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 Advanced Base Battles 
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Right now base battles are more or less like attacking an npc. Realistically you wouldn't simply take potshots at the base, it would be more coordinated. Advanced Base Battles means that there are certain areas of the base and objectives that must be destroyed and accomplished in order to take down a base. It would be a bit more time consuming, but would also add more strategy and fun to base battles themselves.

Areas that would need to be captured or destroyed
This would also mean a new space for the base for new modules

So realistically, the first order of business would be to actually get to the base. There would be observation posts to get past as well as guard ships.
So in order to make room for these defenses, there must be a new space available on the base specifically for scanner based modules (observation posts). These observation posts do not count towards the actual base stats themselves and once disabled, stay disabled for the rest of the battle and are repaired upon the base disable using the base credit storage.
The new space for them is 'defense grid' and can be expanded with a GP item 'Territory Expander' (expands by 1)

Proximity Outpost
Attack: 250
Defense: 500
Hull: 500

Wideband Outpost
Attack: 500
Defense: 1000
Hull: 1000

Subspace Outpost
Attack: 750
Defense: 1500
Hull: 2000

And so on and so forth. Attack increases by 250 for each level and defense by 500. Hull doubles each time (500 > 1000 > 2000 > 4000, etc.) These observation posts can be targeted by multiple members up to a maximum of 10. Attack is half the defense because the observation posts are meant solely for early detection. This gives the defenders time to get their base ready for the initial assault. These observation posts are treated like npc bosses.
How are they targeted? Similar to space entities. They are surrounding the base and any outpost can be targeted.

To accompany these outposts are guard ships. There are two types, automated and player. Player ships are ships that guard the base in exactly the same way as planets, though they cannot be warped away and must be targeted in order to get rid of them. However, they can only guard the base twice per battle and cannot be guarding the base before hand. Guarding can only happen during the battle, not beforehand. Otherwise they could simply repair and go back to guarding, which would be an almost impossible defense to overcome. The automated ships are more unique. Gaining these ships is more complex and takes some time.
First, a new mission chain opens up after getting to a certain base research level (say, Sub-Quantum Logistics) that adds an npc to your bt that needs to be destroyed to gain an artifact that gives you the ability to capture npc ships.

The Stryll Bounty
We've received word from the {race} council that many of our ships have gone missing. We don't have an exact target yet, but evidence points at The Stryll Order. Gain their attention and draw out their mysterious bounty hunter, if any.
Energy: 50 (0/75) 5 completions.
Completion: NPC - Stryll Cargo Ship

Stryll Cargo Ship
Stats: Matched npc
Reward: precious cargo (50% chance of stryll prisoners, 25% chance of random Stryll module (i.e. Stryll Prey Tracker, Hunt Sensor, etc.) 20% chance of terraforming device, 5% chance of quasi-spacial expander


The Daros
The mysterious Stryll ship has come out of hiding, track him down and stop him.
Energy: 50 (0/100) 1 completion
Completion: NPC - The Daros

The Daros
Stats: Exact match to current ship stats
Reward: Capturing Device (module)

Capturing Device
Size: 20
Ability: Capture npc vessels with less than 10% hull left. Cannot capture npc bosses. Captured elites forfeit rewards and cannot be captured if alerted to legion.


Once that module is installed, you can capture ships, these ships go into the base docking port. (i.e 5 docking ports means 10 captured ships in storage. Does not effect legion member count)
OR the captured ship can be retrofitted, meaning the captured ship would become a new ship design for your use.
Leaders and officers can place captured ships into the base defense grid up to a maximum of 10 (no matter of base level)
Once destroyed, captured ships cannot be salvaged.

When battling captured ships, they are treated like normal npcs. They are targeted the same way as the outposts.
Normal npc ships (like flamehawks, assassins, etc.) count as 1 space, elites count as 2. (i.e. 8 flamehawks and 1 vortul or any other combination)


After those, the base itself. Every base has certain areas that must be targeted in order to disable it.
Communications
Hanger Bays
Command Center
Core

The Communications acts as a router for legion ships. Meaning that as long as the Communications is still active, the defending legion is more likely to target the attacking legion on their bt. Once destroyed, the bt acts as normal.

Hanger Bays give the base the ability to swarm attacking ships. The victim ship gets their npc slots filled with Base Defenders (with the exception of active elites and bosses) and they must be destroyed to continue the ship's attack on the base. They are almost exactly like flamehawks and are meant purely as a distraction rather than stopping power. Once gone, the victim ship can continue their assault. The swarm ability is as active as say a hypergrid, but the RNG is spread across all attacking ships and not individuals.

The Command Center is the last step before the base can actually be targeted normally (like they are now). A combined strike must be made by the attackers to take it down and the defenders can target any ship that has attacked it within the last 5 minutes using the Top Damagers tab. The names of the ships would be hidden as would their rank. Meaning that ships are targeted at random. If the attackers get this far, the defenders would most likely be in disarray and only focus on keeping the attackers at bay. Once the Command Center is gone, the final strike on the base can commence.

The Core is the final stage, like now, shields and hull must be gotten through first. Instead of the base being disabled however, the core would be revealed, allowing two options for the attackers.
1) Raid the base: Individual attackers can raid the base for the goodies inside, and their attack on the base halted.
2) Continue attacking the defenders. During this time, a new badge type would be available. Blood Badges, which are dark red. These badges work similarly to red, yellow and blue badges in that they are collected in all three manners (disable, hack and raid), meaning that an attacker can get 3 per defender. Keep in mind that at this point there would either be few or no defenders left, making these badges very difficult to get.

How do Blood Badges work? They are wildcard badges that can be used in the place of red, yellow and blue badges. They are worth the same as all three and can be used to purchase a module if the supply of normal badges is not enough AND if there are enough Blood Badges to compensate.
But, seeing as how alot of high ranked players already have their mods, this would prove useless to them, so new mods, buildings and ship designs would also become available for Blood Badges.

Once the defenders are all gone and/or the base raided by all participating attackers (at this point, tracking of base damage would halt), the base can be finished off and the silver badges collected.


In addition to all this, visual aspects of the battle can be added. As the battle against the base itself progresses and key areas are destroyed, the base will appear more damaged until finally, the core becomes visible.

This is designed to make base battles more diverse and combine all the aspects of GL battles into base battles. PvP for the ships actually fighting, npcs to help defend the base, outposts for the entities, the missions to unlock capturing, and of course the base battle itself.

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Mon May 21, 2012 1:41 am
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i might of missed something, but it seems like a good idea +1

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Mon May 21, 2012 1:55 am
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+1

i especially like the parts where the defenders of the base can be actively involved, rather than just sit and watch as their hull gets pounded away.

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Mon May 21, 2012 11:18 am
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I love this idea, adds so much more interactivity into base battles especially for defenders instead of just hitting a button or just watching as your base slowly disintegrates before your eyes, which makes no sense anyway, as I imagine you'd do anything possible to protect your base. The one problem I can see is making base battles a lot harder.


Mon May 21, 2012 6:20 pm
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i just read this found it off of your group post pretty good +1



i relise i just nechroed it but oh well
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Wed May 23, 2012 3:01 pm
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blakespon wrote:
i just read this found it off of your group post pretty good +1



i relise i just nechroed it but oh well
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the thread was only a few days old...

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Wed May 23, 2012 3:03 pm
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I'm open to suggestions and flaws being pointed out to make this suggestion better.

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Sat May 26, 2012 3:06 am
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The only thing I can think of to add is change how damage caps work.
Perhaps slightly raise the base damage cap on bases level 6+, so that way it doesn't make energy drains even larger.

Also, perhaps add damage caps to bases that depend on the actual size of the base, sort of how decks work with ships.

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Sat May 26, 2012 3:42 am
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Aside from the little dash of PvP, it seems like it's just a different version of clicky clicky clicky. I can see a little bit of appeal to the idea for those that normally have fairly long battles anyway. Our battle group prefers the shock and awe tactic though and would much rather have the battle done in 5 minutes or so. Why? Because a lot of us are really not all that interested in mashing the attack button for 4 or 5 hours using all our energy that could be used for something more useful and all our repair artifacts. Granted, I don't know what the "average" length of base battles is, but I suspect that legions try to keep track of bases they fight and avoid protracted battles. I know we do and I'd have to say we are among the most organized if not the most organized battle groups around. If it's a hard base, we skip it. I think this suggestion, as is, would deter a good many legions from going at bigger and better bases even more. Just an assumption here, but most likely most people are going to say "Alright! Got 'em before they could defend!" rather than "Alright! They can guard it now and make a long battle even longer!" A drawback to the PvP element is more often than not, the defenders are going to be sorely outclassed by the top attackers.

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Sat May 26, 2012 3:43 am
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Isn't almost everything else in GL clicky clicky clicky though?
I can see why legions would want the base done with in a few minutes. So perhaps another option can be there.
Skip all the defenses and just gun straight for the base itself perhaps? There would have to be drawbacks to skipping the extra defenses though.

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Sat May 26, 2012 3:49 am
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Personally this idea while it sounds nice wouldn't be that great seeing as base combat already can be a hard task. For a legion that isn't full of high ranks or like ours who have members who are on at all different hours of the day seeing as we are all over the place in different time zones coordination required to fight a base battle like this would make such a task next to impossible. So -0 lovely idea just not very well useful

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Sat May 26, 2012 3:54 am
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Can you suggest an idea to improve it then?

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Sat May 26, 2012 4:12 am
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Perhaps this can be used as part of actual in game legion war system?

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Sun May 27, 2012 3:27 am
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The outposts would have things like ammunition and other supplies stored inside them, realistically. The destruction of them would mean that you could raid them for some kind of loot.

Also, I would suggest that with the increase in difficulty, you add to the raiding element:
You can raid multiple areas of the base, but only choose one. Also, these would come at varying percentages based off of what the other members of your legion have raided. Whether this gets easier (less guards) or harder (less loot) I'm not sure, but the starting %s would be the same as the current, with a multiplier based off of the difficulty of the area.

Also, this would allow for new artifacts to be added to the level 6s and 7s (and 8s). As a bigger base would have more areas to loot.

Level 4: Raid areas: Cargo Bay (Average Difficulty - Raid chance x1 - Drops CTP)

Level 5: Raid areas: Cargo Bay (Easy Difficulty - Raid chance x1.5 - Drops alot of CTP)
Supply Warehouse: (Average Difficulty - Raid chance x2 - Drops current planetary drops)
Weapons Locker: (Insane Difficulty - Raid Chance x0.2 - Drops Continuum Parser)

Level 6:
Raid areas: Cargo Bay (Very Easy Difficulty - Raid chance x2 - Drops alot more CTP)
Supply Warehouse: (Easy Difficulty - Raid chance x1.5 - Drops current planetary drops)
Weapons Locker: (Hard Difficulty - Raid Chance x0.5 - Drops Continuum Parser)
Kitchen Storehouse: (Very Easy Difficulty - Raid Chance x2 - Drops food which can be used to boost crew effectiveness in raids and in their various boosts)

Level 7:
Raid areas: Cargo Bay (No Difficulty - Guaranteed Raid - Drops even more CTP)
Supply Warehouse: (Easy Difficulty - Raid chance x1.5 - Drops current planetary drops)
Weapons Locker: (Hard Difficulty - Raid Chance x0.5 - Drops Continuum Parser)
Kitchen Storehouse: (No Difficulty - Guaranteed Raid - Drops food which can be used to boost crew effectiveness in raids and in their various boosts)
Databank: (Hyper Difficulty - Raid Chance x0.1 - Chance to scan a random planet scanned by a member of the legion or get a link to their ship (25/75 chances respectively).
Targeting Bay: (Insane Difficulty - Raid Chance x0.2 - Drops a scanning buff at a random value.)
Turret Bay: (Hyper Difficulty - Drops upgrades for base turrets, potential to damage enemy turrets)
Nullification Arrays (Hyper Difficulty - Drops upgrades for base defences, potential to damage enemy turrets)

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Sun May 27, 2012 8:20 am
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seems like an awsome idea haha me and a but were talking about this well kinda ur idea way better haha but i think the games a bit far off from it but hey maybe one day =P as for time zone differences well maybe each segment of the battle has a duration maybe extend it a bit to give all a chance lol just think a base battle that could last 2 or 3 days to even if done right a matter of hours depending on ranks ect lol

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