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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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I'd really like to see a pop-up alert, like when someone alerts a planet, npc, etc, that displays when your base (shields + hull) reaches 75%, 50% and 25%.
It's very common to drop a base in a minute or two and if your base gets locked you have to continually reload the page every minute in order to not get quickly disabled. How can anyone do this for 8 hrs?
These pop-ups will trigger for everyone in the legion who is online/idle at the time and should let people actually get a chance to defend their base.
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Mon May 27, 2013 11:46 am |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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This could be highly useful in increasing the activity of defenders during a base attack. It also however somewhat nullifies the 'sneak attack' tactic that some battle pact groups seem to favor and depend on.
So +.5
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Mon May 27, 2013 1:47 pm |
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Glaxor
Joined: Sun Jan 20, 2013 8:36 pm Posts: 129
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I like the idea, but with the lag that can occur with popups they may not be that much help during a high volume event like that.
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Mon May 27, 2013 6:22 pm |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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I'm against this. In my opinion, a key part of the strategy in defending a base involves having a defended checking the base HP regularly. Having a popup eliminates the benefit legions who watch carefully the entire lock have over legions that get lulled into a false sense of security by a temporary halt by the attackers. I say this even having had our own defenders miss a sudden late assault to our own detriment.
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Mon May 27, 2013 8:26 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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maybe rather a new module/CTlab item working similar as traps on ships but this would work on bases?
we have alert, that base is locked. this item would alert legion members, that the base is under attack.
anyhow, I think, the "lag" issue need to be solved first.
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Mon May 27, 2013 8:38 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Flux wrote: maybe rather a new module/CTlab item working similar as traps on ships but this would work on bases?
we have alert, that base is locked. this item would alert legion members, that the base is under attack.
anyhow, I think, the "lag" issue need to be solved first. meh... maybe a super short halc effect? like a min or something, would pop up an alert on trigger and give some time to respond. But won't really help much if you are not around.
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Mon May 27, 2013 10:10 pm |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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Traps really aren't the answer because it's common for the minor legions to tap, tap, tap the base and they are entirely a waste of the base's AP (although without being able to defend AP isn't much use anyway).
_________________XxDarthDexterxX wrote: You deserve a cookie, and earn yourself one cookie point. 
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Tue May 28, 2013 4:24 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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Chloron wrote: Traps really aren't the answer because it's common for the minor legions to tap, tap, tap the base and they are entirely a waste of the base's AP (although without being able to defend AP isn't much use anyway). so you think a trap making damage to the attacking ship would not be usefull? we have something similar in form of activity/effect on legion base but i costs AP. making in CTlab on the same base 100x base traps and keep putting them on base could make some change for middle and low level battles. A trap with x000 damage to the attacker... mounted either one by one, one per each defense/plating&shield modules or with fix cap 20 traps per base... I would like it in prax, but just my view.
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Tue May 28, 2013 4:29 pm |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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I suppose it comes down to this (and I don't remember the answer since we don't use them): Do current base traps trigger a pop-up alert when they go off?
If they don't tell me that an attacker has triggered my trap, how can I know to reset it, or know if someone is attacking my base (same problem as first post). Spamming traps is fine if there are active attackers, but if there's a 1 hr lull, we again have to be checking by the minute.
If someone triggers my personal ship trap it tells me, why can't this happen with the base?
Flux, your idea of a new trap that triggers an alert would be fine more so for the alert as players don't really care about damage taken during base fights.
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Tue May 28, 2013 4:33 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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Chloron wrote: Flux, your idea of a new trap that triggers an alert would be fine more so for the alert as players don't really care about damage taken during base fights. that is what I meant... for high rank.. the trap damage would make no big issue, but each triggered trap should post alert as the ship traps. for mid and low ranks, such trap would be very interesting in the base disables dynamics. Coordination will be required, where players with bigger hull/shields would hit the traps and make space for smaller.. the battle would be challenging but also more fun.. the skill gained as low/mid rank would be handy later. Also if anything like this implemented/coded.. later it could be reviewed for balancing - thinking about Omicron Mine Trap vs Thetacron Mine Trap.
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Tue May 28, 2013 4:39 pm |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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Flux wrote: for mid and low ranks, such trap would be very interesting in the base disables dynamics. I think a trap with a similar effect of a Krionite Torpedo would be a good choice. When the trap triggers, it alerts the legion it is under attack and also vaporizes the shields of whoever tripped it. This would slow down bigger players as they had to rely only on their hull, but wouldn't hamper smaller players who don't have much shield anyway.
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Fri May 31, 2013 6:05 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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Chloron wrote: Flux wrote: for mid and low ranks, such trap would be very interesting in the base disables dynamics. I think a trap with a similar effect of a Krionite Torpedo would be a good choice. When the trap triggers, it alerts the legion it is under attack and also vaporizes the shields of whoever tripped it. This would slow down bigger players as they had to rely only on their hull, but wouldn't hamper smaller players who don't have much shield anyway. +1 right, well thought, would not make any imbalance... sounds like we found a good solution... now, only if we could have it implemented 
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Sat Jun 01, 2013 5:50 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Flux wrote: Chloron wrote: Flux wrote: for mid and low ranks, such trap would be very interesting in the base disables dynamics. I think a trap with a similar effect of a Krionite Torpedo would be a good choice. When the trap triggers, it alerts the legion it is under attack and also vaporizes the shields of whoever tripped it. This would slow down bigger players as they had to rely only on their hull, but wouldn't hamper smaller players who don't have much shield anyway. +1 right, well thought, would not make any imbalance... sounds like we found a good solution... now, only if we could have it implemented  All that takes is one shield recharger which every big player have a ton of... A better affect-big-but-not-small trap would be one that -base def and cannot be removed. Smaller ship will be getting capped by most bases anyway so it wont affect them much whereas big players who weren't being capped will now get hurt pretty bad and require more frequent repair.
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Sat Jun 01, 2013 7:05 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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Uy23e wrote: All that takes is one shield recharger which every big player have a ton of... A better affect-big-but-not-small trap would be one that -base def and cannot be removed. Smaller ship will be getting capped by most bases anyway so it wont affect them much whereas big players who weren't being capped will now get hurt pretty bad and require more frequent repair. Would not be the stacked shield restores spent quickly? I think it would be similar as now with EM.
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Sat Jun 01, 2013 8:25 pm |
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Annabell
Joined: Sun May 29, 2011 7:33 pm Posts: 1988 Location: Aboard Blackwood Hall
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-1
Bases already have traps you can set. Why not just pay attention and actively defend?
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Sat Jun 01, 2013 8:26 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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Annabell wrote: -1
Bases already have traps you can set. Why not just pay attention and actively defend? Chloron wrote: It's very common to drop a base in a minute or two and if your base gets locked you have to continually reload the page every minute in order to not get quickly disabled. How can anyone do this for 8 hrs?
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Sat Jun 01, 2013 8:54 pm |
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itsSoulPLayAgain
Joined: Thu Jun 23, 2011 4:30 am Posts: 4230
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what If we get an alert when the base is locked so we know we ave to watch the base?
_________________ RNG makes mistake one time, People blame it for life. Damn sucks to be it.
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Sat Jun 01, 2013 9:39 pm |
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Annabell
Joined: Sun May 29, 2011 7:33 pm Posts: 1988 Location: Aboard Blackwood Hall
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Flux wrote: Chloron wrote: It's very common to drop a base in a minute or two and if your base gets locked you have to continually reload the page every minute in order to not get quickly disabled. How can anyone do this for 8 hrs? itsSoulPLayAgain wrote: What if we get an alert when the base is locked so we know we have to watch the base? ^ This. I've said it before, and I'll say it again, this game is not called Galaxy Ship for a reason. No good legion relies upon one person and one person alone.
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Sat Jun 01, 2013 10:39 pm |
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