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Old 2012-06-12, 01:01 PM   [Ignore Me] #1
Reiyuki
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Idea: Base Resource Bonuses


- Each base has a resource pool. This pool regenerates slowly, up to 70% after a few hours (opposite of the old NTU silo)

- At capture, a base loses 50% of its resources.

- If a gen is blown, base quickly drains resources over a 30min period.

- Players can also donate resources via a terminal to inject into the base.

- As resources pass a certain level, base bonuses begin to activate:

10% - Vehicle Spawns activate
20% - Outside base lighting comes on
30% - Radar activates
40% - Player spawnrate increased
50% - Walls extend, forcing LA's through main entrances
60% - Turrets can be upgraded/modified
70% - 10% discount for vehicle purchase
80% - Biolab doors close

Just a rough concept, please add/critique



Edit: The whole point is to give the same kind of mini bonuses that bases and modules gave in PS1 and turning it into a positive, proactive experience. The ANT-run NTU concept was strategic, but boring.

Last edited by Reiyuki; 2012-06-13 at 01:24 PM.
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Old 2012-06-12, 02:22 PM   [Ignore Me] #2
Saifoda
Sergeant Major
 
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Re: Idea: Base Resource Bonuses


I like it. Some of the specifics could be different; for example I don't think having the walls extend, negating the LA's built-in advantage, would necessarily play out well, but that's also something we could see in beta or play testing after launch or whatever.

Overall pretty solid concept.



+1
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Old 2012-06-12, 02:42 PM   [Ignore Me] #3
Bobbunny
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Re: Idea: Base Resource Bonuses


^^^


+1 I think this adds a little bit of teamplay. Would it be based on specific resources, or all resources turn into one?
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Old 2012-06-12, 02:50 PM   [Ignore Me] #4
Red Beard
Second Lieutenant
 
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Re: Idea: Base Resource Bonuses


I really like this idea.


I also can't state enough how much better the game would be if it allowed for sacraficial donations to the base...That would realy foster faction comradary and cooperation as one of those intagibles that just brings a lot to the game as a whole.


Higby you getting this?
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Old 2012-06-13, 01:13 PM   [Ignore Me] #5
Reiyuki
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Re: Idea: Base Resource Bonuses


- For walls, a suitable compromise would be that half the wall sections extend. It limits the points-of-entry while still letting LA's jet in. The fewer fields-of-fire, the better defensible a base would be. This gives a small bonus to long-held bases and gives players an incentive to resecure rear bases.

- A base would accept any type of resource. That way a person who specializes in a certain field will have somewhere to dump his excess resource type(s).

- The downside I envision is that it may become a spam issue in the future, with CR5 equivalents spamming players to donate to base upkeep so a newly-taken base could be souped up more quickly.

The alternative is to remove donations and simply let the 'NTU' charge quickly on its own.
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Old 2012-06-13, 04:30 PM   [Ignore Me] #6
Saifoda
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Re: Idea: Base Resource Bonuses


Originally Posted by Reiyuki View Post
...
- The downside I envision is that it may become a spam issue in the future, with CR5 equivalents spamming players to donate to base upkeep so a newly-taken base could be souped up more quickly.
...
The whole CR5 spamming issue is definitely well known and will most likely be dealt with in other ways (i.e. not giving them the "global" or "continental" chat feature just by the condition of being a CR5)
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