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 New spin on PVP during base battles 
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Joined: Tue Mar 29, 2011 5:07 pm
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This could solve the calming amp issue .. and provide a new "spin" on base battles.. Basically it works like this

Once you attack a base a flag is set and your name appears on a "Attacking Players List" Anybody on this list will be able to be targeted for pvp action by a defending legions players regardless of calming amp/halcyon status.

As a defending player .. once you take an offensive action against any player on this list your name will be placed on the "defending Players" list and in turn attacking players will be able to target defensive players in the same manner regardless of the pvp buffs/debuffs on the player.

Now the kicker.. should an attacking players ship be disabled during the course of a base battle he will be unable to target an enemy player or base for 10 minutes

Should a defending players ship be disabled during the course of a base battle he can no longer target an attacking players ship for 30 minutes

I would also add that standard traps (krios/omicrons) should also not be triggerable via being targeted from this system so no worrying about having to bring nulls to a base fight. you could even introduce a new currency based on this that could purchase specific base battle artis for pvp

This would separate out PVP and base battles .. and I am sure you could go one step further and create a new attack rating called base attack rating which would only apply to bases/defenders/attacks within a base lock and have disarming bombs/emp spheres not affect this stat.

black badge items
Defensive Items (badge cost to be determined)
repair bot - reduce cooldown of ship disable timer by 1 minute
photon missile - reduces defense of attacking player by 50% for 5 minutes
MOAB missile - Disables attacking player for 10 minutes (removes attack and target buttons expensive badge item)
Shield Flux - Trap - First time your hull is damaged the base sends emergency power to your shields completely restoring shields (8 hour cool down or high badge item)
Coordinated Base Defense Sequence - Increases your attack power by 20% for 10 minutes while the high general barks out attack orders
Guardian - Removes your ability to target attacking players but while active your name appears on the defending players list and gives the base a +1% buff to attack and defense this ability is removed once your ship is disabled


Offensive items
repair bot - ( same as above)
Base attack debuff - 10 minute -10% from attack
Base defense debuff - 10 minute -10% from defense
Evasive Maneuvers - Ship becomes untargetable for 10 minutes 4 hour cool down


You get the gist.. you earn black badges via disables during base pvp and via overall standings in base pvp at the end of the 8 hour base lock. The idea would be to make this a very fast paced pvp so a lot of badges given out so the mundane items (small buffs, repair bots) could be used alot and making some of the more powerful base battle artis very expensive to keep balance in order..

What do you think?


Sat Jan 28, 2012 7:01 am
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suggested something similar a couple hours ago.

viewtopic.php?f=6&t=20025

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Sat Jan 28, 2012 7:05 am
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I see .. I like it .. but this isn't meant to be an alternative to base battles .. its meant to enhance base battles .. alot of people have complained there isn't enough interaction during base battles .. defending legion has to just sit around and watch their hull go down and not be able to do anything about it .. and upon further revie of my own idea .. it does need some tweeking as the energy involved with attacking a base if this were implemented would increase dramatically.. so perhaps changing the cost to click attack (whether base or pvp) to 3-4 energy instead of 5 might make this a more palatable solution .. I don't want to change the total energy required to take down a base persay .. just make it more fun and interactive then it is now


Sat Jan 28, 2012 7:21 am
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haha, i get what youre saying... and your right. the current base system is flawed in that the defenders can do nothing but use their points and counterattack through the bt.

when i was planning this system, i made the mistake of already taking into account a previous idea where bases would be much more interactive... it was flagged, but i'm not sure if that means its being considered or not.

viewtopic.php?f=6&t=19259

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Sat Jan 28, 2012 7:23 am
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looks like a good plan...would mean loads of energy refills, so Dan should be happy lol.
i proviso, any disables accrued this way should not appear on your ship stats...unless a new category is made?

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Sat Jan 28, 2012 11:01 am
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kendryll wrote:
This could solve the calming amp issue .. and provide a new "spin" on base battles.. Basically it works like this

Once you attack a base a flag is set and your name appears on a "Attacking Players List" Anybody on this list will be able to be targeted for pvp action by a defending legions players regardless of calming amp/halcyon status.

As a defending player .. once you take an offensive action against any player on this list your name will be placed on the "defending Players" list and in turn attacking players will be able to target defensive players in the same manner regardless of the pvp buffs/debuffs on the player.

Now the kicker.. should an attacking players ship be disabled during the course of a base battle he will be unable to target an enemy player or base for 10 minutes

Should a defending players ship be disabled during the course of a base battle he can no longer target an attacking players ship for 30 minutes

I would also add that standard traps (krios/omicrons) should also not be triggerable via being targeted from this system so no worrying about having to bring nulls to a base fight. you could even introduce a new currency based on this that could purchase specific base battle artis for pvp

This would separate out PVP and base battles .. and I am sure you could go one step further and create a new attack rating called base attack rating which would only apply to bases/defenders/attacks within a base lock and have disarming bombs/emp spheres not affect this stat.

black badge items
Defensive Items (badge cost to be determined)
repair bot - reduce cooldown of ship disable timer by 1 minute
photon missile - reduces defense of attacking player by 50% for 5 minutes
MOAB missile - Disables attacking player for 10 minutes (removes attack and target buttons expensive badge item)
Shield Flux - Trap - First time your hull is damaged the base sends emergency power to your shields completely restoring shields (8 hour cool down or high badge item)
Coordinated Base Defense Sequence - Increases your attack power by 20% for 10 minutes while the high general barks out attack orders
Guardian - Removes your ability to target attacking players but while active your name appears on the defending players list and gives the base a +1% buff to attack and defense this ability is removed once your ship is disabled


Offensive items
repair bot - ( same as above)
Base attack debuff - 10 minute -10% from attack
Base defense debuff - 10 minute -10% from defense
Evasive Maneuvers - Ship becomes untargetable for 10 minutes 4 hour cool down


You get the gist.. you earn black badges via disables during base pvp and via overall standings in base pvp at the end of the 8 hour base lock. The idea would be to make this a very fast paced pvp so a lot of badges given out so the mundane items (small buffs, repair bots) could be used alot and making some of the more powerful base battle artis very expensive to keep balance in order..

What do you think?




ok did you not read my post on base bat I get it its no good if it comes from my legion!!!lol your 1st paragraph says exactly what I was saying any how yes its something that should be looked into further

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Sat Jan 28, 2012 11:09 am
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Base combat wasn't designed to involve ship to ship combat, and still shouldn't. It wasn't ever supposed to work that way and still shouldn't.


Sat Jan 28, 2012 3:00 pm
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You say it wasn't designed for ship vs ship .. yet .. a common strategy for all big base battles is to search out that legion from bt and debuff the crap out of em or disable them in an effort to slow their attack on the base .. this would formalize that approach and take some of the inequalities out of that approach. Its only natural as the defending base to want as a legion to try and defend yourself..


Sat Jan 28, 2012 3:52 pm
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kendryll wrote:
You say it wasn't designed for ship vs ship .. yet .. a common strategy for all big base battles is to search out that legion from bt and debuff the crap out of em or disable them in an effort to slow their attack on the base .. this would formalize that approach and take some of the inequalities out of that approach. Its only natural as the defending base to want as a legion to try and defend yourself..


What Ferrus means (I think) is that ship/ship combat shouldn't be an inherent and integral part of base combat. And I would have to agree. You have to work to get the badges to scan for bases so the defenders should have to work to find the attackers. Run your BT and NewsFeed the way you do now. Base is Base and a lot of people who don't PvP at all are very active on base combat. None of the rewards from base attacks have a significant effect on a PvP ship, so keep everything separate with the exception of the truce effects. During the battle those should be null. Not void, just null. I have an explanation for that in mind, but I need to work out the wording yet.

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Sat Jan 28, 2012 4:13 pm
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kendryll wrote:
You say it wasn't designed for ship vs ship .. yet .. a common strategy for all big base battles is to search out that legion from bt and debuff the crap out of em or disable them in an effort to slow their attack on the base .. this would formalize that approach and take some of the inequalities out of that approach. Its only natural as the defending base to want as a legion to try and defend yourself..


Yeah, a few top Legions do that, nobody else can and it wasn't intended. I was saying it wasn't designed for that and thus shouldn't be formalized, and no steps should be taken to increase the effectiveness of that tactic.


Sat Jan 28, 2012 6:11 pm
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Joined: Fri Aug 19, 2011 10:36 pm
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+1 for adding pvp to base battles
-1 on this particular idea.

I love the idea of adding a little pvp action to base battles.
however, I think this idea is too much.I dont think that every person who attacks the base should be able to be hit.
There are usually 20-40+ people who "hit" the base for a silver.If most of the defending legion begin to target the attacking legion it will no longer be a base battle but a pvp extravaganza.

I would support any idea that adds pvp to base battles as long as it is a subtle addition and does not overpower the actual base battle.

I had been thinking of an idea but have not posted because it is incomplete:
it basically goes like this:
player fires his 1st shot at enemy base, he has a very small, 1% chance, to be detected by the base and alerted to legion.
with every shot that same player takes at the base, his/her chances of being alerted increase by 1%.The more shots you take at a base the more chance you will have of being alerted.defending ships can then target the alerted attacker.

the problem that I find, and the reason I have not posted, is that once the defenders starts disabling, raiding, hacking or using artifacts, the alerted attacker will now be able to alert 1 of the defenders, which draws more ships into pvp, which draws more ships in and so on. This could eventually lead to the same thing I am against with the original idea of this thread which is having too many ships involved in what is supposed to be a "Base Battle". Anyway I am stuck on a solution for this.


Sat Jan 28, 2012 11:29 pm
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SpaceCaseAce wrote:
+1 for adding pvp to base battles
-1 on this particular idea.

I love the idea of adding a little pvp action to base battles.
however, I think this idea is too much.I dont think that every person who attacks the base should be able to be hit.
There are usually 20-40+ people who "hit" the base for a silver.If most of the defending legion begin to target the attacking legion it will no longer be a base battle but a pvp extravaganza.

I would support any idea that adds pvp to base battles as long as it is a subtle addition and does not overpower the actual base battle.

I had been thinking of an idea but have not posted because it is incomplete:
it basically goes like this:
player fires his 1st shot at enemy base, he has a very small, 1% chance, to be detected by the base and alerted to legion.
with every shot that same player takes at the base, his/her chances of being alerted increase by 1%.The more shots you take at a base the more chance you will have of being alerted.defending ships can then target the alerted attacker.

the problem that I find, and the reason I have not posted, is that once the defenders starts disabling, raiding, hacking or using artifacts, the alerted attacker will now be able to alert 1 of the defenders, which draws more ships into pvp, which draws more ships in and so on. This could eventually lead to the same thing I am against with the original idea of this thread which is having too many ships involved in what is supposed to be a "Base Battle". Anyway I am stuck on a solution for this.



Well the beauty of my suggestion is that it is a separate system ..
A) it is not a legion alert so you can't be pegged for hours on end ..
B) once you are disabled in base combat it takes you off the the attacking/defending list so you can't be hit or harrassed again UNTIL you do something in the base battle scenario (attack base, target defender/attacker)
C) It's a completely different system so all TRUE pvp stuff (nulls, krios, arti spamming) get taken out of the base combat equation
D) you can make the badge items good enough that the buffs granted for taking down the base are large enough to compensate for the energy wasted clearing through the defenders

This is my own opinion .. it just feels like it needs something more "epic" and I think this system is not overly difficult to implement... Right now base battles are
Click
Click
CLick
..
..
Click
Repair Nano
Shield Resto
Click
CLick

x1000

There is no skill involved there isn't even any luck involved (other then being lucky enough to have the defending legion be sleeping)


Mon Jan 30, 2012 1:51 am
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328mark wrote:
looks like a good plan...would mean loads of energy refills, so Dan should be happy lol.
i proviso, any disables accrued this way should not appear on your ship stats...unless a new category is made?


That's actually a great idea. I never thought about that. Ship stats would change dramatically, wouldn't they? +1

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Thu Aug 30, 2012 5:39 pm
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Its an interesting idea but it would make higher level bases or stronger legions so much harder to fight and disable, if you have the ability to target all the attackers any legion with high ranks can just farm the attackers and therefore preventing them from doing significant dmg. Imagine the energy required to take down a high level base and constantly fending off higher rank defenders it would make level 6+ bases near impossible to disable for anyone but top 10 legions.

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Thu Aug 30, 2012 10:22 pm
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Base battles need something to make it more interactive and I'm just throwing this out there, but maybe base battles could last for 24 hours, but they have greater silver badge payouts as a result. A bi-product of this would also be that people would be more careful about which base they lock.


Sat Sep 01, 2012 12:00 pm
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