)

but i would like to see a (non-stackable) base debuff... or make modules unequippable and give us something like a base equivalent to a tactical bypass (limit use to 1 per hour per base)

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Fri Oct 28, 2011 4:55 pm
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