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Old 2011-11-07, 11:32 PM   [Ignore Me] #16
Brusi
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Re: Capturing Bases


um, because... battlefield
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Old 2011-11-08, 03:22 AM   [Ignore Me] #17
Raka Maru
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Originally Posted by Doctor Digit View Post
Oh, interesting! I thought they had some sort of hackers left. Though I'm not opposed to the time based system at all. With their implementation of their mission system I could see that being used to an extent with bases. Say the Vanu are assaulting a base and they get a mission to destroy a generator, then the defending faction would get a mission that makes them defend said generator. If the assaulting faction destroys it it'll give them a boost in resources and help progress the capturing time slightly. That sort of stuff.
I read that the hackers (infiltraitors) will not be be able to jack vehicles, thus they still exist. What their specific rolls will be in PS2 will still have to be seen.
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Old 2011-11-08, 04:28 AM   [Ignore Me] #18
GuyFawkes
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Re: Capturing Bases


Originally Posted by Raymac View Post
I thought you would suggest that the capture system would entail occupying the bases with tents, signs, drums, and a vague message of dissatisfaction.
in an ideal world this would be true, but I'm bringing my thoughts up to speed to engage in the 25th century . democracy is still overrated though
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Old 2011-11-13, 06:27 PM   [Ignore Me] #19
Rivenshield
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Re: Capturing Bases


Originally Posted by Raka Maru View Post
I read that the hackers (infiltraitors) will not be be able to jack vehicles
One hopes an infil could still jack the veh term and pull his own Empire's vehicles out of it. That was always an adrenaline-inducing feat -- for the infiltrator and his enemies. Anything that takes adrenaline *out* of the game is a net loss.
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Old 2011-11-14, 03:44 PM   [Ignore Me] #20
Jendo
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Re: Capturing Bases


I'm fine with the way it is now. The generators were made to cripple a base to make it easier to capture but is not necessary.
1. Siege the tower at the base.
2. Siege the outer walls and the courtyard.
3. Siege the corridors and keep them under control.
4. Either head for the control room and defend it or either:
5. Destroy the generator room.
6. Destroy the respawning tubes, war gear, vehicle and air terminals.
7. Patrol the area until safe, then leave for the next base.

Rinse and repeat for most of the base capturing, its fine the way it is really, I liked how it was not easy to capture towers and bases, it was long enough to give a challenge to make it more enjoyable.

They could also fix the tower capturing, we all know it took about 30 minutes to capture them with people camping the stairs, they cant get out but you cant get in :P
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Old 2011-11-14, 06:01 PM   [Ignore Me] #21
SgtMAD
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Re: Capturing Bases


Originally Posted by Jendo View Post
I'm fine with the way it is now. The generators were made to cripple a base to make it easier to capture but is not necessary.
1. Siege the tower at the base.
2. Siege the outer walls and the courtyard.
3. Siege the corridors and keep them under control.
4. Either head for the control room and defend it or either:
5. Destroy the generator room.
6. Destroy the respawning tubes, war gear, vehicle and air terminals.
7. Patrol the area until safe, then leave for the next base.

Rinse and repeat for most of the base capturing, its fine the way it is really, I liked how it was not easy to capture towers and bases, it was long enough to give a challenge to make it more enjoyable.

They could also fix the tower capturing, we all know it took about 30 minutes to capture them with people camping the stairs, they cant get out but you cant get in :P
its no goddamn wonder most of you couldn't take a base if your life depended on it.

and the idea that taking a tower would drag on for 30 minutes is comical,hell Cijid would have a router pad in the tower spawn tubes long before that LOL

that first day we pulled that crap at the dagda tower was hilarious,so many hacker tells,the VS all swore that there were NC spawning out of their tubes
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Old 2011-11-14, 10:45 PM   [Ignore Me] #22
Talek Krell
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Re: Capturing Bases


Originally Posted by HtSgtMAD View Post
Cijid would have a router pad in the tower spawn tubes long before that
You can do that?
That's awesome!
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Old 2011-11-14, 10:57 PM   [Ignore Me] #23
HELLFISH88
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Re: Capturing Bases


You know what would help fix the Gen dropping problem?


Automated spitfire turret's defending the Gen room. It's not going to stop a dedicated assault but it will certainly be a deterrent to 1 cloaker or squad dropping gen's left and right
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Old 2011-11-15, 12:23 AM   [Ignore Me] #24
krnasaur
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Re: Capturing Bases


By looking at the scale of the bases from the pics we got, if it was simpler than PS1 to cap a base I will be VERY disappointed.
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