View Full Version : Base Benefits
ringring
2013-04-21, 09:50 AM
The AMP Station and Bio Lab currently have benefits that are a wee bit meh.
They need new ones, better ones and if they are to do the job intended for benefits they have to give your empire a boost when you have them and hurt when you don't.
A simple suggestion:
10% extra health for Bio Lab owership and 10% extra armour (vehicles) for Amp Station.
More Complex Suggestion:
No A2G missiles for Air unless you have Amp Station Benefit
No HA/HEAT for MBT unless you have Bio Station
(However, this assumes the warpgates are fully functioning, we have at least 1 extra continent and an inter-continental lattice. Each Empire would have a dsignated 'home' foothold if not sanctuary and HEAT/HE or A2G can be taken from the 'home' foothold at all times.)
You might think fighting against extra armour or health may be a little unbalance, however the benefit really has to hurt enough so that it influences strategic decisions and if 10% isn't enough to do that then perhaps increase it to 20%.
Phantomdestiny
2013-04-21, 10:31 AM
i am more for a vehicular benefit . no amp station no libs and esf cost 2x the amount of resources . no biolab no gals no buggies
Blynd
2013-04-21, 10:59 AM
We also need a way of denying the benfits without capturing the base so we can deny tech or other benefits
Phantomdestiny
2013-04-21, 12:10 PM
We also need a way of denying the benfits without capturing the base so we can deny tech or other benefits
that's already in game . you can cut off the base . also it makes a lot of sense with the new lattice system the satelites basses are separate allowing to isolate the base
http://i.imgur.com/yyWdoPM.jpg
Koadster
2013-04-21, 12:32 PM
"No HA/HEAT for MBT unless you have Bio Station" .... HEAT is the default cannon, so if you dont have a biolab you can use the default MBT weapon essentially rendering MBTs useless.. Yeah ok...
WSNeo
2013-04-21, 12:34 PM
Bio Labs: Passive health regen/Reduced spawn (and squad beacon) timers (stackable with other Bios Labs)
Amp Station: Faster recharge for personal shield and/or increased timers on overloading generators (Example: Defenders who own an Amp Station get an extra 30-45 seconds to stabilize an overloading gen) Owning more than one could possibly reduce acquisition timers on vehicles and MAX Suits.
Tech Plant: Advanced Vehicles such as Liberator, MBT able to be pulled from owned facilities (Meaning that if you do not own a Tech Plant you can only pull these from the Warpgate).
Interlink Facility: Provides radar to all owned bases (Meaning that if an enemy is within your hex you can see where they are, minus infiltrators). May also make base turrets automated to attack vehicles (not players on foot, or Wraiths while cloaked) at half their speed while unmanned. Turrets could also attack players on foot if they inflict damage on the turrets.
These changes would make all base benefits significantly more realized and a bit more encouragement for players to defend them.
CrimsonTemplar
2013-04-21, 12:44 PM
In PC Gamer UK, Higby agreed bases, such as bio-labs and Amp stations, to quote 'have pretty shitty bonuses right now'.
The devs, according to the article, are currently exploring the idea of certain Amp stations' bonuses creating None-ams deployment zone at every major facility, so long as the territory is connected to the Amp station in question.
Currently, some bio-labs will soon grant a 10% or so reduction in spawn-time.
The article has a lot more stuff as well, including concept art for Oshur (The next cont after Hossin apparently), which will be a 'direct throwback' to PS1 as well as tidbits on the Empire specific jeeps/buggies.
ringring
2013-04-21, 01:14 PM
"No HA/HEAT for MBT unless you have Bio Station" .... HEAT is the default cannon, so if you dont have a biolab you can use the default MBT weapon essentially rendering MBTs useless.. Yeah ok...
Of course.... replacement brain needed.
Really Bio Lab benefit should be related to the name/type. Altough linking it to certain tech is attractive to follow the theme it should be linked to faster respawn (which I think is too weak) or health. So I prefer a health buff.
My choice would be for Bio and Amp to go with health/armour buff.
We are getting an Interlink apparently. This should be tied into RADAR availability. But would that be too strong, possibly not?
I also agree with Blynd. There should be a way of denying benefits and to me capturing a base/outpost further on up the chain doesn't seem feasible and in anycase I'd put that under the heading of 'normal operations' rather than 'spec ops'.
WSNeo
2013-04-21, 01:36 PM
The devs, according to the article, are currently exploring the idea of certain Amp stations' bonuses creating None-ams deployment zone at every major facility, so long as the territory is connected to the Amp station in question.
Currently, some bio-labs will soon grant a 10% or so reduction in spawn-time.
10% is too small to be immediately noticeable on the battlefield remember when they introduced the continental lock benefits? No one really cares and Indar still remains to be the place of choice.
The no deploy zone idea is way more influential and you're constantly reminded of it every time you approach a base.
We are getting an Interlink apparently. This should be tied into RADAR availability. But would that be too strong, possibly not?
If it were only for the defenders to see within their territory, not at all. This would actually help improve the steadily improving issue that bases are too hard to defend.
CrimsonTemplar
2013-04-21, 03:13 PM
10% is too small to be immediately noticeable on the battlefield remember when they introduced the continental lock benefits? No one really cares and Indar still remains to be the place of choice.
The no deploy zone idea is way more influential and you're constantly reminded of it every time you approach a base.
Well in the case of bio-lab, the idea is that the bonus will stack, therefore the more bio-labs you own the faster you can respawn if you die. Suppose they buff it up to 15 or 20 percent. That'll get people interested.
KesTro
2013-04-21, 04:02 PM
I would personally like to see sunderers only able to be spawned from tech plants or amp stations plus the warpgate once buggies are added. It's a little underwhelming destroying that enemy sunderer when they can hop a hex back and bring in another one.
CToxin
2013-04-21, 05:31 PM
I like WSNeo idea, no S-AMS deploy zones around facilities linked to amp-stations (preferably default), and limiting Sundy spawn terms. Make people work for that cap.
CrimsonTemplar
2013-04-21, 08:04 PM
I like WSNeo idea, no S-AMS deploy zones around facilities linked to amp-stations (preferably default), and limiting Sundy spawn terms. Make people work for that cap.
That's what the devs are experimenting on now, according to PC Gamer.
Dougnifico
2013-04-21, 09:03 PM
Ya, Biolabs should affect spawn times and passive health gain. Amp stations should be shield regeneration and lower vehicle acquisition timers. Tech plant is fine. Interlink should effect radar accuracy. I would then say bring back an analog to the old dropship centers and make that affect air vehicle timers and maybe increase maximum A2A missile lock distance.
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