View Full Version : Base Defence Ideas
Dharkbayne
2004-05-11, 12:53 AM
Basically, what I am thinking of, is an automated base defence system, that activates when a certain amount of enemies in an area, certain base defences would activate/become more useful, there would be a tiered system, probably based off the large/huge/massive enemy force (Forgot the actual names of them)
Tier 1
Automated turrets become activated
SOI wide warning of enemy threat
Tier 2
Continent wide warning of enemy threat
Enable continent wide spawning at base without matrix
Blast doors close off CC and Generator (10000 armor, immune to small arms non AP fire)
AA turrets activate (Can fire surface to air missiles up to flight ceiling, can only fire at air vehicles directly above base
Tier 3
Ceiling turrets inside hallways (Spitfire damage, 3x armor) activate
Global wide spawning enabled at base
Pain module activated in CC (Obviously, you need the pain module first)
Global wide warning of enemy threat
All enemies/vehicles moving above walking speed except infiltrators, mosquitos, basilisks, harrassers, and wraiths show up on radar (This would replace the interlink facility benefit)
Any ideas? Suggestions? Comments?
Peacemaker
2004-05-11, 01:17 AM
So this would what? Make attacking impossible? Only small squads could take bases effectivly.
Jaged
2004-05-11, 01:23 AM
^agreed^
Maybe tone it down a little. Then it would be cool. With a pain field in the CC, how would it be possible to survive hacking it without dieing?
Biohazzard56
2004-05-11, 01:33 AM
In a semi-releated note, id LOVE to see a SOI Scanner that moves slowly and takes one full minute to comb the SOI and you can see enemy forces on that part of your radar that is currently being scanned. Maybe as an OBO thing.
Lartnev
2004-05-11, 07:11 AM
Whilst seeing such awesome defences would look kinda cool I think it'd be a little overpowered :)
SilverLord
2004-05-11, 10:29 AM
I like the base turrets inside hallways, that should def be implemented.
Doppler
2004-05-11, 10:42 AM
Bullshit, as is bases are underpowered, i ask you, why dont we get decent defenses till the bases are so completely zerged its too late to do anything about the. This game is horribly overbalanced towards the cult of the attack, base defenses are a joke, wall turrets are too easy prey for decimators and and aircraft. There is no dedicated AA at bases. Many bases have key structures located outside the base superstructure. (Biolab gen rooms come to mind) making the defenders take it in the pooper anytime they wish to try and move to these areas. With the exception of the armor on the blast doors, i found all his addeas acceptable. Realisticly we just need the IFF's on the spawn room, Gens, and CC to stop being a joke. Or maybe we need shield modules to shield off doorways that have not had their IFF hacked. (So you can open the door and step out without allowing the 4 vanu MAX"s to come in.
As it stands now, to defend a base you need roughly 2x the troops needed to attack. You need more tanks and more airpower to attack enemy AMS, and you need troops to kill those god forsaken towers and then keep them cleared. No lets look at the oposing side. If your an enemy force all you need to do to take hamstring or completely nullify the base is breach and controll one of three vital areas, gens, CC, or spawns. Positive lasting controll of any of these areas will lead to a defenders loosing the base unless they cna get a large force in to stop you, somewhat dificult when you hold their spawn room or gen room.
Lartnev
2004-05-11, 10:47 AM
Attack is the best form of defence.
SilverLord
2004-05-11, 10:51 AM
Attack is the best form of defence.
Thats a joke.
Lartnev
2004-05-11, 10:53 AM
:D
It's actually not, but it's very difficult to do.
Batousai
2004-05-11, 03:51 PM
Heres a good idea for OBO. you can use your outfit points to buy upgrades for your base. Like you can buy upgraded phanlax turrets that do twice as much damage to everything and can do it automaticly. Upgrade the vech. term to turn out vechs. that also have either 1/2 more armor or do 1/2 more damage. But of course you would have to be apart of the outfit to get these special vechs. If you have enough outfit points then you can also buy a force dome for your base. Upgrade respawn time for your outfit owned base.
ok i'm going to throw this out there so dont flame me.
If you have the desired amount of outfit points then you can upgrade the equipment terms to despense out Nme weaponary along with your own empire specific weapons.
Outfit points............................................ Benefits
1000.............................................. ........Upgrade respawn
3000.............................................. ........Phanlax turrets upgrade
7000.............................................. ........Vech. upgrade
15000............................................. .......Force domes
20000............................................. .......Nme weaponary
The devs can change these numbers if they want to its just a template for them.
WolfA4
2004-05-11, 04:06 PM
Basically, what I am thinking of, is an automated base defence system, that activates when a certain amount of enemies in an area, certain base defences would activate/become more useful, there would be a tiered system, probably based off the large/huge/massive enemy force (Forgot the actual names of them)
Tier 1
Automated turrets become activated
SOI wide warning of enemy threat
Tier 2
Continent wide warning of enemy threat
Enable continent wide spawning at base without matrix
Blast doors close off CC and Generator (10000 armor, immune to small arms non AP fire)
AA turrets activate (Can fire surface to air missiles up to flight ceiling, can only fire at air vehicles directly above base
Tier 3
Ceiling turrets inside hallways (Spitfire damage, 3x armor) activate
Global wide spawning enabled at base
Pain module activated in CC (Obviously, you need the pain module first)
Global wide warning of enemy threat
All enemies/vehicles moving above walking speed except infiltrators, mosquitos, basilisks, harrassers, and wraiths show up on radar (This would replace the interlink facility benefit)
Any ideas? Suggestions? Comments?
why not just have assualters instantly die as soon as they step foot in an enemy SOI?
Sputty
2004-05-11, 04:29 PM
Good idea IMO. Attacks are more or less impossible to stop. All you can do is delay the inevitable, so this may help balance the current defense problem.
Onizuka-GTO
2004-05-11, 04:35 PM
why not just have assualters instantly die as soon as they step foot in an enemy SOI?
Then how would they get a chance to even capture that base?
There must be an incentive.
Why don't they put a pain field that cover all that's under the SOI instead? but don't make the drain on enemy health be so severe so that if they ran non-stop, uninterupted from the edge of theSOI to the generator in the base and destroy it, the SOI painfield will stop.
It will be almost impossible when you factor in defenders and the chaos of war, but there is still a chance.
WolfA4
2004-05-11, 04:40 PM
oni that was sarcasm i was using :P his suggestions were over the top. im all in favor of helping defenders out but those three tiers would make assualting near impossible.
CMRath
2004-05-11, 04:54 PM
I say the best way to boost defence in bases is give people a real incentive. People working ceps run off to the nearest zerg at the sight of an enemy attack. I think repelling an enemy force or even holding a base should give benefits to commanders.
We could do something like
Every 15 min you could give a commanders/troops 25% of the CEP/BEP they would get for a compleated hack
So, an empire wide attack on a base, the defending commander would get a maximum of 1250 CEP every 15 min. This depends on the ammount of squad members, it is figured the same way as regular base experiance. Works the same way for squad members etc. minus the existing 25% kill xp bonus.
For every time the situation is downgraded (Massive-Huge etc) The defenders get a 250 xp bonus (cep/bep) This bonus could only work once every 15 min. For example, you could go from Massive-Huge-Massive within a couple minutes. You only get the same bonus one time every fifteen minutes
(example: Massive-Huge-Massive-Huge=250 xp, Massive-Huge-Large-No=750 xp
Sorry to intrude on your post, i just think this would be the best way without totally overhauling the base structure.
Doppler
2004-05-11, 05:18 PM
Maybe its because in these rare days when i find time to play i play the same maxed out BR character i always have, but i just feel that exp is not whats killing defenders, yes improvements could be made in that arena, but i think making defense more viable whould be the first step. Its sad but true the only option in P-Side for defenders is to ride forth because the bases are just big death traps.
Onizuka-GTO
2004-05-11, 05:20 PM
oni that was sarcasm i was using :P his suggestions were over the top. im all in favor of helping defenders out but those three tiers would make assualting near impossible.
Woops. :lol:
mmm...i've been abit spaced out today.... :doh:
Dharkbayne
2004-05-11, 06:58 PM
Well, like I said, I hadn't ironed out all the details, that's just my basic idea, what it would do, is balance it so it's quite easier for smaller squads to take a base, than for a zerg.
And remember, all the things like the pain module, turrets, etc. are disabled by blowing the gen.
Phaden
2004-05-12, 02:28 AM
I kinda like the massive enemy having to face more than a tiny one. Makes people think twice before zerging. It would be pretty cool as the serg would be given trouble if they actually encounter something tha can slow them down.
Desperado
2004-05-12, 08:01 AM
I would like to see some improvements to base bunkers and mounted machine guns inside the base, maybe put elevated bunkers on the corners of the base and put a stationary MCG with infinite ammo and no cof bloom :groovy:
drsomewhere
2004-05-12, 08:36 AM
I would like to see some improvements to base bunkers and mounted machine guns inside the base, maybe put elevated bunkers on the corners of the base and put a stationary MCG with infinite ammo and no cof bloom :groovy:
yummmy :p :p
Lartnev
2004-05-12, 09:27 AM
the corners of the base and put a stationary MCG with infinite ammo and no cof bloom
Commonly known as the Phalanx turret :D
Vis Armata
2004-05-12, 12:03 PM
Phalanxes are a bit weak, for sure. They're the main form of defense, after all - an increase in armor would do wonders for base defense. At one point on these boards, someone had thought of giving a commander the ability to interface with a facility and shunt NTUs to the turrets, which would keep them repaired.
In addition, I would make the shield mod effect permanent for every base for the cost of NTUs. Shield modules could power the base shield without NTUs, or extend the shield to other doorways, etc. Keeping vehicles out of the courtyard is helpful - do you really want that AMS just sauntering in?
Stationary MCGs? Hm. The old 12mm model from the Harasser and the Marauder (the one mounted on the dashboard) could be adapted easily enough for walls. I would put a "trunk" on the side of the gun for manual reloads - if you want mass firepower, you'll need teamwork.
Defense troops might be worth "more" if they had easy access to healing, repair and ammo. Med terminals and inventory stations topside would help, though where to put them is a challenge [edit: build them right into the raised portions of the walls - one per side].
A lot of the other ideas are fun, but too much (blast doors, global warnings, pain mods, AA, powerful radar). Once an enemy can establish a presence in a courtyard, the fight is going to get way worse for the defense no matter what is inside. I would focus on slowing an enemy's progression into a courtyard.
Lartnev
2004-05-12, 12:19 PM
Yeah I would like to see more armour and some extra accuracy/power on the phalanx turrets. But at the end of the day static defences are subject to destruction.
Firefly
2004-05-12, 12:59 PM
I've seen base defense work. It generally involves stopping an invasion before it gets past the first base. I saw TR hold out at Pwyll (before broadcast warpgates), losing ownership of the tower several times, nearly losing a nearby base to a cavern link, and stopping a base-drain down at Anu. The attackers were NC of all things.
Vis Armata
2004-05-12, 02:34 PM
Like Firefly said, defense isn't impossible. It does take a lot of CE, a lot of troops, and a good amount of vehicles (both armor and air), but it can definitely be done.
As part of an event night, we held Pinga fon Ceryshen or about 6 hours once...it was such an intense battle. This was pre-population cap changes, so the "massive" Terran force was truly massive.
TheN00b
2004-05-12, 04:03 PM
Bluntly put, the zerg is good for Planetside. Obviously, it would be terrible if everyone dropped their Spec Ops skills and started zerging. However, I believe that one of the primary things that sewts Planetside apart from UT and Halo is the massive. It's a huge adrenaline thrill to watch as two massive forces collide, and I want it to stay that way. The first post should be toned down tremendously; as has been said, there would be little to no point in attacking with even a medium-sized force. However, I do believe that Dharkbayne's intent is good, and I agree that there should be base defences based on attacking force size.
AltaEgo
2004-05-20, 02:35 PM
I think it is a very good idea. I like it, skilled platoons would have too follow extremely specific orders, one little mistake and it could cost the entire platoon. I'm for it. :)
tjmonk15
2004-06-30, 10:17 AM
i think the base would only be upgraded if the attackers outnumber the defense say 2:3 or somtin like that
wall defense really needs a boost. maybe stationary chain guns and rpg launchers attached to walls/rails around the base.....the would need to be reloaded constantly from somewhere just inside the base to up teamwork.
StrangeFellow
2004-06-30, 11:09 AM
concerning the first post, a little overboard but theyre great ideas none the less.
i think the blast door on the CC would be a little much but how about replacing the shields on the doorways leading to cy with blast doors could be cool...say you have 1-2 flails pounding down on the door (which would give a real use for the flail) to try to destroy the door. on the defending side you would have engi's repairing it to keep it in place
I'm really not sure if that would help defense but it might, i dunno it just poped into my head
other wise everything would require a good squad/platoon with maxes to drivers to medics helping eachother rather than just a ton of grunts with HA killing eachother over and over
-StrangeFellow
FatalLight
2004-06-30, 01:56 PM
Heres a good idea for OBO. you can use your outfit points to buy upgrades for your base. Like you can buy upgraded phanlax turrets that do twice as much damage to everything and can do it automaticly. Upgrade the vech. term to turn out vechs. that also have either 1/2 more armor or do 1/2 more damage. But of course you would have to be apart of the outfit to get these special vechs. If you have enough outfit points then you can also buy a force dome for your base. Upgrade respawn time for your outfit owned base.
ok i'm going to throw this out there so dont flame me.
If you have the desired amount of outfit points then you can upgrade the equipment terms to despense out Nme weaponary along with your own empire specific weapons.
Outfit points............................................ Benefits
1000.............................................. ........Upgrade respawn
3000.............................................. ........Phanlax turrets upgrade
7000.............................................. ........Vech. upgrade
15000............................................. .......Force domes
20000............................................. .......Nme weaponary
The devs can change these numbers if they want to its just a template for them.
Sounds good cept not the nme weaponry thing how about you add being able to buy mods, maybe 1000 each. The force dome is the one that can be taken down with flails and ants right?
StrangeFellow
2004-07-02, 12:39 AM
The force dome is the one that can be taken down with flails and ants right?
most likely since if it was the new force dome the base would be untakeable
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