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 Base Battle Improvement 
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Joined: Thu Jul 14, 2011 12:24 am
Posts: 331
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Hi ,
I was trying to think of ways to make base battles slightly more interesting ( as I find them pretty boring ) and one way would be to change bases to have more than just the hull and shield for the attacker to blast through .

What I came up with would be that bases have 2 additional red bars - 1 for shield generator and the other for defense turrets . So the attackers would blast the shields then have a choice to make - they can target the shield generator : which would stop the usual shield regen
or they can target the defence turrets : which would reduce the bases attack somewhat
or they could just go for the fast kill and ignore the generator and turrets .

Now these turrets and generator would have hull points based on the modules used in the base - the better the modules on the base , the more hull they would have , also Dan could then add a whole new bunch of artis for improving each of these .

Oh yeah - once an attacker has trashed the generator or the turrets the base could spend ability points repairing them if the wanted . Anyway just would give a couple of more options for base battles .

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Tue Jul 22, 2014 10:02 pm
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Joined: Thu Apr 24, 2014 3:57 pm
Posts: 423
Location: England
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This seems like a good idea, but targeting the cannons on a base that has 50k attack wouldnt put many people off. Our base is practically one of the strongest, but that doesn't alter the fact that against the best battle groups of EotS, GP, TSL and other battle groups such as the Infinity legions, Imminent legions, no base can stand up to them (with the exceptions of maybe any level 9 that has been around for 2-3 years). The other 2 options, Shield Recharge and Turrets, would be completely bypassed cause they wouldn't dent the ships. And with Feeder legions feeding the top legions, it is pointless. The only way to improve and survive is to buff the bases more so people actually have to put in effort, maybe repair a few times, actually use buffs and not cap us every time.

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Tue Jul 22, 2014 10:43 pm
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Joined: Wed Sep 04, 2013 2:56 pm
Posts: 47
Location: Enjoying all the comforts of The Rub and Tug
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I'm not a fan of making things more complicated. Sometimes simple is good. Perhaps it's time for new drops from lvl 7, 8, and 9 bases that allow artifact production to reach 25x, or even crates that contain 250ctp. It would make basing a lot more interesting and bring some excitement into the game imo.

Oh, and of course make base attacks or at least successful base raids an offensive action that makes you lose halc traps!!


Tue Jul 22, 2014 10:55 pm
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Joined: Tue Feb 04, 2014 3:00 pm
Posts: 371
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i do like the potential here. In an early topic, I had also suggested that base attackers show up on a list for the defending legion to attack and defend the base more directly.


Wed Jul 23, 2014 12:10 am
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Joined: Fri Jun 25, 2010 1:16 am
Posts: 3824
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A long time ago, it was suggested that instead of an attack button, some people would get a hack button. This hack button let you temporarily disable weapons or shields (temp both time and by full repair). Hackers would do 'damage' and be on their own damage list and their own silvers list.

It was a way to let some of the smaller ships be more valuable during a base battle.


Wed Jul 23, 2014 12:23 am
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Joined: Tue Oct 23, 2012 1:07 am
Posts: 274
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The amount of damage that could be done by hacking could be inversely proportional to how large your ship is. ie, smaller ships can get into more sensitive areas more easily, thereby able to cause more damage.


Wed Jul 23, 2014 1:53 am
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Joined: Sun Jan 20, 2013 8:36 pm
Posts: 129
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I like the general idea I just don't see many people using it. Taking out turrets just mean a few less nanos off your massive pile and any shield regen is generally pretty miniscule when compared to the amount of damage that's being done.

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Thu Jul 24, 2014 12:52 am
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Joined: Thu Jul 14, 2011 12:24 am
Posts: 331
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Yeah my idea would have been good when bases first came out , but less so now . I still think battles would be slightly better but not enough of any real change .

So I was thinking - what about special weapon turrets ?
Your base would have the standard shield and hull bars THEN an extra hull bar for every spacial weapon that the base has equipped , the bigger the base , the better options and more space you would have to mount them . Shields would have to be worked through before you could target the special weapon turrets , or you could ignore them and still go for the hull for the quick kill .

The special weapon turrets could be as follows :
1. Energy regen freezer - stops energy regen on attacking ships for x amount of hours
2. a attack reducing cannon - reduces attackers attack score by 50% for x amount of hours
3. a defence reducer ray - you know where I'm going with this one lol
4. death ray - deals massive damage to attacking ship
5. flare launcher - reduces scan or cloak for x amount of hours

Now these may be able to be caged away or not , I'm not sure what would be the best on that and the turrets would fire randomly and at random attacking ships prob with a less frequency then geminis ? Anyway these powerful special turrets would be enough of a risk that ships should want to focus on them and not just rush the normal hull .
Any thoughts ?

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Thu Jul 24, 2014 1:29 am
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