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Old 2003-10-30, 04:17 PM   [Ignore Me] #16
Aen
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Originally Posted by SilverLord
I don't see an Amp Station in the Sanc, do you?
I dont see a damn bio lab either, but I can still recert and change implants.
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Old 2003-10-30, 05:16 PM   [Ignore Me] #17
I Hate Pants
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Originally Posted by Biohazzard56
yea but the shields in bases have a tactical reason. Encourageing people to cap the bases.
I agree. Letting people charge their shields in sanc. would cause people to lose interest in capping tech plants and such. Not to mention a squad of tanks with full shields can rape quite a bit. The shield charger is suppose to be like a reward for your fighting.
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Old 2003-10-30, 06:39 PM   [Ignore Me] #18
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The only time the shields (from the sanc.) will come into effect is when trying to retake over your home continents. Who is gonna drive a Magrider from the sanc. all the way to solsar? Besides if that was the case then we probably already have the home continents anyways. Having shields in the sanc. would actually make the battles last longer and we would in return have more fun, cause the as I said earlier the only bases in which people are gonna charge their shields for are the close ones by sanc WGs. And if thats the case then the NME already have the continent locked or near locked anyways and have all the facility benefits.

Besides that, my point was that I didn't understand why we wouldn't have shields in the sanc to begin with, it just doesn't make sense. So if someone could make a valid point against it, I would love to hear it.
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Old 2003-10-30, 07:26 PM   [Ignore Me] #19
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May not make sense, but I think that sanct should have vehicle service stuff, but not the shields.

I'm also all for ground vehicle terminals on watch towers.
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Old 2003-10-30, 07:33 PM   [Ignore Me] #20
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My reason was valid
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Old 2003-10-31, 10:17 AM   [Ignore Me] #21
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My reason was valid as well, not quite sure why he's ignoring the good reasons while asking for good reasons...
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Old 2003-10-31, 10:22 AM   [Ignore Me] #22
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We could go really crazy and have the warp gates give a shield to vehicles due to the increased energy within them, or some such nonsense.
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Old 2003-10-31, 10:26 AM   [Ignore Me] #23
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Allow me to interject something here.

People do not generally speaking cap bases for the base benefits. They cap themn because they are a choke point in their way. So your argument that there whould be no reason to cap amp stations is invalid. Also the argument that the sanctuaries contain no amp station is also invalid because it is assumed that the sanctuary represents a city which has all the nanotechs required to produce the difrent effects, unlike the bases which are isolated facilities in the wilderness. I whould guess that the lack of these resources in the sanc is an oversite.
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Old 2003-10-31, 10:33 AM   [Ignore Me] #24
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Bio, your reason doesn't hold up. Having shields charge at sanc would in no way decrease peoples drive to get an AMP station connected to their bases on a given continent.

Madcow your reason does't really hold up either. Shielded tanks are nasty but far from godlike. The fact that fully shielded tanks could come out of the sanc would probably not turn back the enemy tide if they had already managed to push them back that far. Tanks are easily counterable with a few good CEs and reaver pilots. Not to mention that if they've taken a good portion of the continent they probably have one of the two if not the only AMP station on the continent. In many cases it would only let you fight back on equal footing, not give you an advantage.
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Old 2003-10-31, 11:00 AM   [Ignore Me] #25
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I'm certainly not claiming that shielded tanks or vehicles are godlike. I am saying that taking any enemy home cont. is difficult enough as it is. It takes quite a number to beat the enemy back to their WG. Even when you do that, they have the ability to spawn in sanc, get a vehicle and bring it out the WG without losing much time at all in the attack. If shielded vehicles are able to roll through (even with the shield charge time) I just think it's too much of an advantage. I think it turns into a balance issue, not a realism issue.
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Old 2003-10-31, 03:22 PM   [Ignore Me] #26
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Nah, your point is still invalid.

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Old 2003-10-31, 06:53 PM   [Ignore Me] #27
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Shouldnt they have some sort of homecourt advantage?
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Old 2003-10-31, 07:39 PM   [Ignore Me] #28
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Originally Posted by TheRagingGerbil
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4 things that are needed at Sanc:

1) Advanced Medical Terminals

2) Aircraft Repair/Rearm Pads

3) Vehicle Repair/Rearm Silos

4) Shield Generator


#2 is already there its the air towers
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Old 2003-10-31, 07:54 PM   [Ignore Me] #29
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Yes however you forget that not all of us use planes.
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Old 2003-10-31, 07:56 PM   [Ignore Me] #30
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Which is why he didn't say 2 and 3 were covered. Johari must dull your senses, man.
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