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Base Balance - A suggestion - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Base Balance - A suggestion (/showthread.php?tid=78572) Pages:
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Base Balance - A suggestion - Switchback - 04-21-2012 Quote:So I'm big on not complaining about something unless I can make a suggestion to improve that which I am complaining about. My complaint is regarding player bases. On one hand - they should take a large force to destroy and on the other hand they shouldn't be impossible to destroy. I'm also of the mind that you shouldn't be able to destroy a base by shooting it every 15 minutes with a bunch of ships as to avoid the shields. Its been implemented with the newest update. Base Balance - A suggestion - Thyrzul - 04-21-2012 ' Wrote:Technically this idea is fairly easy to implement but I'm not sure what advantages it brings. Could you clarify some of these please.I recall brainstorming in this thread about the current and the previous version of base shielding, both being imbalanced in case of a siege in favor of either the attackers or the suppliers. Vulnerable shields would grant some flexibility, and so far I cannot think of anything rendering this idea useless/imbalancing/etc. Either this, or the slight rule modification mentioned in said thread I'd personally suggest. Edit: Also if we are at it, a base health meter (and if vulnerable shields get implemented, a shield meter too) would look nice. |