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View Full Version : Jagd's kinder, gentler defensive force domes


Jagd
2004-01-21, 11:22 AM
Ok so as you must know by now, the idea of defensive force domes has been nixed. Here is my idea for breathing some new life into the idea, giving defenders a chance to "win the battle" and incorporate some other new features we are told are coming soon.

The defensive force dome would extend from the outer walls of a base, and cover the entire top as in the original plan. How they work is quite simple, after a base has been successfully captured or resecured, the dome comes up for 5 minutes. During that time, Fame and Glory screens are shown to anyone within the facility's SOI although they pop up in a window, so you can close them right away if you want. They include such stats as most kills during hack, longest killing spree, most successful ressurections, who actually hacked the cc, the berzerker award (most kills in 1 minute), most repair juice used, and the coveted invincibility award for being the player who stayed alive for the longest continuous period during the 25 minute capture process. I'm sure you all have some ideas for other fame and glory stats, please post them below!

Ok, so when the dome comes up, the area inside it (essentially, the base) becomes a weapons-free zone just like sanctuary but only to players not belonging to the faction that owns the base. At this time, enemy vehicles inside the dome are immediately deconstructed, killing any occupants. This allows the defenders 5 minutes to freely repair turrets or generators and place deployables, while attackers can stay in the base if they like but are unable to hack terminals, heal themselves, or deal any damage. Most invaders would likely fall back to regroup at this point, but there may be the odd cloaker who wants to try and blend into the background and wait for the 5 minutes to elapse before continuing their sabotage mission. This system ensures that defenders can't be totally lazy, and will need to make a sweep through the base to mop up any skulkers, but it shouldn't be too hard considering the fact that they are defenseless.

That's it. Nothing too fancy or complicated, nothing ridiculously difficult to overcome. Just a small reprise, a little taste of victory with some time to regroup, and then the dome drops and it's back to business as usual. Thoughts? Flames? A danish? Please?

SilverLord
2004-01-21, 11:26 AM
I like. :groovy:

Majik
2004-01-21, 11:48 AM
There is one thing that jumps right out at me wrong with this. In order to get the force dome to come up during a defense, you have to let the enemy come in and hack the base so you can resecure it. The dome was originally supposed to be a way to give defenders a break in the battle to reform and repair, but the way this works, after a week the majority of the players will become smart enough to not hack the base till they know there is no way a resecure would take place. Tubes and Gens would be more of a target then ever as the CC becomes a hands off zone till the majority of the defenders are handled.

Jagd
2004-01-21, 11:57 AM
Fair point, but bear in mind that unless we're talking desserted continents the tubes or gen are the first thing to go in 99% of all base captures anyways. That, and this situation then forces the attackers to actually defend the control room even after the tubes or generator are down. If they allow one cloaker to get in there and rehack, then they're screwed and have to kill 5 minutes before making another go of it. Personally I think that's great, because with 5 extra minutes the defense can call in reinforcements and get prepared for the next wave of attackers, and also because defending a hacked CC should be important.

Deadlock
2004-01-21, 12:40 PM
Domes in any shape or form are just a bad idea.

What i really want to see done is have the defense capabilities of the base itself upgraded. Better turret systems, better cover constructions (the pill boxs and arangments of "blockade walls"), something to obstruct that bastard backdoor, and something to better the chances of roof top gen rooms. Firing slots near doors would be cool too but maybe pushing it

Pilgrim
2004-01-21, 12:55 PM
Also make the CE cert within a friendly SOI be godly!

LAying three mines every time you lay a mine!

Repairing anything at break neck speed!

Upgraded Spitfires and Motion sensors.

Upgrade ability of static base defensive mechanisms.

That's the kinda stuff that makes D worth doing. Not giving the parties a time out! This game has enough time wasters in it allready without making me wait 5 minutes while the bad guys "Feel Better" Also make the back door only hackable from the inside.

Hell if they just did that you'd see alot of happy monkeys in the world.

gonnagetyou
2004-01-21, 01:09 PM
I'm not that fond of any forcedome idea myself. As Deadlock mentioned, I'd rather see more thought put into improving the defensive structures of the base. I've noticed that the Devs have silently been adding some additional defensive structures to bases, noticeably in front of doors and in front of the gates, but no real major additons as of yet. Some indoor turrets would be a cool feature. Or at least allow CEs to install spitefires inside would be nice. Would force enemy to be more stealthful when entering a base. I'm just trying to think of some simple fixs that wouldn't require a huge amount of coding and a giant download.

EarlyDawn
2004-01-21, 03:27 PM
My only complaint is that this system dosen't give defenders an actual advantage. Ususally, once a base is captured, there's no counterattack. The zerg just rolls on.

KIAsan
2004-01-21, 09:17 PM
Good idea, but I don't think they are going back to force domes anytime soon. Also, part of the original force dome idea was to stop ghost hacks and random gen/mod destruction. The devs were trying to make spec ops a real coordinated effort, not just a single player who drops on a deserted base, wastes the tubes, gen and kills the mods, followed by a hack. There has to be a solution out there that helps defenders get a breather (and make defense worth it) as well as preserve the bases when the place is empty.