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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Base Balance - A suggestion

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Base Balance - A suggestion
Offline Switchback
04-21-2012, 08:59 PM,
#11
Son of Malta
Posts: 1,623
Threads: 177
Joined: Mar 2010

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.


Power does not corrupt. Fear corrupts... perhaps the fear of a loss of power.
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Offline Thyrzul
04-21-2012, 09:21 PM,
#12
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

' 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.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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