(03-15-2014, 10:58 AM)Snak3 Wrote: What if we make Repair Commodities more expensive while keeping old numbers of consumption and Shiled goes to 99%?
This way people would have to sink more money, thus trade/pirate/bounty hunt more to cover for the increased cost. It would cycle the activity back as oposed to the "I built base, a few cheap supply runs and it is almost indestructable".
This way, the lol bases wouldbe still invulnarable. And repair commodities are also used for other things, like module and equipment building.
(03-15-2014, 10:54 AM)Jack_Henderson Wrote: For the high end bases, 3 repairs running, perfect supply levels, it should take imo 3h+ to give the defender a fair timeframe to even realize that his base is under attack, and then react to it.
What if bases above core1 could only be destroyed via a properly arranged, Admin-supervised event? The attackers muster the 10 or some ships, and the owners also has a chance to contact their alllies to bring in defense ships. A base goes down in max. 2 hours now. That is not too long duration for an organized event, right? And there should be some rule that in case of a failed siege, same base cannot be sieged for x weeks. Same, if the base is successfully destroyed, rebuilds can begun only with an x week delay.