Re: Base Capture Mechanics
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All these are good ideas. I do like the idea to use base benefits as a customization. It could be like a second implant. One thing I was trying to avoid is directly giving more power. Could you imagine a vanguard stacking shields with the old PS1 buff? Maybe it sounds good to NC but as a TR player that frightens the crap out of me. lol.
Also, a lot of the weapon lockout ideas would seem to cause some confusion and frustration. If you pull a vehicle, then I believe you should be able to pull any of its attachments. Otherwise, it seriously devalues those items (which is not good for SOE from a business perspective). Also, lets say you lock out rocket pods based on bases. Many more people would pull things like coyotes. Sure, this encourages air to air combat, but it may just make it even harder to stay in the air.
If you want to have serious power from a base, you could look at a new forward artillery base, but there you get the problem of, "What the hell just killed me." (Side note, if you have a way for artillery to work that avoids this then you deserve a medal as that would be great.)
That buff in NewSith's video about free resto-kits is an amazing idea. Consider my post edited with it. lol
With regard to AA, I didn't want to put too much into that because its a very delicate balance between air and AA. If the balance can be worked out, then its a great idea to add missile defenses. I just didn't want to accidentally break the game for people with my idea. Many of my ideas are pretty conservative towards upsetting a 1v1 balance. Increasing lock on timers is a nerf to something many people don't like anyways. Putting AA installations under the air platform should be perfectly fine if that's what you're going for, but I'm not a base designer. I left design open intentionally to be flexible.
Last edited by Dougnifico; 2014-04-07 at 07:36 PM.
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