View Full Version : Any suggestions on how to make defense rewarding?
Zoson
2003-05-08, 10:16 AM
Hundreds of your team mates capture a base and literally within minutes, they've all moved on to the next attack leaving the base almost completely empty and the CC undefended and allowing the infiltrator to rehack it. The same basic scenario I've seen played out in other games.
Is there anything the game could (or should) give you to motivate you to defend what you've just captured?
LesserShade
2003-05-08, 10:36 AM
I think this issue has been tackled already when the lattice and new experience systems were put in. You get a nice bonus in XP for stopping caps on your own bases. Also, if your base is under heavy attack the XP you get just from fighting.
Gener21839
2003-05-08, 10:37 AM
Well you COULD hack back the place because if you do, you do get the EXP like if u hacked it and waited the 15 mins... remember 5% for every kill.....
Jarlo
2003-05-08, 10:39 AM
Yeah I got some nice exp rewards for "resecuring" bases.
GreatSageCorban
2003-05-08, 10:40 AM
Don't Combat Engineers get exp from their static defenses they put down?
QuickStar
2003-05-08, 10:51 AM
duno , but i sometimes find it hard to defend when massive zergs come and attack us , its like 5 V 200 :(
Pilgrim
2003-05-08, 11:56 AM
You may not win a fight of 5 against 200, but the damage you can cause, and the xp you can gain... DAMN
When I am itching for that next BR I check the map, find a friendly base under heavy attack, get in a squad, get there, and watch the XP roll in. I think the XP for unhacking a base is really just icing compared to the mass you can get squishing zergs.
simba
2003-05-08, 01:13 PM
two words- more XP
In base defense objects. I would stay in base if it had special traps. A lever for a falling pit, a lever for a giant swinging ball (INDIANA JONES STYLE BABY!).
EVILPIG
2003-05-08, 01:30 PM
My proposal--more base defense systems.
Bases could have a security control room where a hacker (tech specialist) could control a variety of base defensive systems (cameras, small gun gundrones near CCs, generator, vehicle spawn, etc.). This would give hackers one more thing to do as only hackers could control these devices. Enemy hackers would have the ability to counter these systems with shut downs by hacking into other terminals.
Now, these systems wouldn't be overbearing and could be destroyed as well. The cameras in them selves would be useful, especially infrared type systems which could detect cloakers.
Stregone
2003-05-08, 02:12 PM
How about this. You lose the exp you got for capping the base if it is recapped by the enemy within X minutes.
Zoson
2003-05-08, 03:04 PM
Wow, now that's a great idea!
Hamma
2003-05-08, 03:05 PM
:eek:
Interesting.
LesserShade
2003-05-08, 03:08 PM
I like the idea, even without gun drones, cameras alone would be useful.
Trebor95
2003-05-08, 03:12 PM
I still reckon allowing high ranking combat engineers the ability to set up more objects, tank traps, welding doors shut would be a good idea as well :)
SpacemanSpiff
2003-05-08, 03:17 PM
Evilpig - if you are on beta I highly suggest you post what you said in the Beta Wish List forum. :) Those are some pretty well thought out ideas - a bit ambitious, but then again don't all ideas start out that way?
Kalibah
2003-05-08, 04:08 PM
dunno bout u but i have this nasty tendncy to die right before we cap a base, meaning NO XP. I heard if one member is in SOI u are suppose to get the XP - but i never do! Wtf?
anyway
i get most my XP then from battles, only abotu 6k from caps ( ive died like 6 times b4 cap lol) and i made like half a lvl (rank 8) from one tower defence alone, help against vanu and TR for about 20 min, was much fun- especially with dark vision, gauss,and phenoix ( tho phenoix sucks dmg wise, cant use indoors really, and range blows but wtf? nc owns :P ) '
back to point, i think tower D is rewarding enough as is XP wise if u get into a REALLY HOT battlespot where the 3 factions fight for 1 base, tho those battles are too few, when tehy happen damm its fun
been in 1 last night and 1 2day
hell both lasted like 20-30 min
racked up 2 lvls ( 6-8 ) on first, and 8 to 8 and 1/2 now
tmartinez72
2003-05-08, 04:32 PM
Dunno if this was already mentioned, but:
Perhaps one way of making defence more worth while is that you get DOUBLE the BEP in your SOI.
SaltzBad
2003-05-08, 05:52 PM
Uhm, I preferred the 'loosing exp from cap' idea. That, or add other incentives for actually taking and keeping the base, not just personal ones that are bound to max out (Dropship Center style - for example each base tied to vehicles/weapons/ressources. 3rd time I've repeated that idea :P ).
tmartinez72
2003-05-08, 06:00 PM
I don't see how that can really work, losing xp for recap. Say after I cap a base, get BEP, couldn't I just log out and log back in?
The character would effectively be saved up to the server when I logged out. Any timer tied to MY character would be reset.
Stregone
2003-05-08, 06:09 PM
Thats a minor issue, plus none of us know the code behind the game. I'm sure they could make it work correctly.
EVILPIG
2003-05-08, 06:14 PM
Originally posted by Unico
Evilpig - if you are on beta I highly suggest you post what you said in the Beta Wish List forum. :) Those are some pretty well thought out ideas - a bit ambitious, but then again don't all ideas start out that way?
I'm in. I'll post there when I get home. The filter on my network at work doesn't allow acces to The Station sites. So I post here.
BTW--join the 666th TODAY!!!:D
tmartinez72
2003-05-08, 06:25 PM
Originally posted by Stregone
Thats a minor issue, plus none of us know the code behind the game. I'm sure they could make it work correctly.
True, that we don't know the coding, but it looks as if it a huge undertaking.
They'll have to keep track of every single avatar within the newly capped SOI that was awarded bep. That's a LOT to keep track of. Then set timers on each one of them. How long is this timer? 1 min, 5 min, 10 min?
Why not just make the 15min capture time to 25 min and be done with it?
When a base goes neutral and the cap timer starts, you have the offensive team already posted as defence now so it doesn't get re-hacked.
With the idea of getting double the bep within your own SOI, at least you don;t have people letting their bases be capped. You'll have people wanting to rush to their own SOI when there's a fight.
Right now, if I had a choive to defend a falling friendly base or taking an enemy base, I'll choose taking the enemy base. Why? More BEP for me. Both with kills and the cap.
EVILPIG
2003-05-08, 06:38 PM
Originally posted by tmartinez72
True, that we don't know the coding, but it looks as if it a huge undertaking.
They'll have to keep track of every single avatar within the newly capped SOI that was awarded bep. That's a LOT to keep track of. Then set timers on each one of them. How long is this timer? 1 min, 5 min, 10 min?
Why not just make the 15min capture time to 25 min and be done with it?
When a base goes neutral and the cap timer starts, you have the offensive team already posted as defence now so it doesn't get re-hacked.
With the idea of getting double the bep within your own SOI, at least you don;t have people letting their bases be capped. You'll have people wanting to rush to their own SOI when there's a fight.
Right now, if I had a choive to defend a falling friendly base or taking an enemy base, I'll choose taking the enemy base. Why? More BEP for me. Both with kills and the cap.
25 minutes is a HORRIBLE idea. 15 minutes is long, but just right. It's bad enough when the timer restarts because the base didn't have enough energy at 0:00. You think having to wait LONGER is gonna make anyone want to stick around after the Cap? YAH RIGHT!! I'd be like "THANK GOD!" By then I could tell you how many dots are on the ceiling.
I don't any problem with the current system on Caps, and I see alot of other problems. PS has a good forward flow to it. Capture capture capture. Advance on the enemy or the enemy will advance on you. It's good to promote offense, otherwise you end up with a bunch of folks just sitting around. Offensive movement is how we end up running into the enemy between bases. Promote stagnant defense, and you get little or no movement. The best defense is a good offense. The 666th has 2-3 squads on attack while one defends slowing the enemy advance. If we gain 2 cities for your every one, with time we win.
tmartinez72
2003-05-08, 06:44 PM
Evilpig, try to actually read what I'm saying and keep up.
The 25min cap idea IS bad. Actually, ANYTHING longer than 15 minutes is bad. How can you get the wrong idea?
SaltzBad
2003-05-08, 07:30 PM
After actually considering for a few minutes, what if you combined these 2 things :
1. Give each base a certain amount of utility, as suggested several times a very basic ressource system instead of mostly only maluses associated with keeping a base right now (energy system).
2. Increase the time that anyone requires to take a base and/or time to bring fresh guys into battle - as in, it takes ~5 minutes to put an infantryman back into the offensive spot. This also gives tactics more value instead of basicly weighing up numbers. I'm not suggesting a 300 second respawn timer, but any amount of minor tasks involved that would take about that long - minimal distance of an AMS or ANT to a hostile base, having to gather your basic equipment or a forced round of playing strippoker with Jennifer Anniston, I don't really care.
Desired result :
Defending a base becomes slightly easier and leaves the defenders 2-3 minutes more time after the first wave, and also makes survival more important in the long run. And best of all it avoids chores like sitting around for a set amount of time to secure your exp :rolleyes: (Not to mention, I hate the concept of an exp system, so I wouldn't want to expand on it either).
SpacemanSpiff
2003-05-08, 07:40 PM
Originally posted by EVILPIG
I'm in. I'll post there when I get home. The filter on my network at work doesn't allow acces to The Station sites. So I post here.
BTW--join the 666th TODAY!!!:D
I can't believe you just used that post as a cheap plug for your outfit. You should really join the 42nd Fire Ant Brigade (http://www.42ndfireants.com) instead. :p
tmartinez72
2003-05-08, 07:49 PM
With the size of the maps and the number of bases and towers, a minimum distance of 5 minutes would place AMS and ANTS on the other side of the continent.
Just take out AMS out all together and use the towers & facilities that are there now. That'll allow players to run from the spawn tubes in towers to the bases (which is literally 20 second jog in some places).
Secondly, 5 minutes to battle will curtail the instant action we have now. What will happen is that you'll see an ant line to the action. Don;t think it'll happen? Getting a large group of players to work together is much harder than you think. No ones going to wait to build a large army, then march 3 minutes together to the frontline. They all spawn, and run asap to get equiped, then run as fast as they can to battle.
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