Page 2 of 2
Posted: Mon Jul 30, 2007 12:16 pm
by blackeagle0001
Most games have a "Sell" ability, Where you can sell of useless bases for 50% of their price. Maybe disable this when there is a "Station at risk" warning in the sector!
Posted: Mon Jul 30, 2007 1:26 pm
by Ignifluous
Sorry if I'm completely off track here, as I'm kinda new as far as the dev forums go ...
Making it such that a self destruct countdown is disabled on a succesful capture seems somewhat overpowered, and seems to overbalance things back towards HTTs when taken in conjunction with the 60 second timer.
Could it not be possible that disarming self destruct sequences requires its own research item (which seems difficult to implement from my purely intuitive perspective, no idea about the cores' operation) and/or that, once captured, it takes 10 seconds to disarm it? By balancing the countdown timer, and the disarm timer, it could still be a viable strategy to cap a base, even if you won't have time to disarm it, as, effectively, a short term strategic launch point. Whereas, if you simply have a countdown timer, its either theirs, or dead - no half way 'contigency defense' possibility.
Actually, reading back over that, it sounds kinda half baked, but I'll post it anyway in case it gives anyone some good ideas (and hopefully more useful and coherent than mine).
Ig.
Posted: Wed Aug 01, 2007 9:37 pm
by Badger
i like the idea....redemption and self-destruct could be very kewl!
/mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
Posted: Wed Aug 01, 2007 10:45 pm
by Kltplzyxm
Well OTOH, I think it has good intentions but bad consequences....
Comm: #(*$&#(* D my miner!!!!
Comm: #(*$&#(* D my miner!!!!
Comm: #(*$&#(* D my miner!!!!
<voiceover: Pilot is missing in action>
YOU ARE NOW DONATING TO iMNotAN0oBie(0)
*** Outpost Destroyed by iMNotAN0oBie(0) ***
...
*** Expansion Complex Destroyed by iMNotAN0oBie(0) ***
...
*** Tactical Laboratory Destroyed by iMNotAN0oBie(0) ***
iMNotAN0oBie(0) has booted Badger@ACE from Team1
...
*** Garrsion Destroyed by iMNotAN0oBie(0) ***
YOU ARE DEFEATED!
<laughs ensue>
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Posted: Thu Aug 02, 2007 12:25 am
by Badger
Mr. Kltplzyxm wrote:QUOTE (Mr. Kltplzyxm @ Aug 1 2007, 06:45 PM) Well OTOH, I think it has good intentions but bad consequences....
Comm: #(*$&#(* D my miner!!!!
Comm: #(*$&#(* D my miner!!!!
Comm: #(*$&#(* D my miner!!!!
<voiceover: Pilot is missing in action>
YOU ARE NOW DONATING TO iMNotAN0oBie(0)
*** Outpost Destroyed by iMNotAN0oBie(0) ***
...
*** Expansion Complex Destroyed by iMNotAN0oBie(0) ***
...
*** Tactical Laboratory Destroyed by iMNotAN0oBie(0) ***
iMNotAN0oBie(0) has booted Badger@ACE from Team1
...
*** Garrsion Destroyed by iMNotAN0oBie(0) ***
YOU ARE DEFEATED!
<laughs ensue>
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
hehehehe
That would be hilarious! /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
A very valid point. Perhaps have it setup so comm cannot self-destruct a base within 5-10 minutes of getting comm? That would allow the team time to get the newbie to hand over comm or mutiny them. That would solve the issue and maybe a few others.
/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Posted: Thu Aug 02, 2007 12:45 am
by Camaro
I have much funnier idea!
have a booby trap set so that if an enemy team captures a base, it explodes, destroying any ship within 5k of the station.
It could be used as a marvelous tactical strategy. Set up a techbase you dont care about, watch all the interceptors and a HTT shove their way into your base. Rip out seconds ahead of base capture and proceed to slaughter all their bases while they are all in pods!
Posted: Thu Aug 02, 2007 1:01 am
by Kltplzyxm
Urgh... nvm. That's what I get for not reading carefully.
Posted: Thu Aug 02, 2007 9:22 am
by madpeople
Badger wrote:QUOTE (Badger @ Aug 2 2007, 01:25 AM) A very valid point. Perhaps have it setup so comm cannot self-destruct a base within 5-10 minutes of getting comm? That would allow the team time to get the newbie to hand over comm or mutiny them. That would solve the issue and maybe a few others.
but they can start it if they were comm within 5 mins ago and had the power to self destruct at that point.
(for a comm who drops and re-joins so they don't have to wait 10 mins after re-joining)
Posted: Mon Aug 06, 2007 8:42 am
by Grim_Reaper_4u
We can just deal with Self-destruct-resigning the same way we deal with boot resigning = ban the comm who does it for a few days /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
It would give us a few more interesting strategies in Alleg if we had this self destruct/partial recompensation option though.
- Giga grabs a forward tech rock to make sure the enemy doesn't go sup : blows it up with a 50% recoup and does it again somewhere else /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />
- You go a tech for the GA's when you're done you dismantle it and get another tech with the money you got back.
- You foolishly miscalculate the He on the map and see it will take 1 hour to get SB with that heavy int rush you just did so you dismantle your Gar (after getting bombers /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ) and finish upping your Tac.
Actually I see more advantages than disadvantages to this plan : Make it so !! /cool.gif" style="vertical-align:middle" emoid="

" border="0" alt="cool.gif" />
Posted: Mon Aug 06, 2007 8:47 am
by Raveen
Mr. Kltplzyxm wrote:QUOTE (Mr. Kltplzyxm @ Jul 19 2007, 07:05 PM) Grim, that's called comic relief! /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Seriously, they should fix FF so that you can't pod yourself on your own base. That's just too lame. Either that or #*&$!ng fix GT doors.
The GT doors have been fixed. The current problem is that on DN the scale of the bases makes the doors too small relative to the ships. On EoR at least the bases are scaled differently and the doors work perfectly.