Doppler
2003-06-08, 07:43 AM
Ok a lot of speculation has been posted as to what should happen when a sanctuary strike is initiated/successfull. Here is what I propose.
1) Rename one of the towers by each sanctuary warpgate a gateway tower, they already have a similar name but this designates the added importance of these towers. The CC console of these towers whould also be hacked similar to a base, requiring a 15 min. wait for it acutlay to change sides.
2) Create a fortress at the center of each sanctuary. The fortress should have four levels, on the roof level are air vehicle pads, turrents and antiaircraft guns. The level below that contains 4 turrents that alternate between a tank killer cannon (similar perhaps to the cannon mounted on a vanguard) and the standard phanalax (sp?) cannon. These turrrents are oriented on the compas points. Also on this level are multiple "sniper slits" to give the defending troops the ability to fire down on their enemies from relative safety. The level below this contains the spawn tubes, inventory stations and other "survival related" items for the defenders. This level also contains the central computer core, the ultimate destination of any attacking force. There is one way into the core, three heavy doors (think of standard base main door) The core doors do not even open for their own faction, an enemy breaches them by hacking each IFF each takes as long to hack as a base controll console, although hacking and advanced hacking whould speed up the task. Once hacked the doors are open permanently until the assault is repelled or is successfull and a reset occurs. Within the core are spawn tubes, only accessable when the enemy has actualy breached level 2 and inventory stations, this is where the proverbial last stand whould occur.
The first floor is a open caverness area with indoor phanalax turrents, ground vehicle padds and one massive garage door and outramp. It should be noted that the ramp is outside and sitting right under one of the turrents making it an effective killing zone against enemy troops. Two turrents one on either side face the door forming a V shaped kill zone for the onrushing enemies. Off on the sides are advanced med terminals to help refresh the defenders. You will note that the only inventory terminals in the base are on the second floor, this is designed to prevent an invading enemy resuply. Also a field around the base prevents the enemy from setting up an AMS either within the first level garage (if they breach that far) or right up against the wall. I wanted a building that actualy gives a serious advantage to the defenders for a change.
The system goes as follows. Once continent lock has been achieved on all three continents bordering the sanctuary and the towers are held by the agressors, The defenders recieve a sort of five minuete warning. A countdown clock appears and stays persistant right below the chat bar stating how long until sanctuary breach occurs. All people spawning into sanctuary at this time are respawned in fortress. During this grace period the only way to stop the breach is to get a hack in on one of the gateway tower. Unlike when hacked by an agressor there is no 15 minuete wait for the defenders to hack them, if they are successfull the tower immidiatly changes hands.
Once the breach is succesffull a one hour timer starts. The attackers may now use the warp gates into the sanctuary normaly. All defending faction are immediatly notified and have a persistant little message at the bottom of their chat bar telling them their sanctuary is now under siege. Any defenders respawning into the sanc are forced to spawn in the fortress unless they deliberately deconstruct themselves and go elsewhere on the sanctuary continent (guerrila raids anyone).
Before the one hour timer has elapsed the enemy must successfully breach the fortress maindoors (or force a landing on the roof) fight their way either up or down to the second level, open all three doors, clear the core, and then hack into the factions central mainframe. The hack itself is a straight hack the only exception is it must be done by three people simulatniously.
If the one hour timer elapses without success:
The warpgate towers revert to neutral and must be rehacked again, this guarantees the defenders at least a twenty minuete breather. Also if the continent locks have been lost (remember that tricky third faction who wont be just sitting on their hands) then the continent locks will also need to be restablished. It whould make sense that the defenders now all mobilized in one place whould be trying a counter attack.
If the attack is successfull:
Every atacker get a little slash or such rank insignia for their uniform (everyone that was online at the time of the capture at least, reguardless of where they are in the game world). All continents bordering the sanctuary all go neutral (to prevent just constant steamrollering by population advantage, this whould hopefully guarantee the defenders at least an hour before the sanc can once again come under siege)
If three such successfull attacks are launched in a 24 hour period, whether that be fixed window or sliding window whould have to be determined, all the defending faction characters revert to BR 1 and all bases world wide revert to neutral. It must be noted that all three attacks must originate from the same faction.
Purpose: To give players a "end goal" to shoot for, without totaly persistantly screwing one faction. This system is designed to heavily favor the defender, and to force the attacker to not only have supperior numbers but supperior organization. I'm not saying i support sanc strikes or faction resets but this is one way I think they might be implemented. This ideal whould also hopefully foster cooperation both on the attacking and defending side by creating prospect of tangable losses.
What this system aims to prevent:
Rewards involving beefing up one faction:
A total reset of characters, because it sucks having to fight over your name and your outfit being lost.
An offhours "zerging" by one or two outfits. Also by forcing all attacks to occur from one outfit, it will hopefully prevent factions from entering into alliances.
I've had this idea rolling around in my head in whole or in part for a while now please let me know what you think.
1) Rename one of the towers by each sanctuary warpgate a gateway tower, they already have a similar name but this designates the added importance of these towers. The CC console of these towers whould also be hacked similar to a base, requiring a 15 min. wait for it acutlay to change sides.
2) Create a fortress at the center of each sanctuary. The fortress should have four levels, on the roof level are air vehicle pads, turrents and antiaircraft guns. The level below that contains 4 turrents that alternate between a tank killer cannon (similar perhaps to the cannon mounted on a vanguard) and the standard phanalax (sp?) cannon. These turrrents are oriented on the compas points. Also on this level are multiple "sniper slits" to give the defending troops the ability to fire down on their enemies from relative safety. The level below this contains the spawn tubes, inventory stations and other "survival related" items for the defenders. This level also contains the central computer core, the ultimate destination of any attacking force. There is one way into the core, three heavy doors (think of standard base main door) The core doors do not even open for their own faction, an enemy breaches them by hacking each IFF each takes as long to hack as a base controll console, although hacking and advanced hacking whould speed up the task. Once hacked the doors are open permanently until the assault is repelled or is successfull and a reset occurs. Within the core are spawn tubes, only accessable when the enemy has actualy breached level 2 and inventory stations, this is where the proverbial last stand whould occur.
The first floor is a open caverness area with indoor phanalax turrents, ground vehicle padds and one massive garage door and outramp. It should be noted that the ramp is outside and sitting right under one of the turrents making it an effective killing zone against enemy troops. Two turrents one on either side face the door forming a V shaped kill zone for the onrushing enemies. Off on the sides are advanced med terminals to help refresh the defenders. You will note that the only inventory terminals in the base are on the second floor, this is designed to prevent an invading enemy resuply. Also a field around the base prevents the enemy from setting up an AMS either within the first level garage (if they breach that far) or right up against the wall. I wanted a building that actualy gives a serious advantage to the defenders for a change.
The system goes as follows. Once continent lock has been achieved on all three continents bordering the sanctuary and the towers are held by the agressors, The defenders recieve a sort of five minuete warning. A countdown clock appears and stays persistant right below the chat bar stating how long until sanctuary breach occurs. All people spawning into sanctuary at this time are respawned in fortress. During this grace period the only way to stop the breach is to get a hack in on one of the gateway tower. Unlike when hacked by an agressor there is no 15 minuete wait for the defenders to hack them, if they are successfull the tower immidiatly changes hands.
Once the breach is succesffull a one hour timer starts. The attackers may now use the warp gates into the sanctuary normaly. All defending faction are immediatly notified and have a persistant little message at the bottom of their chat bar telling them their sanctuary is now under siege. Any defenders respawning into the sanc are forced to spawn in the fortress unless they deliberately deconstruct themselves and go elsewhere on the sanctuary continent (guerrila raids anyone).
Before the one hour timer has elapsed the enemy must successfully breach the fortress maindoors (or force a landing on the roof) fight their way either up or down to the second level, open all three doors, clear the core, and then hack into the factions central mainframe. The hack itself is a straight hack the only exception is it must be done by three people simulatniously.
If the one hour timer elapses without success:
The warpgate towers revert to neutral and must be rehacked again, this guarantees the defenders at least a twenty minuete breather. Also if the continent locks have been lost (remember that tricky third faction who wont be just sitting on their hands) then the continent locks will also need to be restablished. It whould make sense that the defenders now all mobilized in one place whould be trying a counter attack.
If the attack is successfull:
Every atacker get a little slash or such rank insignia for their uniform (everyone that was online at the time of the capture at least, reguardless of where they are in the game world). All continents bordering the sanctuary all go neutral (to prevent just constant steamrollering by population advantage, this whould hopefully guarantee the defenders at least an hour before the sanc can once again come under siege)
If three such successfull attacks are launched in a 24 hour period, whether that be fixed window or sliding window whould have to be determined, all the defending faction characters revert to BR 1 and all bases world wide revert to neutral. It must be noted that all three attacks must originate from the same faction.
Purpose: To give players a "end goal" to shoot for, without totaly persistantly screwing one faction. This system is designed to heavily favor the defender, and to force the attacker to not only have supperior numbers but supperior organization. I'm not saying i support sanc strikes or faction resets but this is one way I think they might be implemented. This ideal whould also hopefully foster cooperation both on the attacking and defending side by creating prospect of tangable losses.
What this system aims to prevent:
Rewards involving beefing up one faction:
A total reset of characters, because it sucks having to fight over your name and your outfit being lost.
An offhours "zerging" by one or two outfits. Also by forcing all attacks to occur from one outfit, it will hopefully prevent factions from entering into alliances.
I've had this idea rolling around in my head in whole or in part for a while now please let me know what you think.