An update to bases proposal
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Darky
Joined: Sun Mar 10, 2013 3:57 pm Posts: 379 Location: Shouldn't matter to you, I know where you are.
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Well, we all know that bases hardly ever stand a chance when it gets locked by what turns out to be a huge battle-group and from what I hear, they haven't had an update since they first came out way back two or three years ago while players themselves have gotten far stronger and even surpassed the strength of bases. So I propose a few changes at least to the higher level bases, regarding both difficulty, and base rewards.
Level 5s and below:
~ Level 3 bases now raidable, they yield a "Small base crate": 60% chance for a "Supply Cache" (When opened it yields 1000 mixed research and mining points), 30% chance for 20 CTp, and 10% chance for 40 CTP. No other changes. Reason for this is to introduce some features earlier, hopefully keeping the interest of new players in longer.
For those of you that say "Make it harder for those at the top and you'll doom everyone else", your argument is invalid as all bases that are below level 5 remain the same difficulty wise.
Level 6:
~Reduce the damage cap to 480 (down from 600), otherwise no changes.
~As it is level 6s seem to be locked and disabled the most as they have a significantly higher damage caps compared to a 5 (therefore much easier to disable), better base rewards over a 5 again making them a more tempting target, and less shielding and attack compared to a 7 despite an identical damage cap and all the same raid drops, again making them preferred bases to lock if your only concern is badges and raids, as a result people in level 6s seem to get demoralized (I know I did) and feel outclassed so they migrate to the level 7 or 8 bases. Hopefully this change will help them out some.
Level 7:
~ Damage cap remains at 600.
~Module limit increased to 14 turrets, 14 shield generators, 14 platings, and 14 defenses.
~Very Massive base crate changed: 60% chance to drop an Enumeration Crystal, 30% chance to drop an Abysmal Rift Trap, 10% chance to drop an "Reactive-AI Core"; (When used on your base it permanently increases defense by 20).
Level 8:
~ Damage cap increased to 740.
~ Module limit increased to 16 turrets, 16 shield generators, 16 platings, and 16 defenses.
~ Can now have up to 5 of each type of production structures (up from 4).
~ Base raids bring in a "Colossal Base Crate": 60% chance to drop an Enumeration Crystal, 30% chance to drop a Reactive-AI Core, 10% chance to drop a "Vault Fortress" (Planet structure, size 4, +8000 attack, +2000 artifact, mining, and research storage, can be extracted, limit 1 per planet).
Level 9:
~ Damage cap 860.
~ Module limit 18 turrets, 18 shield generators, 18 platings, and 18 defenses.
~ Can have up to 6 of each type of production structures.
~ Base raids bring in a "Mega Colossal Base Crate": 60% chance to drop a Reactive-AI Core, 30% chance to drop a Vault Fortress, 10% chance to drop an "Enhanced Enumeration Crystal" (improves a planet's artifact production by 5, up to 20x MegaRich).
-Sha'Din Schematics: Alter the function of this arti when used on a base the first time it simply unlocks the base design where it will work like any other base skin, you can freely switch to it in the change base details section. When used again it does not force the base into using the base design but still permanently increases attack by 50. Let's face it, people are getting tired of seeing every high level base look like a cookie cutter base these days, so with this change it wont be frequently forced into looking like the Sha'din HyperPort.
Other similar arties that could be introduced that work the same way include; Renegar Schematics, Stalar Schematics, and Dark Schematics to unlock the Renegar Lazuli Station skin, the Stalar Command Center's and the Dark Command Nexus' skin respectively, drop rates for these would be about 5% when their respective bosses are disabled.
-Continuum Parser; From what I hear, people hate getting these in their raids because you can only use 4 on your ship and after that they're a waste of a base raid. So I suggest that they be moved to the battle market, costing 42 Silver badges each, and no longer appear in base raids, the artifact is otherwise unchanged.
-Feeder Legions: Feeders are very demoralizing for those of us on the lower end of the food chain. My proposition is to limit the number of base battles that a legion can take part in within a 24 hour time frame to be limited to the intended 3. This includes both bases that the legion locked on their own, and those that were shared to them by their battle pact partners.
-Krionite Minefield: For the one ability that requires the most to be unlocked, it sure is worthless to use aside from letting the legion know that someone has hit the base (and who), in its current form, its not stopping anyone, so I propose this change; reduce the chance of setting off to 20% per hit, change the damage formula so it depletes your shields and deals 10% of your hull, rather than for the ability to disappear once its set off, it instead becomes an effect on the base that lasts for an hour that has a chance to set off subsequent mines each time you hit it. Making this a more viable ability to really boost the amount of damage your base can dish out for that hour. AP cost increased to 3.
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Last edited by Darky on Tue Oct 15, 2013 9:42 pm, edited 7 times in total.
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Sun Oct 13, 2013 12:34 am |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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Base Crate names... Just wanna suggest changing those a bit: Code: Level 3 Small Base Crate Level 4 Base Crate Level 5 Large Base Crate Level 6 Massive Base Crate Level 7 Very Massive Base Crate Level 8+ Colossal Base Crate
Darky wrote: -Continuum Parser; From what I hear, people hate getting these in their raids because you can only use 4 on your ship and after that they're a waste of a base raid. So I suggest that they be moved to the battle market, costing 42 Silver badges each, a rank requirement of 300 to install, and no longer appear in base raids, the artifact is otherwise unchanged. I agree with the change, however I'd rather not see the Rank limit put so high. The current Rank for installing those is Rank 50. Keep it like that. Darky wrote: -Feeder Legions: Feeders are very demoralizing for those of us on the lower end of the food chain. My proposition is to limit the number of base battles that a legion can take part in within a 24 hour time frame to be limited to the intended 3. This includes both bases that the legion locked on their own, and those that were shared to them by their battle pact partners. I'd agree with this, but I can't because it's already been 'abused' too much. Changing it now will only leave the top legions in the lead. Other than that everything else looks okay... 
_________________ Devastation - Rank 1209 - Proud Officer of Imperium of Namalak
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Sun Oct 13, 2013 12:54 am |
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varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
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I disagree on your last point. Top legions will always have a lead no matter what. Doing nothing to stop feeders will hurt lower end legions more then fixing the issue.
_________________ Creator of Alpha Legion 100, The Robot Alliance, Galactic Historian Society, Galactic Entertainment Center, The Guidebook, and Fan-Forums. 2012 Player Of The Year. The Artists' Guild Member.
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Sun Oct 13, 2013 1:02 am |
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Darky
Joined: Sun Mar 10, 2013 3:57 pm Posts: 379 Location: Shouldn't matter to you, I know where you are.
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Devastation wrote: Base Crate names... Just wanna suggest changing those a bit: Code: Level 3 Small Base Crate Level 4 Base Crate Level 5 Large Base Crate Level 6 Massive Base Crate Level 7 Very Massive Base Crate Level 8+ Colossal Base Crate
Good thinking, I'll go make the change.  Devastation wrote: Darky wrote: -Continuum Parser; From what I hear, people hate getting these in their raids because you can only use 4 on your ship and after that they're a waste of a base raid. So I suggest that they be moved to the battle market, costing 42 Silver badges each, a rank requirement of 300 to install, and no longer appear in base raids, the artifact is otherwise unchanged. I agree with the change, however I'd rather not see the Rank limit put so high. The current Rank for installing those is Rank 50. Keep it like that. I've never worked with continuum parsers so I didn't know they actually had an existing rank minimum. Thanks for that. Devastation wrote: Darky wrote: -Feeder Legions: Feeders are very demoralizing for those of us on the lower end of the food chain. My proposition is to limit the number of base battles that a legion can take part in within a 24 hour time frame to be limited to the intended 3. This includes both bases that the legion locked on their own, and those that were shared to them by their battle pact partners. I'd agree with this, but I can't because it's already been 'abused' too much. Changing it now will only leave the top legions in the lead. Not necessarily, The top legions are where they are because they have the power to disable as many bases as they want as long as their feeders are well coordinated, so with this change not only is the income of silver badges reduced (meaning fewer exo-clamps) but the lower end of the chain can maintain a higher defender bonus for longer so there's less of a "brain drain" caused when the stronger players of a legion get tired of having their base disabled so frequently. Devastation wrote: Other than that everything else looks okay...  Thank you. I appreciate your feedback 
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Sun Oct 13, 2013 1:08 am |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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I don't like how you have removed the crystal, Frankly I have never seen someone go "oh crap another crystal" I suggest keeping them at a 60% rate throughout. Frankly crystals are worth more than rift traps, level 7's would be where its at based on these numbers.
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Sun Oct 13, 2013 1:30 am |
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Darky
Joined: Sun Mar 10, 2013 3:57 pm Posts: 379 Location: Shouldn't matter to you, I know where you are.
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draxsiss wrote: I don't like how you have removed the crystal, Frankly I have never seen someone go "oh crap another crystal" I suggest keeping them at a 60% rate throughout. Frankly crystals are worth more than rift traps, level 7's would be where its at based on these numbers. The Crystal is still in the level 8. I guess I could make a small change to make it a little clearer though.
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Sun Oct 13, 2013 1:37 am |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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Ok here is how I am reading it Level 7: ~ Damage cap remains at 600. ~Module limit increased to 14 turrets, 14 shield generators, 14 platings, and 14 defenses. ~Very Massive base crate changed: 60% chance to drop an Enumeration Crystal, 30% chance to drop an Abysmal Rift Trap, 10% chance to drop an "Reactive-AI Core"; (When used on your base it permanently increases defense by 20). Sweet 60% crystal sign me up! alittle tougher to kill but more defenses to compensate thats cool.Level 8: ~ Damage cap increased to 740. ~ Module limit increased to 16 turrets, 16 shield generators, 16 platings, and 16 defenses. ~ Can now have up to 5 of each type of production structures (up from 4). ~ Base raids bring in a "Colossal Base Crate": 60% chance to drop an Abysmal Rift Trap or an Enumeration Crystal, 30% chance to drop a Base-AI Core, 10% chance to drop a "Vault Fortress" (Planet structure, size 4, +8000 attack, +2000 artifact, mining, and research storage, can be extracted, limit 1 per planet). 30% crystal 30% rifttrap 30% new base + buff 10% interesting new planet storage, almost rather that be defense to be brutaly honest as its easyer too buff. However the point is the rate of crystal gain is HALF the level 7's Crystals> Rift trap Level 9: ~ Damage cap 860. ~ Module limit 18 turrets, 18 shield generators, 18 platings, and 18 defenses. ~ Can have up to 6 of each type of production structures. ~ Base raids bring in a "Mega Colossal Base Crate": 60% chance to drop a Base-AI Core, 30% chance to drop a Vault Fortress, 10% chance to drop No Crystal 10% something I don't see, and alot of base buffing going on here... Kinda neat but realisticly this means a leagion will get say 50 people 30x20=600 defense 15 people will get Valut and 5 people get the mystery prize, I am not sure if 600 defense is worth trying to tackel a level 9 base considering it will not give you anything really in return.
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Sun Oct 13, 2013 1:45 am |
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Darky
Joined: Sun Mar 10, 2013 3:57 pm Posts: 379 Location: Shouldn't matter to you, I know where you are.
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draxsiss wrote: No Crystal 10% something I don't see, and alot of base buffing going on here... Kinda neat but realisticly this means a leagion will get say 50 people 30x20=600 defense 15 people will get Vault and 5 people get the mystery prize, I am not sure if 600 defense is worth trying to tackel a level 9 base considering it will not give you anything really in return. Yeahh.. you kinda just made me realize that I forgot to put something in the 10% slot for 9s.. maybe a new kind of planet changing artifact or an improved version of the enumeration crystal that can improve a planet's arti production by 1 up to 20x?
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Last edited by Darky on Sun Oct 13, 2013 2:05 am, edited 1 time in total.
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Sun Oct 13, 2013 1:49 am |
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Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
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I like the concept apart from the last point higher ranked legions do more bases to keep us interested 3 bases a day would just be boring for us, i can tell you we certainly aren't doing it for the extra stations lol
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Sun Oct 13, 2013 1:57 am |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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My suggestion
Ok here is how I am reading it
1-7 no change thats all good.
Level 8:
~ Damage cap increased to 740.
~ Module limit increased to 16 turrets, 16 shield generators, 16 platings, and 16 defenses.
~ Can now have up to 5 of each type of production structures (up from 4).
~ Base raids bring in a "Colossal Base Crate": 10% chance to drop an Abysmal Rift Trap or a 50% Enumeration Crystal, 25% chance to drop a Base-AI Core, 10% chance to drop a "Vault Fortress" 5% drop a tactical base extender. (Planet structure, size 4, +8000 attack, +2000 artifact, mining, and research storage, can be extracted, limit 1 per planet).
Level 9:
~ Damage cap 860.
~ Module limit 18 turrets, 18 shield generators, 18 platings, and 18 defenses.
~ Can have up to 6 of each type of production structures.
~ Base raids bring in a "Mega Colossal Base Crate": 30% Crystal 20% chance to drop a Base-AI Core, 30% chance to drop a Vault Fortress, 10% Tactical Expander, 5% Special extender, 5% Chronofield Projector ,
Thats a good level 9 base reward!
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Sun Oct 13, 2013 2:06 am |
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Darky
Joined: Sun Mar 10, 2013 3:57 pm Posts: 379 Location: Shouldn't matter to you, I know where you are.
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draxsiss wrote: My suggestion
Ok here is how I am reading it
1-7 no change thats all good.
Level 8:
~ Damage cap increased to 740.
~ Module limit increased to 16 turrets, 16 shield generators, 16 platings, and 16 defenses.
~ Can now have up to 5 of each type of production structures (up from 4).
~ Base raids bring in a "Colossal Base Crate": 10% chance to drop an Abysmal Rift Trap or a 50% Enumeration Crystal, 25% chance to drop a Base-AI Core, 10% chance to drop a "Vault Fortress" 5% drop a tactical base extender. (Planet structure, size 4, +8000 attack, +2000 artifact, mining, and research storage, can be extracted, limit 1 per planet).
Level 9:
~ Damage cap 860.
~ Module limit 18 turrets, 18 shield generators, 18 platings, and 18 defenses.
~ Can have up to 6 of each type of production structures.
~ Base raids bring in a "Mega Colossal Base Crate": 30% Crystal 20% chance to drop a Base-AI Core, 30% chance to drop a Vault Fortress, 10% Tactical Expander, 5% Special extender, 5% Chronofield Projector ,
Thats a good level 9 base reward! Interesting idea making GP items free which is something I doubt Dan would do, besides, most leaderboard legions that are powerful enough to tackle a 9 are already in bases that are fully upgraded themselves (if they're not then how the heck did they not get outclassed?). Chronofield projector is a great idea though.
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Sun Oct 13, 2013 2:14 am |
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Darky
Joined: Sun Mar 10, 2013 3:57 pm Posts: 379 Location: Shouldn't matter to you, I know where you are.
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Fireblade225 wrote: I like the concept apart from the last point higher ranked legions do more bases to keep us interested 3 bases a day would just be boring for us, i can tell you we certainly aren't doing it for the extra stations lol That's actually a pretty valid point that I didn't think about. Maybe we can meet somewhere in the middle on this issue?  Would would be a reasonable cap for you guys?
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Sun Oct 13, 2013 2:15 am |
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Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
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Darky wrote: Fireblade225 wrote: I like the concept apart from the last point higher ranked legions do more bases to keep us interested 3 bases a day would just be boring for us, i can tell you we certainly aren't doing it for the extra stations lol That's actually a pretty valid point that I didn't think about. Maybe we can meet somewhere in the middle on this issue?  Would would be a reasonable cap for you guys? There isn't really a need for caps the system in it's self is naturally capped we run 9 bases a day atm and that as it is a lot of work to maintain adding more legion to the mix is a mountain of work and i said earlier most of us fitted stations to our planets a long time ago so were not really in a rush to get more. personally for bases i'd rather see everything from base raids as a silver badge mod and raiding bases gives you from X-Y in silvers and just let us choose what rewards we want to buy.
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Sun Oct 13, 2013 3:11 am |
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Fenix
Joined: Wed Nov 21, 2012 12:33 am Posts: 802
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I like the idea, +1 from me.
_________________ Former leader of Anomaly Elite.
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Sun Oct 13, 2013 11:43 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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I don't like the idea of such a large change to how bases work since I think they are good as is. I wouldn't complain about changing how base lock times work.
Give us 4 hour lock options instead of the 8 and then make it so when your legion accepts a lock, your lock time will be what the share time left on the base is or 4 hours. If the base has 1 hour left when you accept. You get 1 hour to hit the base and 3 more hours before you can lock something.
Somewhere the idea of adding hacking to bases was brought up. Let's add to the system instead of changing the system.
_________________  Treeeeeeeeeeeeeeeeeeeeeee That's meeeeeeeeeeeeeeeee
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Mon Oct 14, 2013 12:03 am |
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itsSoulPLayAgain
Joined: Thu Jun 23, 2011 4:30 am Posts: 4230
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i dont like the idea of increasing D - caps. just seems dumb. if u want to change the crates maybe but leave mods and caps as is. i like that other guys idea, about the silver thingy doing the thing and buying the stuff.
_________________ RNG makes mistake one time, People blame it for life. Damn sucks to be it.
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Mon Oct 14, 2013 4:27 am |
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blackfox
Joined: Mon May 28, 2012 8:32 pm Posts: 2397
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I think its a good suggestion, i can see my members benefit from this; the supply cache would be very useful to them for one and making the Continuum Parser a badge item is very useful as it would give you higher chance of scoring something useful. as for the rest, i don't have much experience, but it all sounds gravy. +1 
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Mon Oct 14, 2013 9:51 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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one thing I don't like is the 5% Chronofield Projector drop chance might take 1 to 2 Years, as we need level 9 baese to get more common first, but basickly given enougth time you could end up with High rank players owning 100+ Invinsible planets = game over, no more god planets to invade  if you find an interesting planet, no need to flux it any more, just invade it and make it invinsible instead the rest is is interesting and could actualy work quite well
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Mon Oct 14, 2013 10:08 pm |
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blackfox
Joined: Mon May 28, 2012 8:32 pm Posts: 2397
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DarkMar wrote: one thing I don't like is the 5% Chronofield Projector drop chancemight take 1 to 2 Years, as we need level 9 baese to get more common first, but basickly given enougth time you could end up with High rank players owning 100+ Invinsible planets = game over, no more god planets to invade  if you find an interesting planet, no need to flux it any more, just invade it and make it invinsible instead the rest is is interesting and could actualy work quite well yeah ill agree with that, it is very OP, love the rest thou.
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Mon Oct 14, 2013 10:10 pm |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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That would be some more commonality.... I mean level to get 100 invincable planets you would have to disable on average 2000 level 9 bases.
How many of you have disabled 2000 bases? (reguardless of level)
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Mon Oct 14, 2013 11:15 pm |
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