Base Patrol Fleet

  • Blazing_Darkness
    Blazing_Darkness
    Unicorn Overlord
    Joined Nov 2010 Posts: 8,162
    i kind of like this idea, i curious to see how this works out
    Same here.

    I also don't think the ships damage will affect the % damage of the base.

    I just mentioned this to some people on the in-game chat and gave them a link to read for themselves. Right now they are all arguing over this saying it's a good or a bad idea for what ever reason. All I know is that until the change happens, the game will go on as it has always done. But when it does change, things are going to get fun.
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  • BadWolfy
    BadWolfy
    Potential Threat
    Joined Jan 2012 Posts: 45
    Love this one. Only new feature I do like.
  • Sprouts
    Sprouts
    Unicorn Overlord
    Joined Nov 2010 Posts: 3,716
    You can currently deploy a fleet outside of your base to defend it. While this can be helpful in defending your base, we feel that players should also have the ability to have a fleet to defend inside of the base as well.

    We will be implementing a feature that allows players to deploy a single fleet within their base that will attack invading fleets. Players will be able to set an attack radius of the fleet to customize how far away a fleet will travel to engage enemy ships. This gives players the ability to prevent the patrolling fleet from being “kited” (lured) away from the base.

    If a player is present when their base is being attacked by an enemy fleet, the player will be free to control the patrolling ships how they see fit.

    Where to even begin...

    Okay, first, as things stand now, there are basically two types of fleets - base hitters and fleet fighters. Base hitters generally don't do well at all against other fleets, and fleet fighters generally suck against bases. So this means that you'd need at least two fleets to hit a base. Worst case scenario you might need three of them: one to take out the inside fleet (probably also the same one against any outside fleets), one to do base prep like we do base prep now, and one to do the main attack.

    Will the inside fleet count as part of the HP to the base, i.e. the 25% before bubbling?

    Will the timer length for attack be extended to longer than 5 minutes? Because trying to kill a fleet AND the base all in one go in five minutes is going to be difficult on a lot of bases, which means you'd basically be required to do at least two hits. This is not always possible if you're surrounded by hostile players other than the base owner who are trying to kill you - sometimes it's all-one-go or nothing.

    I guess it's a good thing you're going to remove the four-hit=hour-bubble thing because on some bases you might actually need more than four hits, especially if there was a scouting hit just before the attack.

    Is base defense balance going to eventually end up requiring everyone to have an inside fleet deployed in order to properly defend? The biggest reason to not have outside guard fleets is because all it does is give you a massive repair bill in addition to a demolished base. As the base owner, am I going to have to come online after an attack and be faced with ship repair all the time? I can just see it now - in addition to dock nukings and research/upgrade trolling, people can go around sniping each other's inside guard fleets to make them have to repair.

    Overall, it seems to me that an inside guard fleet would be about as much of a nuisance as outside guard fleets are - just slightly harder to take out because there will be land and turrets in the way.
    (\(\
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  • Capt Rotmeat
    Capt Rotmeat
    Potential Threat
    Joined Dec 2011 Posts: 34
    Will damage to the patrolling fleet be included in base damage %.... damage towards a bubble?

    It should be. I doubt we will get it repaired for us so it should count toward the bubble. Since they are changing the way bubbling works, by something like increasing the damage cap, I'm sure that will compensate if anyone is thinking that someone might get bubble too easy if the fleet is sunk and all.

    As for it being nerfed, mentioned earlier, I don't think it should. If they alter it so you can attack an extra time before bubbling that should more than make up for having to kill a fleet too, besides most decent players can take a base in one or two hits, and thus, have two to spare. Seems silly to ask they nerf it before it is implemented just because you don't want to try that hard to take a base.
  • jayem8ch
    jayem8ch
    Minor Nuisance
    Joined Oct 2011 Posts: 247
    dragyn wrote: »
    You are not using your imagination.

    Think about the many possible scenarios. Then remember that the next time you attack a base, the guarding fleet may be set up totally different. Here are a few scenarios I can envision:

    1) Fleet of Levis or wolfs with rippers/thuds set right outside an entrance. Easy to kill right? Not if they have covering fire from a VM, sent, or 2. I could see setting a few of those at the entrance to encourage bubbling and making my guarding fleet much harder to kill.

    2) Fleet of FF with one or 2 assault mortars each positioned inside the channel. These would easily take the place of my VMs, allowing for even more fleet damage, and freeing up 4 turrets. I could even give them cover fire from a flack and bombard.

    3) Stalkers might find a use in my base as defenders. Imagine forcing an attacker to stop and take them out after killing my turrets if i position them next to my warehouses. Put some shocks on them as well, and watch the carnage.

    As for your fear that it will widen the gap between lower level player and higher levels, I disagree. The scenarios I mentioned above would help lower level players a lot to defend. And how many 28s are really attacking level 30 bases anyway? Oh yeah, they only really do it to troll upgrades and docks. Now they can try trolling fleets instead. I know those with dreads would hate to log on just to discover that I had gone into their base to kill their fleet with subs.

    Well, you just reinforce my point. The have's will be more inclined to kill the have not's as bases will get harder to hit for EVEN leveled players. So as I have said earlier, it will just encourage hitting bases 4 or 5 levels lower.

    As for your scenarios,

    1 My mortar fleet will toast your thud fleet as it sits at the edge of its patrol area that you set at the entrance. It might slow me down, but I can probably take it out without a scratch.

    2 Your FF's in the channel, unable to maneuver will also get toasted as they are ranged from oustide by a prep fleet of sfb3 or mortar fleet of almost any kind well out of range of your cover

    3. Stalkers? enough said! But if I must, if they are sitting outside your wh inside your moat, easily hit from outside your ring by a mortar or missile fleet while your useless torpedoes slam into the ring protecting me. They might even give me a target to take out a wh or 2 while i'm shooting if my morts got a nice spread and splash.
  • Tonius
    Tonius
    Potential Threat
    Joined Mar 2012 Posts: 49
    I absolutely love the idea of having ships defending inside bases. But, I think a full 5 ship fleet defending in a base may be a bit much. Maybe have a specific fleet slot designed only for base defense, and make it a max of 3 ships in that fleet. I can also see this new feature leading toward multiple players being able to attack a base simultaneously. It may even be needed once the defense fleet is implemented
  • Jonathan Joseph Schale
    Jonathan Joseph Schale
    Skilled Warrior
    Joined Sep 2011 Posts: 508
    I have thought this was a great idea all along, that is as long as we will be able to deploy what ever we want in that one fleet. IE.. an HH Fleet... There are players that just hit bases lower than them that they know they can beat... This would level the field just a little.
    Level 103 Edward_Teach [No Current Alliance - Not Looking for One]
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  • DeFlorre
    DeFlorre
    Skilled Warrior
    Joined Oct 2011 Posts: 338
    Just make **** sure its stil worth getting only 28 mil !!! And please no subs inbase they are boring !!!
  • Viper Six
    Viper Six
    Minor Nuisance
    Joined Oct 2011 Posts: 210
    this is gonna be funny if I make 5 dreds with thuds and all the goodies and my base def on top of it lol good luck getting in
    ID#488526 Level 126
  • Shawn Bruske
    Shawn Bruske
    Potential Threat
    Joined Nov 2011 Posts: 53
    So now when you get your base leveled by a fleet of dreads not only do you have a fleet of dreads guarding his base you also have another inside waiting for you, just great. If you manage to get past all of that then you have all the new turret upgrades to contend with which is nearly impossible now. Someone obviously smoked way too much and fell off the backside of the opium wagon on this one. So since there will no longer be base attacks except by the top 1% of coiners will the name of the game be changed to Mining Challenge? I think its far time for barrel 4-5 and 6 with loaders to got with them if all were gonna do is kill each other in fleet versus fleet. And alliance feature with wars? How about repair time cut by 75% so people have a chance. So much for game balance and it just went out the window.
  • GorillaMask
    GorillaMask
    Skilled Warrior
    Joined Jan 2012 Posts: 371
    Has anyone asked when these future features will be implemented? ???
    Anyone who bothered to actually read the whine fest from the OP could push a Volvo through the gaping holes in each argument.
  • Instigator1
    Instigator1
    Force to be Reckoned With
    Joined Sep 2011 Posts: 1,825
    Wow, seems like another glitch waiting to happen to me.
    KIXEYE CS Xandamere : How about I give you some BP resources for, say, a share of ownership in your house?
    KIXEYE CS Krypt0night : *sigh* I showed Yoda this thread and he told me that I should close it because fear led to this anger and this anger will lead to hate, followed soon after by suffering.
  • jerichojeltalingdan
    jerichojeltalingdan
    Greenhorn
    Joined Nov 2011 Posts: 22
    this idea is bad for me with all those specials that we have for the turrets its hard to get a base noe specially if there placement are good if we add a fleet inside a base it will be pratically impossible to get in a base
  • Capitan_MZ
    Capitan_MZ
    Minor Nuisance
    Joined Sep 2011 Posts: 117
    Personally i think it will outbalance the game toward defence, after all a base has DU4 turrets, specials and, if the player is online, rocket. All depends about how it will be implemented; i am curious, even if skeptical.
    Capitan_MZ - lvl 57 - currently in sector 231
  • DTH-rw
    DTH-rw
    Skilled Warrior
    Joined Oct 2011 Posts: 522
    You can currently deploy a fleet outside of your base to defend it. While this can be helpful in defending your base, we feel that players should also have the ability to have a fleet to defend inside of the base as well.

    We will be implementing a feature that allows players to deploy a single fleet within their base that will attack invading fleets. Players will be able to set an attack radius of the fleet to customize how far away a fleet will travel to engage enemy ships. This gives players the ability to prevent the patrolling fleet from being “kited” (lured) away from the base.

    If a player is present when their base is being attacked by an enemy fleet, the player will be free to control the patrolling ships how they see fit.


    I have a few questions for you swag

    1. Does the flt inside the base have a cool down period so that it can be taken out in a prep leave the base then be able to come back into the base with a base flt with out the worry of another flt guarding?

    2. Does the attack radius mean that the ships are limited as to how far they can travel inside the base when there offline or does it restrict how far you can travel regardless of being online or not?

    3. Is the screen for base attacks going to be widened and if so does that mean we will have more time to get from the place the flt has spawned to the actual base?

    4. If we want to attack a base in one go and theirs a guard flt inside the base is the time going to be extended or will it stop and not start counting down till there flt is destroyed?
    You can't imitate perfection.
    Shiba wrote: »
    you must of been one of those that cored out the lvl 28 bases then..
    NOT being able to core out the base is a good thing.
    i bet i can core out ur base noob
  • seadansr
    seadansr
    Potential Threat
    Joined Oct 2011 Posts: 92
    about time, but instead of just being online, make it where we can have it off line too. have it where we can position the ships around inside the base to help hit those that are kiting our WHs and resources.
    If you cant win, COMPROMISE. If you cant compromise, CHEAT YOUR **** OFF!!!!!
  • Calypso1
    Calypso1
    Minor Nuisance
    Joined Oct 2011 Posts: 244
    This is getting beyond fkn stupid......... kixeye is grasping at straws........
    Level 34
    Sailing with DR
    Female Pirates Are Ruthless & Down Right Scary!
  • Fire_DS
    Fire_DS
    Strike-force Captain
    Joined Dec 2011 Posts: 933
    this feature should be incorporated with a OP6 upgrade, which would give us more land tiles.....and after the OP6 upgrade is complete the base battle grid will get larger to accommodate the land tiles and the fleet. Along with the larger grid, battle timer should be increased to 10 Minutes....same as base invaders
    image
  • DTH-rw
    DTH-rw
    Skilled Warrior
    Joined Oct 2011 Posts: 522
    Ice38851 wrote: »
    this feature should be incorporated with a OP6 upgrade, which would give us more land tiles.....and after the OP6 upgrade is complete the base battle grid will get larger to accommodate the land tiles and the fleet. Along with the larger grid, battle timer should be increased to 10 Minutes....same as base invaders

    Bases are already hard enough to get into without having an op6 available let alone having a whole flt protecting your base as well, 10mins way to long i could stop and have a picnic and still 100% a base with 10mins.
    You can't imitate perfection.
    Shiba wrote: »
    you must of been one of those that cored out the lvl 28 bases then..
    NOT being able to core out the base is a good thing.
    i bet i can core out ur base noob
  • WhenEvilComes
    WhenEvilComes
    Master Tactician
    Joined Sep 2011 Posts: 2,237
    The elimination of the buddy bubble is a great thing it is well over due.. but this base fleet patrol feature is over the top.. People that put fleets on guard know the risk of doing so.... with all the new specials bases are hard enough to attack as it is especially at my level +30 DONT GET ME WRONG I AM HAPPY WITH WHATEVER CHANGE IS MADE.... I will evolve with the game and adapt...

    BUT if your going to make these changes then you need to change the amount of RES that can be taken during a attack. instead of 500% load it should be at least 700% or 85% of the total res that is in the base... or maybe raise the BONUS you get for killing the OP. I mean after all if a base is 100% destroyed then it should be just that 100% destroyed and almost all (80 to 85%) of the RESOURCES in the base should go to the attacker. Also base repair times should be LOWERED, a base that has been destroyed 100% should not take more than say 8 hours to fully REPAIR. this includes launch pad and OP... One of the biggest complaints I have about this game is when my base gets destroyed I have to wait over a day and waste half my bubble before I can make changes and move things around.

    .... with the way you guys keep jacking up the cost of fleet repairs hitting a base wont be worth the effort if you can only take 25-28 mil... 2 fleets with heavy damage would eat this up fast. So a increase in the amount of res that can be taken should be made with the new changes your wanting to make.

  • JoeFri85
    JoeFri85
    Strike-force Captain
    Joined Jun 2011 Posts: 611
    Sooooooo... in theory, u can have your long channel with lots of guns. Then you can have your fleets guarding ur WH on the inside, so after the "base fleet" makes it inside, the "fleet killer" patrolling on the inside will smash what is left of the base fleet, and then you bubble? Is there going to be restrictions on where you can have your fleet at inside your base? If not, then this will definitely make any half way decent player's base impervious. I mean, just put a thud fleet inside, they will tear through anything that happens to make it past the rest of the defenses.
    Folks, the KIXEYE team puts their lives into these games (me included). The simple fact is that we have the luxury of not having to put up with rude **** and disrespect will not be tolerated towards ANY KIXEYE team member. Understood?
  • Dark Lord
    Dark Lord
    Strike-force Captain
    Joined May 2011 Posts: 603
    jayem8ch wrote: »
    Well, you just reinforce my point. The have's will be more inclined to kill the have not's as bases will get harder to hit for EVEN leveled players. So as I have said earlier, it will just encourage hitting bases 4 or 5 levels lower.

    As for your scenarios,

    1 My mortar fleet will toast your thud fleet as it sits at the edge of its patrol area that you set at the entrance. It might slow me down, but I can probably take it out without a scratch.

    2 Your FF's in the channel, unable to maneuver will also get toasted as they are ranged from oustide by a prep fleet of sfb3 or mortar fleet of almost any kind well out of range of your cover

    3. Stalkers? enough said! But if I must, if they are sitting outside your wh inside your moat, easily hit from outside your ring by a mortar or missile fleet while your useless torpedoes slam into the ring protecting me. They might even give me a target to take out a wh or 2 while i'm shooting if my morts got a nice spread and splash.



    1. maybe but you have to contend with turrets of flaks or bombard with specials, really wont take long to figure out after some people hit your base


    2. same thing as 1

    stalkers not sure the submerging takes away surface time
  • JoeFri85
    JoeFri85
    Strike-force Captain
    Joined Jun 2011 Posts: 611
    and I mainly say this because MOST fleet killers will smash MOST base fleets. Simply because they are equipped to do two different tasks. So making it so the base fleet HAS to do enough dmg to bubble the player, and then they would have to make it through a fleet that is equipped to smash fleets, especially equipped to smash base fleets. Again, a simple thud fleet in the middle is going to make any base impervious.
    Folks, the KIXEYE team puts their lives into these games (me included). The simple fact is that we have the luxury of not having to put up with rude **** and disrespect will not be tolerated towards ANY KIXEYE team member. Understood?
  • seth mad dog
    seth mad dog
    Incursion Leader
    Joined Jul 2011 Posts: 1,349
    With booster 3's reaching so far in a base,what's to stop a prep fleet from boostering it dead from the outside before the attack? There's not enough area and land to expand bases enough to protect the fleet too as well as the wh's and op from booster 3. The fleet should count toward bubble also to keep it from getting sniped.
  • Rasta
    Rasta
    Minor Nuisance
    Joined Sep 2011 Posts: 115
    ulm9 wrote: »
    I think that the fleet should deploy from the dock when the fight starts. If you want your ships to engage right away it means you have to put your dock closer to the action. If your dock is inside the base then your fleet should have to go through the channel to get to the attackers.


    Good idea right there! Better yet, finally add a dry dock for launching base defense fleet AND for refitting ships!!
  • C sick
    C sick
    Potential Threat
    Joined Nov 2011 Posts: 34
    Why do we need this ??? It takes way to long for the base to repair as it is , Now you can repair a fleet as well.... Maybe I will go play BSG ... Play the xbox ? Or the PS3 ....
  • CPT_PBR
    CPT_PBR
    Potential Threat
    Joined Mar 2012 Posts: 32
    I think this will be a great feature, It will make hitting a base more strategic and more of a challange.
    N1CE, you let pixels get you all hot and bothered
  • Wyvern The PinkiePie
    Wyvern The PinkiePie
    Unicorn Overlord
    Joined Oct 2011 Posts: 3,759
    For GOD'S sake, yes! :D

    Stupid Player.jpg

    ^This player can't even grow a set and hit through the front door in full force. XD
  • Ninefingers
    Ninefingers
    Skilled Warrior
    Joined Sep 2011 Posts: 359
    I'll keep it short...this will kill pvp. Welcome comm fights over level 4 salvage.
    Nobody has said that all players are (or should be) equal. By very definition, a player that is a level 33 is NOT equal to a player that is level 32.
  • cpljdog
    cpljdog
    Minor Nuisance
    Joined Jul 2011 Posts: 134
    swag i just want to know:
    1)is the defending fleet gonna take away for the 10 fleets in the dock..
    2)what ships are the considering letting us use for the defending
    3) is it gonna count toward base damage
    4) considering giving us more time in bases
    5) does this do away with the outside guarding feature? ( it should why would i bother killing 5 guard fleets and then have to deal with yet anther in the base and still have to kill the base after all that)

    0

    Thoughts :this depends on what ships and weapons we are allowed to use defending to bases .. if we allowed to use FFs HHs and dreads then this might want to be considered but if its BB and marauders then it really wouldn't make a difference ..

    allowing the player to have a 6 th ship in a fleet or at least let use bring in 2 fleets at the same time.... ( allowing the biggest fleet the award not the combined fleets)if i bought in 10 HHs i get 25 mil not 50 ...
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