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 Base adjustments 
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1:Timer on repair abilities of all kinds. At the moment a base can simply have too much defense and HP for even an entire legion working together to blast through, this combined with the fact that at the moment theres no timer on the base repair ability if theres someone online that notices the base is under attack is able to just keep repairing it, and then a base can have the equivalent of around 7 MIllion HP easy.

2:Timer on building structures on bases, people can right now stack shields/use ability buff, and then once the shields are down replace them with hulls and use the hull buff. Meaning a legion can have to deal with the equivalent of a legion shield tanking and hull tanking.

3: The damage done to it needs to be adjusted, idk about lower lvl bases, but higher ones should not require need 15K defense to make most attacks be around 15 damage. Attack would also be nicer if it got nerved a bit at higher lvls, 1K damage/attack hurts my artifact supply, alot.

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Mon Aug 01, 2011 12:17 am
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--You shouldn't be able to kill every base every time.

But you should be able to look at the base more before you accept a lock too.


Mon Aug 01, 2011 12:27 am
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Andy wrote:
--You shouldn't be able to kill every base every time.

But you should be able to look at the base more before you accept a lock too.

IDK about you but IMO, if a legion does enough damage to kill the base a couple of times over, as well as using what is easily over 50K energy in the process. Theres a problem.

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Mon Aug 01, 2011 12:33 am
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Somebody suggested that they should be locked out from changing standard modules whenever a Legion has their Base locked, which seems like a good enough idea.


Mon Aug 01, 2011 12:40 am
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FerrusManus wrote:
Somebody suggested that they should be locked out from changing standard modules whenever a Legion has their Base locked, which seems like a good enough idea.


+1 for that. seems a bit strange its not like that already. but then again, it is PvP. and this game is trying to shy away from that.

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Mon Aug 01, 2011 12:42 am
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Swap for shield to armor should be disallowed.. but new armor is unrepaired at least..
And if you are hitting a base and they are they're defending it, come back in 4 or 6 hours and try again? At some point you should figure out "HEY.. I'm not getting anywhere with this base.. stop wasting resources?".


Mon Aug 01, 2011 12:59 am
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Andy wrote:
Swap for shield to armor should be disallowed.. but new armor is unrepaired at least..
And if you are hitting a base and they are they're defending it, come back in 4 or 6 hours and try again? At some point you should figure out "HEY.. I'm not getting anywhere with this base.. stop wasting resources?".

We did, but that was after we had almost killed it twice.

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Mon Aug 01, 2011 1:13 am
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Congratulations to PA on their efforts vs Disciples of Orion base.

I couldn't argue with their concerns for base adaption on the fly. I'm sure that will likely change.

Pointedly however, there are inaccuracies here: We hit our buffs on the onset - hull And shields (and def and attack). While the attack was underway, we did drop 2 shields (only to end up putting one back during the fight) and add hulls. We bought more space and added considerably more hull. Unfortunately a well meaning member of DOO used the paid repair option when the hull was only down to about 90% (prior to the adding of more hulls - on the fly). The paid repair option has a 4 hour timer.

When their persistent efforts had brought our hull down to around 35k, we used Emergency Repair. Having 10 Lazuli in the legion granted us 70% repair (and this was used After we bought more tactical space and added more hull - on the fly).

During the combat, they could argue they almost had our base 1x, however not 2x. Additionally, the ~35k hull was our 1st and intended use of the Emergency Repair ability.

Here's something to realize, if we foolishly use up all our ability points, we're sitting ducks. Therefore, a goal would be to encourage us to use them up and therefore render us vulnerable.

It is possible to likely that changing gear on the fly may be disabled. (Totally legal at the moment while working out kinks and tactics in the system, there will be no apologies from here for legally improving our situation. You can take away that it definitely did cost us a pretty penny.)

-Oggie
DOO


Mon Aug 01, 2011 2:45 am
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reiterating a point:

From their perspective, they almost had our base (they suggest once, we consider their viewpoint and are willing to consider accepting almost 1x)

However, on our end, we already had a plan in place when our hull was at around 110k to emergency repair when we were around 20%ish or so. We settled on ~35k. So I counter with, they did not almost have our base.


Mon Aug 01, 2011 2:48 am
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Perhaps instead of a timer on the repair ability it should just cost significantly more ability points, and perhaps even repairs less (5% instead of 10%, or something).

EDIT: Yeah, making it cost 10 points could definitely help, and if it was lowered to 5% per person then that would definitely help. It seems like Bases are well-balanced, but only if they're taken out in very short time, which isn't what they're meant for or usually happens.


Last edited by FerrusManus on Mon Aug 01, 2011 2:56 am, edited 1 time in total.



Mon Aug 01, 2011 2:50 am
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PS

You did have us sweating at first until we formulated a plan. After that though, our heartrates were able to drop down.

/Salute on that


Mon Aug 01, 2011 2:52 am
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Cothordin wrote:
1:Timer on repair abilities of all kinds. At the moment a base can simply have too much defense and HP for even an entire legion working together to blast through, this combined with the fact that at the moment theres no timer on the base repair ability if theres someone online that notices the base is under attack is able to just keep repairing it, and then a base can have the equivalent of around 7 MIllion HP easy.

2:Timer on building structures on bases, people can right now stack shields/use ability buff, and then once the shields are down replace them with hulls and use the hull buff. Meaning a legion can have to deal with the equivalent of a legion shield tanking and hull tanking.

3: The damage done to it needs to be adjusted, idk about lower lvl bases, but higher ones should not require need 15K defense to make most attacks be around 15 damage. Attack would also be nicer if it got nerved a bit at higher lvls, 1K damage/attack hurts my artifact supply, alot.



there is a timer, a 4 hour timer hahaha


Mon Aug 01, 2011 2:52 am
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JimSwarens wrote:
Cothordin wrote:
1:Timer on repair abilities of all kinds
there is a timer, a 4 hour timer hahaha
the Emergency Repair base ability does not have a timer.... can be instantly re-clicked

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Mon Aug 01, 2011 3:04 am
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Lone.Lycan wrote:
JimSwarens wrote:
Cothordin wrote:
1:Timer on repair abilities of all kinds
there is a timer, a 4 hour timer hahaha
the Emergency Repair base ability does not have a timer.... can be instantly re-clicked


True, however it's effectiveness depends on how many lazuli are in the legion
and
if a legion can be run out of their ability points ...
(which can happen - PA showed us how liquid buffing up can be, and we wasted quite a bit on mines before wising up)
... then the emergency repairs just can't happen.


Mon Aug 01, 2011 3:48 am
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Oggie wrote:
Lone.Lycan wrote:
the Emergency Repair base ability does not have a timer.... can be instantly re-clicked
True, however it's effectiveness depends on how many lazuli are in the legion
and
if a legion can be run out of their ability points ...
(which can happen - PA showed us how liquid buffing up can be, and we wasted quite a bit on mines before wising up)
... then the emergency repairs just can't happen.

fixers.... lazuli only count toward the hull buff, not the repair... and it only takes 10 fixers to get a 100% repair per click...

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Mon Aug 01, 2011 4:05 am
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I believe you can only repair your base once every 4 hours then there just the ability that can repair a little or all depending.

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Mon Aug 01, 2011 4:09 am
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You know, thinking longer about it... once a legion works out the kinks on their base, concerns of changing modules on the fly are moot:

They cost credits, which are finite
(there are a LOT of VERY wealthy ships and legions out there, but after a while, if a legion is constantly changing parts, it will add up and beyond finding a favorable combination, changing parts is unlikely to become a regular tactic.)

Other than trial and error finding a combination of parts that benefit the legion better and likely staying with a new combo, rebuilding during battle won't be a frequent benefit. Shields are placed uncharged, hulls are placed unrepaired. So the legion still needs to have the funds and not be facing a timer OR still have ability points to emergency repair (and hopefully lazuli members).

While I can certainly empathize with PA's frustration at our redesigning and adapting our base during the fight. Yet it was their efficiency that forced us to rethink our configuration. We're now just a few modules from capping our hull, after that we (just as others would be) are stuck with however long our ability points hold out as well as judicious use of the ability and the paid repair with the 4hr timer.

Changing the ability to reconfigure during battle would be premature. Base configurations will settle after we all learn from our "attackings and defendings".

If locking configurations during a fight were done then it would also be appropriate to lock configurations during other fights also: planetary attacks, ship to ship pvp, etc. Do some people change their planetary set ups if they intercept a planet attack while online? I wouldnt be surprised. Does this frustrate the attacker? I'm sure. Such would Tactical Inner-Bypass even more useful then it already often is.


Mon Aug 01, 2011 4:11 am
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Oggie wrote:
still have ability points to emergency repair (and hopefully lazuli members)

FIXERS.. lazuli don't affect Emergency Repair

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Mon Aug 01, 2011 4:21 am
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Lone.Lycan wrote:
Oggie wrote:
still have ability points to emergency repair (and hopefully lazuli members)

FIXERS.. lazuli don't affect Emergency Repair



Ayeaye, my bad, copy that. Fixers

Emergency Repair
Repairs 10% of the base hull for each Loyal Fixer profession in your legion.

Auxiliary Fortification
Boosts base hull maximum by 10% for each Loyal Lazuli race or Fixer profession in your legion. Lasts 4 hours.


Mon Aug 01, 2011 4:28 am
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http://www.facebook.com/media/set/?set= ... 494&type=1

Level 5 bases can be tough nuts to crack.

Lucky for us, they were offline at the time. Else we might not have been successful (from our perspective)


Tue Aug 02, 2011 10:12 pm
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