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Searo
2003-07-23, 11:54 AM
Scrap this idea involving carting a LULU around. That's what I'm calling the damn thing from now on, a LULU.

It sucks, it will not work, it has turned 50% of the community against you. I will not renew my subscription if what has currently been thought out is still implemented.
I'll buy WoW instead, not "Smeer the Queer on an Epic Scale! Now with Lag Expansion Pack and Stuff Put IN That Makes No Sense!"

Here's my idea.

Staying in a friendly base for 5 minutes starts a "Defense Incentive".

A timer is started, giving you more XP for the number of enemies in the friendly base Sphere of Defence. This would be a larger SOI around the base. MAXes/Tanks/Reavers are worth more than one foot soldier. The longer they stay in the SOD, the more XP pools.

Kills are added to this XP pool. Also, the player recievers x2 the normal XP for that kill right away. Wow. Defending looks nice now, just hopping on a turret and blasting away at 3-4 guys woud get your squad 600-800 XP.

Ex:There's a platoon assaulting your base. The combined total value of all their soldiers and vehicles in your SOD ends up to be only 1000. But, each member in the platoon dies 1.5 times each. Some guys die once, some three times, etc..
45 kills. With an average of 100 xp a kill, that's 4500 Xp. Too much though, so let's only take a third of it. 2500, not bad.
This would be awarded when a defender left the SOI. But leaving would start the 5 min timer again.

Even if the base was hacked, if you defended it for 20 mins and ended up having to leave the SOI you'd still get the Force Value and Kill Value XP.

Thoughts? OMG THAT's COMPLICATED! Flames? Suggestions?

Trebor95
2003-07-23, 12:03 PM
Sounds like XP incentive only tbh, no to put a dampener on an extremely good idea, 10000000000 times better than that LLU fiasco.

However I would also along with the XP incentive (for you XP lovers out there) the ability to ACTUALLY defend the base, new bunkers - as in that other bunker thread with we had a week or so ago in which there were a lot of good ideas, also I'd like barriers to the entrances, get rid of those barricades, I mean why give the enemy cover?????? an energy field like a warp gate style effect would be better, allow us to lock/barricade the rear entrance also and then make the local radar (interlink) actually work) etc. etc. etc.

An XP only system wouldnt keep me there, a defendable base would.

Imo of course ;)

Edit - To defend a base we should not simply have loads of friendlies in it i.e. XP bonuses, we should have small numbers defending a base where they can act as a highly effective defense force.

Searo
2003-07-23, 12:14 PM
Agreed, here are my other defense additions.

Flak Cannon-Stick this badboy on the roof, it should help against those pesky Reavers. Requires someone to man it.

StarCraft Bunker-I want to see these scattered around the outside perimeter of the base. Basically, you go up to it, press G, and you're in one of 3 slots. Each one has a 20mm gun poking out. Of course, these would have roughly the same life as a Turret, and killable.

Force-Shields- Owning a friendly AMP station nearby should put force shields around all entrances. These would have Generator class HP and difficult to take down. They would be the color of the defending empire, and an enemy could not pass through, but defenders could fire out.

Spike Traps-What's with those little alcoves in a base? Why are letting attackers duck into cover? Whenever an attacker passes by one, a spike shoots out from one side, connecting to the other side. (Thus impaling the guy in the middle.)
However, running would pretty much let you get by, as would lobbing a grenade at the trap.

Repair/Medical Stations- OUTSIDE! Why are there none of these out in the open, where they would help the defenders on the walls? Stick a few up there.

AV Wall-Turret-Two in the base, 1.5 times the HP of a Phalanx, these fire Missiles of course, maybe 150 points of armor damage each. These would require a reload, even though the ammo supply is limitless.

Thoughts? Suggestions? Flames?

Happy lil Elf
2003-07-23, 12:24 PM
Exp is a good idea in the beginning but this is not an MMORPG, there is a definate level limit it it doesn't take all that long to reach. Once people are BR20 the incentive of exp just doesn't hold up much anymore. What I want to see is things like you mentioned as far as increased base defenses. There neds to be a definate avantage to defending whether it be better turrets, turrets in better locations, deployable weapons platforms combat eny deployables that are actually a threat I mean there are a lot of options to choose from.

Kikinchikin
2003-07-23, 01:03 PM
good lord no to the flak cannon. do u realize its currently impossible to fly into an enemy owned bgase with a reaver? BECUZ OF THE DAMN PHALANX TURRET AUTOMATION!!!!!!!!! adding a flak cannon would make my life horrible as a reaver pilot. :( :*(


not to flame.

other ideas sound ok. but i think the LULU could be kool. and plus wut happens when u reach BR 20? tghen u dont give a shit about xp so ur system would fail... :( i mean right now im BR 18 i dont really care about xp nemore. I'm working on my command rank, but still.

Searo
2003-07-23, 01:10 PM
By then you just play to have fun, and to help your empire win. Defending is fun, and helps your empire 100x more than letting the Musical Bases keep going on.

I'm a Reaver pilot too, but, I've also played as a normal grunt in a base with little to no AA capability. My Crapfire did nothing, our normal Rifles didn't work, Lancer was killed before he could charge up, leaving a door meant you got hit by 100 rockets.

The Phalanx turrets don't cut out, they always get bombed out instantly. The base needs something stronger.

1024
2003-07-23, 03:18 PM
I love these ideas. Would give incentives to defense a lot mroe than the LLU. OF course the devs wont implement let alone consider them in a year.:rolleyes:

kidriot
2003-07-23, 04:57 PM
exp should be in the back of the line when considering incentives to defend.

how bout benefits like higher RoF, faster run speed, more armor on personnel and vehicles, etc.

NCG JMan
2003-07-23, 05:49 PM
Originally posted by Searo
Agreed, here are my other defense additions.

Flak Cannon-Stick this badboy on the roof, it should help against those pesky Reavers. Requires someone to man it.

StarCraft Bunker-I want to see these scattered around the outside perimeter of the base. Basically, you go up to it, press G, and you're in one of 3 slots. Each one has a 20mm gun poking out. Of course, these would have roughly the same life as a Turret, and killable.

Force-Shields- Owning a friendly AMP station nearby should put force shields around all entrances. These would have Generator class HP and difficult to take down. They would be the color of the defending empire, and an enemy could not pass through, but defenders could fire out.

Spike Traps-What's with those little alcoves in a base? Why are letting attackers duck into cover? Whenever an attacker passes by one, a spike shoots out from one side, connecting to the other side. (Thus impaling the guy in the middle.)
However, running would pretty much let you get by, as would lobbing a grenade at the trap.

Repair/Medical Stations- OUTSIDE! Why are there none of these out in the open, where they would help the defenders on the walls? Stick a few up there.

AV Wall-Turret-Two in the base, 1.5 times the HP of a Phalanx, these fire Missiles of course, maybe 150 points of armor damage each. These would require a reload, even though the ammo supply is limitless.

Thoughts? Suggestions? Flames?

1. As for the flak cannon I think this would be overkill. There is already enough AA. I am not a pilot, but I have seen the AA in action when air vehicles fly over. You really have to be a skilled pilot to approach (if you dare) a "fully" defended enemy base.

2. I like this idea....snipers couldn't pick you off, and you could help defend the base more effectively. But this is a basically the same as the Phalanx turrets. Maybe to make 'em different would to be limit the turrets angle of fire (120 deg (side to side) and 30 deg (top to bottom) movement....just threw those out there....

3. I also like the force shield idea. But I feel that for the enemy to get into the defended base by taking back the AMP station is a bit too much. Maybe a power device SG (shield generator) in/ near the tower area would be a better idea. People would have to defend the tower area to defend the base ultimately. At least it would still be a challenge for both sides.

4. The traps idea is interesting, but I don't know if I like it or not. I would have to see that one in action to make my decision

5. The repair/medical station on the walls would definitely prolong the wall defending skirmishes. That would be interesting to see too.

6. As for the AV, I think the Phalanx turrets are effective enough. They aren't overpowering and can help defend the base quite well if you have a good gunner in the turret.

All in all, these are pretty good ideas. Now if only they could/would be implemented. How knows....maybe future expansion packs may have 'em if the PS community is still around.;)

BUGGER
2003-07-23, 06:03 PM
1. if them, the wall turrets would have to not be able to shoot at any aircraft unless if it lands somewhere in range of the turret. but just 2 or 4 on the roof would be ok i gues.

2. we got wall turrets, who needs a 20mm gun when u got som bigass watever mm gun is on the wall!

3. i think the devs considered doing that, amp would make the entrences be shielded from any enmys and the gen would be somewhere inside i think, which would make more use of the backdoor or galaxy drops (like if no1 does it:rolleyes: )

4. hehheh, i dunno, it would make the game like indiana jones, suddenly a big ass rock ball comes rolling down the stairwells:D . but i dunno, some inside efence would be good, like motioncensor turrets in T2.

5. not outside, well, not really outside. likein the stairsways that lead to the top of the walls, have a little opening halfway up the stairwell with a medi/rearm station.

6. the wall turrets are bad enough when 2 or 3 start shooting at ya.

MrVulcan
2003-07-23, 06:56 PM
my ideas for more base defence....

1. Give Commanders for TIME they lead a squad, then commanders will want to do other things than just cap after cap

2. Make the field doors if you own XYZ building like idea above

3A. put a 12mm gun in each of those bunkers that you use much like you use any other turrit in the game.

3B. ALSO put a normal terminal (like you find in towers) in the center bottom of those tunnels (so people have a reason to go down there)

3C. Dont have the close bunkers connect, insted have the bonkers on opposite sides of the bases connect so that traversing them can give you some stragitical advantage

4. Put tunnels from the towers connected to the tunnels in the bunkers

5A. Remove the rear base door and put a door at the same location that connects to the tunnels from the bunkers/towers

5B. Make a blast door at the same location that can only be opened up from a hack pad inside the base (of course friendlies can just walk in) this would help give infs something more to do and make the back door actually mean somehting to use

6. Place automated turrits (like spitfires that autorepair but 3-4X health) at critical doors (1 outside main doors, 1 outside cc doors, 1 outside each respawn door) *they only repair if you have power and there is no hack in the base*

those are my ideas anyway.....

Kikinchikin
2003-07-23, 11:43 PM
Well, i realize NC/ vanu have harder times hitting aircraft with their AV weps becuz of no lock on. I mean striker pwnz reavers in 5 hits... altho lancer has the RoF and phoenix has damage. but thats bside the point. Point is theres enough counters to aircraft (av, AA max, phalanx turrets, heck even a decimator if ur a good shot), and adding a flak cannon would be overkill as jman said. Perhaps im biased, being a reaver pilot myself and oddlly enbough i hardly ever get killed by a reaver, even when im grunting. lol grunting. I've been killed maybe 10 times total by a reaver when playing as a soldier plus the occasional death when in an ant, so this may blur my idea of balance, but i think not. Oh and vulcan ur ideas are kool, but would be very hard to implement for the devs.

1024
2003-07-23, 11:56 PM
Originally posted by MrVulcan
my ideas for more base defence....

1. Give Commanders for TIME they lead a squad, then commanders will want to do other things than just cap after cap

2. Make the field doors if you own XYZ building like idea above

3A. put a 12mm gun in each of those bunkers that you use much like you use any other turrit in the game.

3B. ALSO put a normal terminal (like you find in towers) in the center bottom of those tunnels (so people have a reason to go down there)

3C. Dont have the close bunkers connect, insted have the bonkers on opposite sides of the bases connect so that traversing them can give you some stragitical advantage

4. Put tunnels from the towers connected to the tunnels in the bunkers

5A. Remove the rear base door and put a door at the same location that connects to the tunnels from the bunkers/towers

5B. Make a blast door at the same location that can only be opened up from a hack pad inside the base (of course friendlies can just walk in) this would help give infs something more to do and make the back door actually mean somehting to use

6. Place automated turrits (like spitfires that autorepair but 3-4X health) at critical doors (1 outside main doors, 1 outside cc doors, 1 outside each respawn door) *they only repair if you have power and there is no hack in the base*

those are my ideas anyway.....

Vulc always has the right ideas. :thumbsup: