Originally Posted by HereticusXZ
Better base design IMO is just band aid solutions, we've been given better base design every major update, every continent revamp, all ever sense the first Indar revamp....
It still hasn't changed the core problems...
Build walls, move the spawn-room, add underground complexes and it still doesn't change the fact that this base has no relevance beyond a glorified paintball arena.
Bases need real mechanical relevance beyond XP or Resources gain.
Ask yourself "What relevance does X facility bring to my Empire that impacts me in a very real way?"
Answer: Only the Tech-Plants control over Main-Battle-Tank production.... and that's arguable over how relevant MBT's are for impacting the war effort.
One of the largest problems to PS2 is the lack or absence of incentive "Why do we fight?" beyond the generic fact that it's a video game, dakka for the sake of dakka. XP Is quite literally the only reason anyone goes to any fight.
Tactics and Strategy, Choosing the right base to attack/defend should be more important then Zerg to X base because it has the most XP.
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What we've been given is tiny, incremental base design changes from update to update. None of us have ever seen significant base design except maybe only twice: Wallsamir and Amerish revamp. That's it.
Putting up ONE extra above-ground teleporter is not significant base design. You're right. It's a bandaid solution. But putting in 5 buried teleporter rooms spread 50-100 meters apart from eachother IS significant and certainly not a bandaid.
Putting together all the ideas above off the top of my head the other night is not a bandaid. It's a major base design update the likes of which we have NEVER seen before.
And added defensiveness has added relevance on Amerish, and some people are having a blast in longer lasting battles. There are hard-fought battles that give much more satisfaction and meaning of finally winning - or even finally losing - the battles.
And I agree: This games' XP is too high for killing enemies and not enough for strategic activities like capturing and defending bases. We should get more xp for base captures, base defends, capture point flips, generator overloads, terminal and turret hacking, destroying and repairing turrets, sunderer deployment, squad leading, etc. and a little less across the board for everything else in the game.