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.
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.
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.
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.
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
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.
No Current Alliance... Not Looking to Join Once.
Been here since 2011... After 9 years... I often wander ... "Is It Worth It?"
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.
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
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.
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?
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!!!!!
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
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.
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.
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.
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
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.
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.
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!!
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 ....
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 ...
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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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.
(o.o)
(")(")*
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.
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.
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?
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Female Pirates Are Ruthless & Down Right Scary!
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.
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.
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
Good idea right there! Better yet, finally add a dry dock for launching base defense fleet AND for refitting ships!!
^This player can't even grow a set and hit through the front door in full force. XD
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 ...