Originally Posted by Dloan
Quite so. Without holding the majority of capture points, the enemy can never capture the base (ignoring surrouding territory holdings). This is equivalent to the PS1 tower situation, except I'm not even sure these captured base points willl enable you to spawn.
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While it's not clear, I'm confident we can spawn at these locations. SOE wants to encourage in-field combat and holding territory. Making it convenient for the, shall we say, retreating faction to spawn on the receding front line would help facilitate this while their enemies would need to deploy galaxies and sunderers to keep pushing against them to any real effect.
Plus, there's like a bajillion spawn points whenever someone attempts to respawn in every video we've seen. Sure, they could be very distant out-of-area towers and bases, but I doubt it.
Originally Posted by Kriegson
-Cutting this short for post length-
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I don't agree with any of this. There is NO need for a lock out timer if your side is doing it right. SOE hasn't mentioned anything yet, but it's possible that it's impossible to capture territory too deep within an enemies hex grid. Until then, we can expect hexes to have a direct influence on capture times, and someone trying to take a base/tower/bunker without adjacent, friendly hexes, will likely be waiting a LONG time... too long. Finding their mobile spawn points likely won't be too difficult.
The team that presses forward capturing everything will take everything long before the "sneaky" side that is trying to back hack will get anywhere. Generally speaking, you can expect people on the front lines, which will constantly shift. Chances are, you'll see that wave of enemies plowing a trail on the continental map via the hex grid changing colors and can react accordingly, unless they're being smart bastards and synching hacks, then good on them! THAT is a valid strategic action if a bit difficult to pull of with zerglings in the mix.
Everything is important and contestable, and not merely for the resources, but for taking the territory beyond. If all you're going to hold are the bases, you deserve to get crushed. Towers are very much like bases now, only smaller. Bunkers (I imagine) help maintain a frontline in the field between towers and bases through troop deployment. Base captures shouldn't be reinforced with a lock out of any kind, even if it happens following a grace period for the losers.
Finally, that coalition you're speaking off WILL need to thin itself out as it spreads from location to location. That's actually one of the great equalizers of the Auraxian war: the empire that gains more land will have a harder time maintaining all of it, especially against the might of two separate empires that have no choice but to fight the one empire because of how much land said empire holds.
To summarize, if the base is NOT secure when it changes hands, then it is
still being contested, because like towers and bunkers, it is simply contested area with a (super) structure on top. A lock out of ANY kind goes against this philosophy. The strategists will find ways to end the fighting on the base grounds proper through other means than a lock out. Count on it. For the record, these same methods will be deployed around towers to a lesser extent, and we'll likely be fighting over bunkers as if it were a game of Battlefield on a really big map!
The problem here is simple: people are thinking of bases in PS1 terms again. They're not PS1's bases. Bases in PS2 are, like the rest of the hex grid, territory to be taken for the resources and to make the next territory easier to take. Additionally, as with towers they are also forward armor/aircraft spawn points. Bases control a good chunk if land/hexes per so they're notably more demanding to conquer and hold, just as they should be.
As an alternate example, bases could be 6-7 separate hexes and each capture point turns their respective hex. Same difference, only this way one side can take the base bit by bit instead of holding a majority of the points to turn it. The point is, "bases" are just land now, not focal points like they were in PS1, with towers being something of a more impregnable forward spawn for the attacking force. The main, exclusive draw of bases in PS2 is auraxium. Important, yes, but not something where a lock out would be warranted.
NOTE: Bunkers seem to typically manage 2-3 hexes, towers 3-4 or even 5, bases always 7 in a circular pattern.