Gameplay: Attacker 'Challenges' - a way to end empty base capping (NOT the mission system) - PlanetSide Universe
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Old 2013-03-07, 06:26 PM   [Ignore Me] #1
Sonny
Contributor
First Sergeant
 
Attacker 'Challenges' - a way to end empty base capping (NOT the mission system)


Also at Reddit.

tl:dr - capping empty bases is boring. Attackers can issue 'challenges' to undefended bases before attacking them, warning the defending faction and allowing them to warp in from anywhere in the world for the next five minutes. XP bonuses to attackers and defenders in the 'challenged base' over the next 30 minutes and base is locked for 15 mins for the victor.

Problem: Attackers often reach a situation where there is little resistance at the defending base. This is boring for the attackers who get no action and for the defenders who get farmed.

Solution: Attackers can issue a 'Challenge' to an enemy base next to their current hex (defender base). For the next five minutes, defenders can spawn in the defender base from any part of the world with no delay with one caveat: The free spawn option stops when an equal numbers of defenders have warped in as there are attackers in the hexes surrounding the defending base (to ensure a fair fight). For this five minute period, it is not possible to cap the defending base or destroy generators.

Once five mins are up, the challenge starts, now with roughly equal teams. The challenge lasts for thirty minutes. During this time, both attackers and defenders get a 20% xp bonus for taking part in the challenge. Whoever owns the base after 30 minutes gets an extra xp bonus and in addition, the base is locked for capping for the next 15 minutes once the challenge is over.

Why this solution?: Attackers are not disadvantaged because they get to choose when and where they want a fair fight. Defenders are not disadvantaged because the attackers voluntarily give them a five minute 'warning' before they attack, allowing the defenders time to man their defences. Everyone benefits from the additional exp during the ensuing fight and each faction has the potential to lock the base for their faction for 15 minutes after the challenge is over. So the stakes are high!

Potential problems with this system: Some attackers may not always want to be part of the Challenge. Therefore to start a challenge, there is a one minute 'veto period' once an attacker has issued the challenge. All attackers in the hexes surrounding the defending base can veto a challenge request in this time. If 25% of attackers veto the challenge request, then it is cancelled and no additional challenges can be issued at the base for the next 15 mins.

Sonny
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Old 2013-03-07, 08:11 PM   [Ignore Me] #2
MrMak
Sergeant Major
 
Re: Attacker 'Challenges' - a way to end empty base capping (NOT the mission system)


Likely what would happen often is the Attackers seting up around the spawn and covering it with mines before issuing the challange.
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Old 2013-03-08, 03:39 AM   [Ignore Me] #3
Sonny
Contributor
First Sergeant
 
Re: Attacker 'Challenges' - a way to end empty base capping (NOT the mission system)


Yeah, that's a good point. I think that in the first five minutes from the challenge being issued, attackers should be prevented from coming within 200 m of the defending base cap point. This would give the defenders time to prepare.
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