View Full Version : How best to populate the caverns?
BadAsh
2003-12-05, 06:56 PM
The caverns are pretty empty these days... what do you think would help populate them and encourage people to venture down there more often?
BadAsh
BUGGER
2003-12-05, 07:04 PM
The server merger.
Rarzo
2003-12-05, 07:12 PM
Money... :nod:
Nothing, really. They can't seriously buff the modules, cause it would unbalance things even more. And since the style of combat down there is really schizo (read: bizarre, but in bad way) people will still prefer fighting on the surface where you know what is going on, and cheezy sniper spots are just cheezy, not impossible to locate.
Nimbus
2003-12-05, 07:37 PM
money or nudity. That will get guys to go anywhere.
Biohazzard56
2003-12-05, 07:56 PM
Incentives, More Exp. Pack owners
gonnagetyou
2003-12-05, 08:03 PM
I like some of the fights that can develop in the caverns. There really isn't ever going to be a lot of fighting going on down there though. You go down to grab modules and that's about it. There's no awesome bases to capture and hang on to and for most people the caverns are just a confusing jumble of zip lines and hiding places.
Modules are easy to make, steal and destroy. I've witnessed the Vanu steal 3 modules out of a NC base that was so heavily defended we were never actually able to take it. We did get to use their modules though. :)
They don't last that long and in most cases arent that critical for success on the battlefield. Until they remedy those problems you aren't going to see a lot of people who really care one way or another.
I bought CC when it came out and I think I've been down there 5 times. I think it was a great idea but the execution was wrong and needs to be worked on.
I hope the next couple expansions focus more on expanding surface combat.
Rayder
2003-12-05, 08:08 PM
Maybe spawn a module in a cavern that gives x experience for the amount of time that you have it in a base, and are in that bases' SOI. Make it so that this module cannot be taken without capturing every building in the cavern that has a CC.
Flammey
2003-12-05, 11:20 PM
The modules are not a reason for me to go into the caverns. Neither are the weapons or the vehicles. Caverns don't give CEP, I have no reason to go into them.
Destroyeron
2003-12-05, 11:31 PM
To populate caverns:
1.) Make ziplines Less Confusiing
2.) Nude Terran Chics In base CC's
3.) Only 1 Cavern open at a Time
4.) Be Able to HART down there (fuck reality, let us HART through the ground, I mean I've harted right through bases before)
5.) MORE EXP
6.) Better bases (bases should actually have locks..., ect.)
7.) ANYTHING that will get people exposed to how fun it can be to fight in there. Contests, whatever
8.) More Vech Terminals
9.) More Spawn Points
10.) Uber Weapons that can only be equipped in the caverns
11.) Screw ziplines, give us JETPACKS. (like the VS)
12.) Say the surface was nuked and force everyone to go into the caverns for a week and fight. (Hihgly unlikely, but GOD it'd be awesome)
Veteran
2003-12-06, 12:32 AM
I bought CC for my buddy and he never, ever goes into the caverns or uses AT stuff. Ever.
Make AT vehicles available anywhere that can produce tech vehicles, and make the vehicle module provide the ability to make tech vehicles at linked bases as though they were linked to a tech plant.
As for getting people into the caverns, good luck. I recommend a good Lodestar/Deliverer combo down there, but then the AT turrets eat you for breakfast. It's confusing to say the very least, and nobody seems to think it's profitable to learn it. It's just way easier to steal the modules as they emerge.
Vehicles carrying modules and LLUs can't be loaded onto aircraft.
Veteran
2003-12-06, 03:49 AM
I mean using that combo to get a foothold down there. Then again, you probably can't even bring a Lodestar down there, so I'm just blowing hot air.
There's a first time for everything.
Pytagoras
2003-12-06, 12:10 PM
Put Force Crystals in em'..
Oh wait.. this isn't Star Wars: Galaxies?
Fragmatic
2003-12-06, 12:45 PM
2.) Nude Terran Chics In base CC's
Then there wouldn't be any surface fighting :p
Flammey
2003-12-07, 05:09 AM
Yeah, you can't bring anything that needs a Drop ship center to create into the caverns, so Lodestar is out.
Queensidecastle
2003-12-07, 12:29 PM
They need to put some sort of permenant structure in the caverns that is worth capturing and holding. Much like a Dropship or a Tech base
MuNsTeR
2003-12-07, 11:54 PM
lots of exp for caps
Veteran
2003-12-08, 01:21 AM
The problem is that some people have CC and some don't. Now that they've collected a bunch more money, they should give it away for free. I'd sure feel like I got my money's worth if the caverns suddenly sprang into life because everyone could play down there. As it is, I'm not entirely sure why I shelled out $30. Nobody I play with, several dozen of them, ever wants to go into the caverns. Just let some other shmoe do the work and then rob him of his module. The whole 'stealing the modules' thing is stupid, and just leads to modules getting destroyed all the time. 90% of the time, the first time I encounter a module on a continent is by seeing a message indicating that a module was just destroyed.
There might be some strategy to stealing modules, but it is far and away overshadowed by the drawback that modules are so potentially difficult to acquire and so mindlessly easy to destroy.
vBulletin® v3.8.7, Copyright ©2000-2024, vBulletin Solutions, Inc.