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View Full Version : Time to Hack


Azellon
2011-03-19, 01:34 AM
The time required to hack a base that isn't being actively, intensively defended is far too long.

I propose that if a base is not being actively defended (no combat happening within its SOI) the time required to hack it be reduced significantly.

I'm thinking of this as I wait 15 minutes for a base to hack while all the folks in my squad are fighting in the next base over....

Sirisian
2011-03-19, 05:27 AM
So you support ninja base hacks? Most people don't since it unnecessarily divides troops. Anyway there's another discussion for that already. :)

waldizzo
2011-03-19, 09:01 AM
I think a mixture of hack & hold with the battlefield capture & hold would work well. Once a base is hacked, the hacking empire can decrease the hold time by having lots of troops in the SOI. The defending empire can counter this by having an equal number or more troops than the attacking empire in the SOI. A gen drop should probably increase the hack time as well.

This would allow for a ninja base hack to still take 15 minutes whereas a base that is totally overrun by attackers with no defenders would take 7 or however long makes sense.

Goku
2011-03-19, 09:49 AM
Yeah 7 minutes when there are no troops makes a lot of sense. Especially on home conts when the hack can go unnoticed for a few minutes. Between getting there checking the base out and calling out for help if needed the base would be in the enemy's hand. No thanks.

Furret
2011-03-19, 06:14 PM
so there needs to be a percentage majority as well as a minimum to make changes to the hack time.

If the hacking side has 2 times as many troops and at least 30 people, then the hack time gets decreased.

if they only have 29, then its standard hack time.

Vancha
2011-03-20, 06:53 PM
http://www.planetside-universe.com/forums/showthread.php?t=35987

I much prefer the idea of being able to extend/reduce hack-time statically, rather than dynamically with the amount of people in the battle.

Sifer2
2011-03-20, 07:55 PM
Well the problem is 7 minutes or whatever isn't enough time to realistically notice the base is under attack an muster up a counter response. Hell 15 minutes probably isn't either. The concept was kind of flawed to begin with not that I am sure how to fix it. But the reason for the long time was definitely to try to give defenders a chance to actually get there an stop it.

One solution could be to make taking over a base something that needs objectives to be done an get rid of the time based hacking. Some of the objectives would need to be escort based with the target showing on the map for the enemy so they can see it an respond by going to defend the base.