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Old 2012-10-28, 10:21 PM   [Ignore Me] #1
paulatl
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Base Mechanics


I have found that, while playing, there are usually only three possible outcomes of an attack:
1: A complete rout of attacking forces by superior defenders;
2: A drawn-out stalemate with neither side making any progress;
or 3: A complete rout of the defenders by superior attacking forces.
It is very rare that I see the long but immensely satisfying push into or out of an occupied base, with a final result that leaves all pleased (though the losers less so than the winners). I believe this is primarily because of the capture point system: Once the enemy secures one of the former, especially if it is the only one, the defenders are forced to cower behind their protective shielding, unable to do anything except wait for the base to be captured. The victor is determined purely by the initial strike.

As stated before, I rather dislike this, as it limits combat near the base; thus, I propose that individual "sub-bases" be added to each territory, with all having to be captured before the territory and resources are secured. My first prerequisite for their implementation is the ability of troops to have shielding (when inside the spawn point), a resupply/class terminal, and the aforementioned spawn point at this location. Each of these should have two to three sub-capture points, one of which should be placed in front of the sub-base, one towards the rear, and (perhaps) one close to the spawn point.

If it is occupied by the defending team, they should receive phalanx turrets located on or nearby the installation, which should assist in the prevention of large quantities of armor and bomber units from completely overrunning these positions--also, one should at the very least have a flash terminal close by.

If the sub-base is captured by the attacking team, it should also serve as a span point and have a resupply/class terminal, but should, to aid balancing, lack the phalanx turrets and perhaps the flash terminal.

Also pleasant would be some variety of player-controlled, resource-bought turret capable of destroying vehicles; it would have a spawn delay similar to the MAX suit, but should be deploy-able by any class, and would also assist in base defense (or even attack).
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