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Old 2014-02-14, 05:30 PM   [Ignore Me] #1
Zadexin
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how to stop the ghost capping


I made a post about this, probably a year ago, but I'm not going to go necroposting so I'm doing it again.

With the advent of the WDS, the ghost cappers are back in force. So once again I would like to post my ideas on fixing the problem

1)Capture points should degrade if nobody is standing on them. how this works, if a base has 2 capture points and you flip one, as long as the others remain enemy controlled, the second you step off it starts to revert back. This requires a minimum of 2 players to capture an empty base.

2) No base should have 1 capture point. Big bases should be like boss level fights with multiple destructible targets and layers of defense. Some of the new amp stations are a step in the right direction.

3) automated defense turrets. Every turret that is unmanned should have some kind of AI that attacks nearby enemies. This is so basic its laughable. The fact that you can just walk into an empty amp station and hack every turret and console, and destroy every generator with no resistance is ridiculous. Have the AI skill scale with the number of controlled locations even. There are lots of options here.

4) Bots. Every base that is controlled for more than 10 minutes should spawn a number of bots every 10-15 minutes at key points that de-spawn when friendly players enter the area. I know this is a 100% player driven game, but come on. Isn't it better to fight SOMETHING when you get to an empty base than just walk in and camp a cap for 5 minutes? And make them give maybe 10% exp so farming them is a waste of time.

These changes would force ghost cappers to at least be a small unit instead of 1 infiltrator in a mossy.
Thoughts?
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