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 base shipment to 100% timer reduction 
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Joined: Mon Apr 25, 2011 2:37 am
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So our base was killed again today. It happens , i mean how many 8's are there ? Anyway i got to thinkin about how much it sucks to wait ten days for 100% shipments again.
As usual i have a few strange ideas about this

cargo
Yes cargo . amount of base cargo can be fine tuned by u guys i guess but some kind of cargo space . therell be crew cargo ( for the player arts , a pool all loyal members can draw upon ) and secured cargo .
Secured cargo is where the production of the base is stored.
During an attack upon your legion's base , players gain an option to defend the secured cargo . it could be something as simple as hitting a guard button, an easy mission, or a minigame. For every legion member that completes whatever option ( doesnt really matter which or it could be something different ) it reduces the timer to 100% by... I want to say 8 hours ? Maybe 4 tho
Or....
A module that has a trap ability. Each player that raids the base has a small chance of activating the trap. For each player that sets it off the timer to 100% is reduced by a day . a critical raid (wait for it..) has a small chance of reducing the timer to zero.
When a player critical raids a base they can gain access to the crew cargo . in addition to the normal base crate they acquire they also get....something. A choice of a percentage of 3 random piles of player arts sittin in the crew cargo .

I said i had strange ideas lol

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Sat Apr 16, 2016 6:05 am
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nah. instead of messing with base shipments, make base battles more interactive.

just like guarding exotica .. you can have base guards set up. players have to choose between guarding a planet or guarding a base.

base guards can not be targeted until the base shields are down.
base hull can not be targeted until all base guards are down.
base guards can only be targeted by those in badging range (any trainees can be targeted by other trainees).
as with exotica, you can not re.guard your legion's base for an hour after you get disabled.

to avoid everyone just targeting dead bases, make it so that bases with less than 10% hull can no longer be locked, with base shipments also blocked if the base hull is less than 10%.

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Sat Apr 16, 2016 4:31 pm
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I like Hungs idea a lot. +1 to him

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Sun Apr 17, 2016 12:07 am
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base guarding would be silly....can you imagine with some of the ships out there live defending the base,...it would never die...

Im not dimssing the merit of some involvement of ships on base defense...but if you have to kill them to get to the base...good luck...we have seen what live good ships on exotica can do, let alone multiple on an already viciously tough base...

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Sun Apr 17, 2016 1:46 am
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juiceman wrote:
base guarding would be silly....can you imagine with some of the ships out there live defending the base,...it would never die...

Im not dimssing the merit of some involvement of ships on base defense...but if you have to kill them to get to the base...good luck...we have seen what live good ships on exotica can do, let alone multiple on an already viciously tough base...

not to mention how frustrating it would be to waste reds


Sun Apr 17, 2016 1:49 am
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these guys are just looking for more ways to fully kill the game is all lol


Sun Apr 17, 2016 2:29 am
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maybe if they matched it to your pvp rank range. I mean that could motivate legions ot have a mix of members because when basing your lower ranks could sneak extra damage through type deal?

you know after i said it I realized this is not so great an idea, I withdraw my addition/suggestion.....


Sun Apr 17, 2016 2:46 am
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I get the feeling you guys are in legions that rarely have to worry about your base shipment being less than 100%

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Sun Apr 17, 2016 9:37 am
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Green, i hear ya. Certainly a sure deal the higher ap the less you care/depend on base share. I know ours from level 9 base is about half an hour prod for me. But for some people it is multiples of their hourly, or sometimes daily income. Not sure the real answer. OVer time, obviously more clamps and fixers makes a base a lot less tempting. But, like with pvp, if someone realllly wants to kill it/you--its all a matter of resources and time to do so--and gathering supporting cast.

My fear would be making base killing so hard the only locks anymore would be glass. Something like a star wars/ death star battle around the base seems groovy--but unsure how you could set it up. Maybe "defending" ships could use energy to "fire" at random base attackers...larger e portions for larger damage. Though this likely would not discourage high hull and power ships regardless--which is who kill big bases.

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Sun Apr 17, 2016 4:29 pm
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juiceman wrote:
base guarding would be silly....can you imagine with some of the ships out there live defending the base,...it would never die...

Im not dimssing the merit of some involvement of ships on base defense...but if you have to kill them to get to the base...good luck...we have seen what live good ships on exotica can do, let alone multiple on an already viciously tough base...

well, flip it around then, so base defenders can target attacking ships in their battle tab range. not sure how you would keep the identities anonymous (make them appear as entities ??), but once you have targeted them, you can do whatever you can to a PvP target.

it won't distract the big hitters much ... but anything to slow down the pace of an attack would give the defenders a bit more hope.

advantage of this over the base guarding is that it can not be passive. so if the base lockers have better timing, they will still get better results.

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Sun Apr 17, 2016 4:47 pm
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senatorhung wrote:
juiceman wrote:
base guarding would be silly....can you imagine with some of the ships out there live defending the base,...it would never die...

Im not dimssing the merit of some involvement of ships on base defense...but if you have to kill them to get to the base...good luck...we have seen what live good ships on exotica can do, let alone multiple on an already viciously tough base...

well, flip it around then, so base defenders can target attacking ships in their battle tab range. not sure how you would keep the identities anonymous (make them appear as entities ??), but once you have targeted them, you can do whatever you can to a PvP target.

it won't distract the big hitters much ... but anything to slow down the pace of an attack would give the defenders a bit more hope.

advantage of this over the base guarding is that it can not be passive. so if the base lockers have better timing, they will still get better results.



now this i would not mind as it would give some of us more peoples to smash and knowing they are not a bunch of loud mouth cloaked/ calming/halc people to beat on for 48 hours :)

unless the name is koolaid where he stays dead for the 48 hours while running his mouth off like he is the best ship in the game and then wonders why he became a target to start with


Sun Apr 17, 2016 7:22 pm
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pokerman123 wrote:
senatorhung wrote:
juiceman wrote:
base guarding would be silly....can you imagine with some of the ships out there live defending the base,...it would never die...

Im not dimssing the merit of some involvement of ships on base defense...but if you have to kill them to get to the base...good luck...we have seen what live good ships on exotica can do, let alone multiple on an already viciously tough base...

well, flip it around then, so base defenders can target attacking ships in their battle tab range. not sure how you would keep the identities anonymous (make them appear as entities ??), but once you have targeted them, you can do whatever you can to a PvP target.

it won't distract the big hitters much ... but anything to slow down the pace of an attack would give the defenders a bit more hope.

advantage of this over the base guarding is that it can not be passive. so if the base lockers have better timing, they will still get better results.



now this i would not mind as it would give some of us more peoples to smash and knowing they are not a bunch of loud mouth cloaked/ calming/halc people to beat on for 48 hours :)

unless the name is koolaid where he stays dead for the 48 hours while running his mouth off like he is the best ship in the game and then wonders why he became a target to start with

Wah... Wwaaaahhhhh... Waahhhhhhhhh.

*Yawn*

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Sun Apr 17, 2016 9:45 pm
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Cmon guys keep the flaming out of my posts please ?

Anyways the legions of ships fighting would be cool, but i think that would be better suited for a legion-duel type format .

My above ideas reflect things a legion could do that didnt directly involve pvp so those ppl that are missioners or npcers could keep their halcs running

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Sun Apr 17, 2016 10:49 pm
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It would seem that anything that would spawn revenue should be implemented. The game as surpassed the snails pace that was implemented at was inducted in the launch so why not make some money and provide GP based items for exactly this type of thing?

75 GPs or 75 % Accelerated base repairs.

140 GPs for a " Flux probe all" button

90 GPs for Quantum Accelerators.

STuff like that. Make some $$$$$ and let us foolishly spend it. Make a buck. Might keep the interest of a percentage of low ranks who would like to accelerate planet builds etc.

and , help in instances like these.

Thats the problem in the game. Nothing happens fast enough. Especially wandering through the lower ranks.

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Mon Apr 18, 2016 12:14 pm
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while we are at it why not make the Mission dyson/mission exotic and rifts repeatable missions? Part of the charm of GL is that while GP players have an edge, its a small one compaired to other facebook games.


Tue Apr 19, 2016 1:13 am
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draxsiss wrote:
while we are at it why not make the Mission dyson/mission exotic and rifts repeatable missions? Part of the charm of GL is that while GP players have an edge, its a small one compaired to other facebook games.


well that would make the need to protect planets pretty much zero as all the decent arti planets are invincible. I also dont know many people who would do they dyson one multiple times


Tue Apr 19, 2016 9:14 am
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Ghostclaw wrote:
draxsiss wrote:
while we are at it why not make the Mission dyson/mission exotic and rifts repeatable missions? Part of the charm of GL is that while GP players have an edge, its a small one compaired to other facebook games.


well that would make the need to protect planets pretty much zero as all the decent arti planets are invincible. I also dont know many people who would do they dyson one multiple times


I suspect they mean the entire chain be repeatable, so you would need to do the exotic first, dyson second, and rift third. So if you want more rifts you must get another exotic and dyson first.


Tue Apr 19, 2016 9:13 pm
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Thats an ok idea and all too bad its not related to my original idea.

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Wed Apr 20, 2016 6:13 pm
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Detregets can you explain to me why anyone would but anything in the crew cargo? or alteratively why we wouldn't just fill it with crap (yep our precous cloning pods!) that we don't care if we lose just so that we can get a faster base recharge time?

I am not sure what you mean by reduce the time by 100% by 8 hours. that seems contradictory either the time is reduced by 100% in which case the timer is gone... what do you mean by this?

Again with set off the timer reduced to 100% PLEASE explain this phrase.


So Most of us do not need more cargo space, It is the one stat that most of us has allowed to grow with truely unchecked potental that many of us don't even bother clicking all our MSP/Tesseracts anylonger, an extra cargo space seems pointless.


Mon Apr 25, 2016 9:44 pm
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draxsiss wrote:
So Most of us do not need more cargo space, It is the one stat that most of us has allowed to grow with truely unchecked potental that many of us don't even bother clicking all our MSP/Tesseracts anylonger, an extra cargo space seems pointless.


Item You Own Space Used
Corruption 65 32500

if you are using the Oruas ally consistently .. you WILL run out of cargo space ...

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Mon Apr 25, 2016 10:14 pm
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