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Old 2004-05-11, 12:53 AM   [Ignore Me] #1
Dharkbayne
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Base Defence Ideas


Basically, what I am thinking of, is an automated base defence system, that activates when a certain amount of enemies in an area, certain base defences would activate/become more useful, there would be a tiered system, probably based off the large/huge/massive enemy force (Forgot the actual names of them)


Tier 1
Automated turrets become activated
SOI wide warning of enemy threat

Tier 2
Continent wide warning of enemy threat
Enable continent wide spawning at base without matrix
Blast doors close off CC and Generator (10000 armor, immune to small arms non AP fire)
AA turrets activate (Can fire surface to air missiles up to flight ceiling, can only fire at air vehicles directly above base

Tier 3
Ceiling turrets inside hallways (Spitfire damage, 3x armor) activate
Global wide spawning enabled at base
Pain module activated in CC (Obviously, you need the pain module first)
Global wide warning of enemy threat
All enemies/vehicles moving above walking speed except infiltrators, mosquitos, basilisks, harrassers, and wraiths show up on radar (This would replace the interlink facility benefit)


Any ideas? Suggestions? Comments?
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Old 2004-05-11, 01:17 AM   [Ignore Me] #2
Peacemaker
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So this would what? Make attacking impossible? Only small squads could take bases effectivly.
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Old 2004-05-11, 01:23 AM   [Ignore Me] #3
Jaged
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^agreed^

Maybe tone it down a little. Then it would be cool. With a pain field in the CC, how would it be possible to survive hacking it without dieing?
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Old 2004-05-11, 01:33 AM   [Ignore Me] #4
Biohazzard56
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In a semi-releated note, id LOVE to see a SOI Scanner that moves slowly and takes one full minute to comb the SOI and you can see enemy forces on that part of your radar that is currently being scanned. Maybe as an OBO thing.
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Old 2004-05-11, 07:11 AM   [Ignore Me] #5
Lartnev
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Whilst seeing such awesome defences would look kinda cool I think it'd be a little overpowered
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Old 2004-05-11, 10:29 AM   [Ignore Me] #6
SilverLord
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I like the base turrets inside hallways, that should def be implemented.
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Old 2004-05-11, 10:42 AM   [Ignore Me] #7
Doppler
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Bullshit, as is bases are underpowered, i ask you, why dont we get decent defenses till the bases are so completely zerged its too late to do anything about the. This game is horribly overbalanced towards the cult of the attack, base defenses are a joke, wall turrets are too easy prey for decimators and and aircraft. There is no dedicated AA at bases. Many bases have key structures located outside the base superstructure. (Biolab gen rooms come to mind) making the defenders take it in the pooper anytime they wish to try and move to these areas. With the exception of the armor on the blast doors, i found all his addeas acceptable. Realisticly we just need the IFF's on the spawn room, Gens, and CC to stop being a joke. Or maybe we need shield modules to shield off doorways that have not had their IFF hacked. (So you can open the door and step out without allowing the 4 vanu MAX"s to come in.

As it stands now, to defend a base you need roughly 2x the troops needed to attack. You need more tanks and more airpower to attack enemy AMS, and you need troops to kill those god forsaken towers and then keep them cleared. No lets look at the oposing side. If your an enemy force all you need to do to take hamstring or completely nullify the base is breach and controll one of three vital areas, gens, CC, or spawns. Positive lasting controll of any of these areas will lead to a defenders loosing the base unless they cna get a large force in to stop you, somewhat dificult when you hold their spawn room or gen room.
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Old 2004-05-11, 10:47 AM   [Ignore Me] #8
Lartnev
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Attack is the best form of defence.
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Old 2004-05-11, 10:51 AM   [Ignore Me] #9
SilverLord
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Originally Posted by Lartnev
Attack is the best form of defence.
Thats a joke.
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Old 2004-05-11, 10:53 AM   [Ignore Me] #10
Lartnev
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It's actually not, but it's very difficult to do.
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Old 2004-05-11, 03:51 PM   [Ignore Me] #11
Batousai
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Heres a good idea for OBO. you can use your outfit points to buy upgrades for your base. Like you can buy upgraded phanlax turrets that do twice as much damage to everything and can do it automaticly. Upgrade the vech. term to turn out vechs. that also have either 1/2 more armor or do 1/2 more damage. But of course you would have to be apart of the outfit to get these special vechs. If you have enough outfit points then you can also buy a force dome for your base. Upgrade respawn time for your outfit owned base.

ok i'm going to throw this out there so dont flame me.
If you have the desired amount of outfit points then you can upgrade the equipment terms to despense out Nme weaponary along with your own empire specific weapons.

Outfit points............................................ Benefits
1000.............................................. ........Upgrade respawn
3000.............................................. ........Phanlax turrets upgrade
7000.............................................. ........Vech. upgrade
15000............................................. .......Force domes
20000............................................. .......Nme weaponary

The devs can change these numbers if they want to its just a template for them.
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Old 2004-05-11, 04:06 PM   [Ignore Me] #12
WolfA4
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Originally Posted by Dharkbayne
Basically, what I am thinking of, is an automated base defence system, that activates when a certain amount of enemies in an area, certain base defences would activate/become more useful, there would be a tiered system, probably based off the large/huge/massive enemy force (Forgot the actual names of them)


Tier 1
Automated turrets become activated
SOI wide warning of enemy threat

Tier 2
Continent wide warning of enemy threat
Enable continent wide spawning at base without matrix
Blast doors close off CC and Generator (10000 armor, immune to small arms non AP fire)
AA turrets activate (Can fire surface to air missiles up to flight ceiling, can only fire at air vehicles directly above base

Tier 3
Ceiling turrets inside hallways (Spitfire damage, 3x armor) activate
Global wide spawning enabled at base
Pain module activated in CC (Obviously, you need the pain module first)
Global wide warning of enemy threat
All enemies/vehicles moving above walking speed except infiltrators, mosquitos, basilisks, harrassers, and wraiths show up on radar (This would replace the interlink facility benefit)


Any ideas? Suggestions? Comments?
why not just have assualters instantly die as soon as they step foot in an enemy SOI?
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Old 2004-05-11, 04:29 PM   [Ignore Me] #13
Sputty
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Good idea IMO. Attacks are more or less impossible to stop. All you can do is delay the inevitable, so this may help balance the current defense problem.
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Old 2004-05-11, 04:35 PM   [Ignore Me] #14
Onizuka-GTO
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Originally Posted by WolfA4
why not just have assualters instantly die as soon as they step foot in an enemy SOI?
Then how would they get a chance to even capture that base?

There must be an incentive.

Why don't they put a pain field that cover all that's under the SOI instead? but don't make the drain on enemy health be so severe so that if they ran non-stop, uninterupted from the edge of theSOI to the generator in the base and destroy it, the SOI painfield will stop.
It will be almost impossible when you factor in defenders and the chaos of war, but there is still a chance.
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Last edited by Onizuka-GTO; 2004-05-11 at 04:38 PM.
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Old 2004-05-11, 04:40 PM   [Ignore Me] #15
WolfA4
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oni that was sarcasm i was using :P his suggestions were over the top. im all in favor of helping defenders out but those three tiers would make assualting near impossible.
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