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Old 2013-08-19, 03:01 PM   [Ignore Me] #1
Taramafor
Sergeant Major
 
Making bases matter


I think this might be the biggest problem. Bases are only there to be fought over but after that they don't do anything other then allow a place to spawn and get a ride. They need to have a large advantage while being held to feel like they matter and are worth holding on too.

Sure, there's alerts, but that's a case of "hold X for Y amount of time for X xp". I want to play for more then xp and have bases that give big advantages while being held (a tech plants gun could automatically fire very large blasts at the nearest enemy base every hour or something). Each base does give minor bonuses but that's just it. EVERY base gives some minor bonus. I've played strategy games with that system and it's boring flankly. Not saying to remove that of course, just give the BIGGEST bases some real meaning. Make us feel proud when we capture tech plants and bio labs and despair when we lose them.

Maybe we just need more variety of objectives then domination. The closest thing I can think of here is when sides engage inbetween bases which turns it into more of a team deathmatch 'till one side pushes to a base (which can be flipping fun I can tell ya). I'm trying to think of something along the lines of a game known as ghost recon future soldier. The game sets you random objectives yet uses the same formula. You take over and defend a single point. But it's more then that because of the variety. The point could be a supply point where you can stock up or an emp point that must be attacked or defended resulting in no map/hud/team icons when it blows up. Or a high value target (that is randomly picked) must reach the point alive to gather data.

We have objectives (bases). All we need now is verity from them other then being bigger and looking different. SCU is a nice addition and it does make some sort of sense to be applied to all the large bases, but another addition added to each base that is different might just be the answer. Even if it only affects the battle/base itself it will give people another "type" of gameplay. Today it might be one while tomorrow it might be another. If we always have the same (SCU currently) everywhere (every large base that is) it will end up becoming common and repetitive. In the words of whoever said it "variety is the spice of life".

So my idea is add a unique objective to each large base that affects combat on a global scale. 'Till we get that or something smiler people won't care about territory control.
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Old 2013-08-24, 03:32 PM   [Ignore Me] #2
DviddLeff
Lieutenant Colonel
 
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Re: Making bases matter


You may like the auraxium mines that are coming with the resource revamp: https://forums.station.sony.com/ps2/...-revamp.83018/
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