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View Poll Results: To What Extent Should Bases be Dynamic/Changing?
No changes at all/Bases remain the same 7 11.86%
Minor Changes 7 11.86%
Signifigant Changes 23 38.98%
Unlockable CHnages 13 22.03%
Commander Approved Chanegs 9 15.25%
Voters: 59. You may not vote on this poll

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Old 2012-06-15, 11:21 AM   [Ignore Me] #1
Senyu
First Lieutenant
 
Dynamic Bases


Edit: I apologize for the misspell of the word changes in the poll.

I know there is another thread with the same title however it has different content. The question of this thread is do you want the bases to be dynamic? Meaning that the bases configuration or layout will change over time or by activation. The changes can be slight or signifigant. A good example is the bio-dome shutters being closed or open.

This can be taken however to new levels and pretty much unlimited in the choices that could be allowed/done as well as the conditions that start them. From tweaking current structures to adding new ones. new airpads could be installed, increased fortifications, pretty much anything can be tweaked, added, or removed. However with such enormous possibilities it can be difficult to decide to what extent the bases can change or be dynamic. So here is the poll question, to what extent of dynamic's do you think bases should be?

Minor Change
Minor changes range from cosmetic to very little additions. They keep the look of the base slightly changing but provide little to no effect in base layout and gameplay effects

Signifigant Change
Significant changes effect the base layout more and the gameplay. From adding new vehicle or infantry spawn pads/areas to new fortifications or catwalks. They may also be possible of changing the tactics of which how you will attack a base depending on the new layout.

Unlockable Changes
An example of unlockable changes are things that are already part of the base design but in unaccessable until certain conditions are met such as owning faction or having access to a tech plant. It's goal is to provide more boons/benifits to owned bases if the owning faction controls more base types. Similar to how PS1 you needed a Tech Plant to spawn advanced vehicles, a Tech Plant could allow some parts of the base or base functions be accessable. In long term tho, the faction with the most base types would have the advantage. However these benifits would only apply to the bases and would not be so powerful as to be gameplay breaking. The main goal is to provide base layout changes in favor of the owning faction. Below is a practical example...

-Bunkers on permiter of base similar to PS1 are only available if you own a certain base type. These bunkers remain underground but rise up when a certain base type is owned by the controlling faction. They are now accessible for infantry to use.

Commander Approve Changes
I've tossed this idea around in the past and again including it here. The idea is that local high ranking commanders may vote and decide which changes a base may have. This can be mixed with any of the above base change types as well. From an unlockables standpoint which before is already a set thing which unlocks automatically from own bases, there may be a variety of choices that the commanders may pick. Such as bunkers mentioned above or having more vehicle spawn pads for their faction to use. Base functions could be included as well such as better radar for within the base and a short distance out, but the goal of this thread is to focus on the physical layout and changes of the base.


Conditions
A variety of conditions can be used to activate the above mention changes. From being a specific faction that captured the base to simply a slow change over time that happens regardless. The conditions for Unlockable Changes and Commander Changes are already drafted out however any condition could be made for minor and signifigant changes. Please say what you think the conditions should be for these two if you approve of them.

Last edited by Senyu; 2012-06-15 at 11:24 AM.
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Old 2012-06-15, 11:35 AM   [Ignore Me] #2
Senyu
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Re: [Poll] Dynamic Bases


bump
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Old 2012-06-15, 12:37 PM   [Ignore Me] #3
Senyu
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Re: [Poll] Dynamic Bases


feedback plox?
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Old 2012-06-15, 01:58 PM   [Ignore Me] #4
Senyu
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Re: [Poll] Dynamic Bases


No one wants to comment? If so this is the last bump
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Old 2012-06-15, 02:01 PM   [Ignore Me] #5
Bravix
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Re: [Poll] Dynamic Bases


From the brief amount I read, I don't support it.

Bases should remain the same, with the exception of color/flag changes. All the bases are supposedly somewhat different, so it won't be so repetitive.

If base X is my favorite base, and I always fight there to defend it, I wanna know it inside and out. I wanna know where to go to protect it from invaders.

Just my two cents.
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Old 2012-06-15, 02:02 PM   [Ignore Me] #6
NewSith
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Re: [Poll] Dynamic Bases


when sandbox will be announced this poll will be relevant. But right now I don't think it is.
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Old 2012-06-15, 02:11 PM   [Ignore Me] #7
Warborn
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Re: [Poll] Dynamic Bases


Bases will change hands several times a day at least. I'm not sure people getting invested in the bases they capture will have much room to pay off.
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Old 2012-06-15, 02:15 PM   [Ignore Me] #8
Senyu
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Re: [Poll] Dynamic Bases


Well out of all the options I listed I like the unlockable more and that would pay off the owner of the base. The idea of having certain things in the base unaccessible until they are owned by that faction or own another base I think is neat. Like unlock bunkers so they rise up and appear on the perimiters of the base. This could also be done then with energy gates like in PS1 or having more turrets for use.
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Old 2012-06-15, 02:50 PM   [Ignore Me] #9
Synapse
First Sergeant
 
Re: [Poll] Dynamic Bases


Nothing immediately jumps out as wrong with it.

I'm not sure there will be enough of the large bases on a map to make your base specialization worth it, but I would like to see expansions onto a base that could be maybe built/destroyed or powered/depowered, depending no what works.

It could be a good home for the ability of outfits to customize their home base.
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Old 2012-06-15, 03:16 PM   [Ignore Me] #10
Reborn
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Re: [Poll] Dynamic Bases


I like the idea of changing the bases, that ways its not a fight over the same old point
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Old 2012-06-15, 03:38 PM   [Ignore Me] #11
IMMentat
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Re: Dynamic Bases


a mix of significant and commander approved.
let folks bolt on certain extras (more shield or higher RoF on the turrets?, extra bunkers in the Court-yard or more boxes?)
But also reserve a few features for dedicated commanders (base decals, designated platoon spawnpoint?).
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Old 2012-06-15, 05:53 PM   [Ignore Me] #12
Noivad
Master Sergeant
 
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Re: Dynamic Bases


Bases for specfic Functions should stay the same. Tech plant stays Tech plant. Base configuration should be dependent on Terrain so every base physically is different.- so no tech plant looks or is exactly the same. PS1 had every tech plant exactly alike. So when fighting at any tech plant the assult was always the same, top down the most effective. Making every base look a bit different would force different strategies for different bases. It would also give you s stronger feeling of being there, at such and such fight. While all Forts in Real Life have same function they do not all look the same. Terrain dictates how they look. Why should PS2 bases all look the same..

Seeing physical damage to a base would be a cool realistic thing to see, and engineer class would be able to fix more then just turrets and terms.

As far as bases changing over some set time I would say no.

Engineers in PS1 could change turret types from anti Infantry to AA or Anti Armor. I think it was mentioned in one of the outfit vids that a commander could change the turrets.

It would be cool if an outfit had the ablity to have outfit engineers build a outfit building / defensive position on open land surrounding a base to add to the total defense of the base. This of course could be destroyed by attackers. And could be used by any friendly forces. Kind of like a modern day fire base to claim an area that was not part of the area structures / bases. It would take special Outfit certs to do that though.
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Last edited by Noivad; 2012-06-15 at 05:54 PM.
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Old 2012-06-15, 05:57 PM   [Ignore Me] #13
Crator
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Re: Dynamic Bases


Originally Posted by Noivad View Post
^^^
I likes! Not sure if there are Outfit certifications. Are there certs for outfits already? But what about you unlock the ability at a certain outfit level? Also, on top of the Outfit ability make it so they have to spend special outfit resources to limit the use somehow. Just thinking off top of my head about your ideas...
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Old 2012-06-15, 09:07 PM   [Ignore Me] #14
Trafalgar
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Re: Dynamic Bases


Being able to add additional defenses to bases or make any base make vehicles/aircraft/etc could make taking bases much more difficult and lead to players keeping the territory largely evenly divided, and not bothering to put much effort into trying to actually conquer territory because taking stuff is too hard to bother.

Or it could lead to placing traitor commanders in other empires in order to deconstruct additions to bases in order to facilitate conquest by another faction.
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Old 2012-06-15, 09:25 PM   [Ignore Me] #15
The Degenatron
Master Sergeant
 
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Re: Dynamic Bases


I chose "Unlockable Changes".

I like the idea of bases becoming more fortified over time:


Hold it for a day and weak points are walled off with sand-bags.
Hold a base for a week and Tank Traps pop up on the roads.
Hold it for a month and Larger cannons and automated AA flak are installed.

Things like that to make "deep" territory even more formidable.

Other Improvements could be resource collection and refining equiment. These could be semi perminent and be added over time. An invading faction could try to preserve these when they take over.

All of these things (fortifications and refining equipment) would be destructable. They'd be entities (like a plane or tank) that just "pop up" after X amount of time of ownership.

Again, I hate to be a stickler, but this seems like an Idea Vault thread.
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