Re: Ideas on base flow and making base FIGHTS, not base WAITS.
|
|
I'm more of the mindset that each base should act like a Battlefield-style map. Each control point should basically be a spawn room. Attackers take the control point, the spawn turns off. Once attackers have them all, the base quickly begins to convert to the attackers' control, increasing in speed if the attackers' population in that base exceeds the defenders'.
That way base control is actually determined by who is actually in control of the base, not who had it first. One of the worst design decisions in the whole game is creating base control mechanics around the idea of "last minute saves", which are and should be rare especially in a lattice.
If the attackers came at an undefended post and rolled it over, they own it and you are now the attacking force, not the defending force. Even as it stands that's the case, it's just that you're stuck trying to push out from a tiny, surrounded room instead of assaulting the place from outside.
|