Base Patrol Fleet

  • fentz
    fentz
    Greenhorn
    Joined Oct 2011 Posts: 8
    my view exactly, lower level players will have no chance against a base a few levels above them, higher level base and higher level fleets will be unbeatable, will really be a game of bullies and farms or cc players and the rest
  • ANGRY-VENOM
    ANGRY-VENOM
    Potential Threat
    Joined Mar 2012 Posts: 27
    xball187 wrote: »
    Come on guys with the new bubble rules, this will just take some prep work like the turrets do. Dont be a bunch of whiners and just learn new strats. Dont limet the fleets that can guard and dont nerf them, make the attacker figure out strategy and this will make the game alot funner.

    yup, I agree! new strategy! bases are actually too weak. wish they could be stronger actually! especially lower levels!!!
    COBRA alliance rocks!
    -:mad:
  • kingbiatch
    kingbiatch
    Skilled Warrior
    Joined Aug 2011 Posts: 419
    i think the idea is good,but come on sort out the bugs and glitches before adding a new part to the game !!!!!!!!!!!!!!!!!!!!!!!!!! this will add a whole new world of glitch
    KingBiatch

    LV 85
    242K id
  • AlphaOmega187
    AlphaOmega187
    Potential Threat
    Joined Jun 2011 Posts: 45
    It all comes down to how you play the game, some focused early on on there fleets so there bases sucked and vice versa. So in a way this may even help the lower lvl players. And I would like to add that this will not stop me from hitting higher lvl players. Hitting higher lvl players is how I have learned to play the game, from base desighn, turret layouts, fleets weapons and so on. Hitting lower lvl players all the time only makes you as strong as your weakest target.
    WAR_LORD_ALPHA187 Founder of the WAR_LORDS in 256.
  • ShadowGhost
    ShadowGhost
    Skilled Warrior
    Joined Jul 2011 Posts: 429
    This means nothing when your base can be attacked multiple times. 1st attack: take out the defending fleet. 2nd attack: soften the base. 3rd attack: take the loot with your overpowered Siege Missiles and Pinch combos. What you have left?.... a dead fleet with no res for repairs :)
  • ANGRY-VENOM
    ANGRY-VENOM
    Potential Threat
    Joined Mar 2012 Posts: 27
    This means nothing when your base can be attacked multiple times. 1st attack: take out the defending fleet. 2nd attack: soften the base. 3rd attack: take the loot with your overpowered Siege Missiles and Pinch combos. What you have left?.... a dead fleet with no res for repairs :)

    there's never time for multi base hits!...gotta make the 1st hit count!
    COBRA alliance rocks!
    -:mad:
  • FBgamer
    FBgamer
    Strike-force Captain
    Joined Nov 2011 Posts: 616
    I think I'm going to love this feature. I like complicated games. In general, I think the more variables we have in attacking and defending make for a more interesting game.
    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.

    Excellent! Will I be able to select the starting point of this radius? In other words, will I be able to select where exactly in my base the patrol fleet will be standing by?
  • ShadowGhost
    ShadowGhost
    Skilled Warrior
    Joined Jul 2011 Posts: 429
    This means nothing when your base can be attacked multiple times. 1st attack: take out the defending fleet. 2nd attack: soften the base. 3rd attack: take the loot with your overpowered Siege Missiles and Pinch combos. What you have left?.... a dead fleet with no res for repairs :)
    Let's make this interesting..... you have one shot to take base. This won't eliminate your buddies joining in on the fun, but at least it will be a little more interesting than the example above. Let's be honest, those that guard their bases are just giving people fleets to tear up. While I am glad to see Kixeye is thinking of ways to enhance this game I would rather see the glitches fixed. The best defense ANY base can have is empty warehouses.
  • shaunbrewer
    shaunbrewer
    Potential Threat
    Joined Nov 2011 Posts: 83
    I just wnt to say FREAKING AWESOME idea I have mentioned this when i first started playing this game (since stone ages)
  • FBgamer
    FBgamer
    Strike-force Captain
    Joined Nov 2011 Posts: 616
    fentz wrote: »
    my view exactly, lower level players will have no chance against a base a few levels above them, higher level base and higher level fleets will be unbeatable, will really be a game of bullies and farms or cc players and the rest

    I disagree. This feature needs to be viewed in combination with the new bubble rules. Since there are no more limits on the number of times a player can be attacked, lower level players can now spam attack higher level players. It's the same with lower level players with subs vs the bigger players with SWs.

    If a high level player patrols with dreadnaughts, I'll spam attack him with longships (not subs as they won't be insta-repair anymore). His repair time will be much longer so it's a win for me. If he uses his CC to repair then I still consider it as a win if I can cause someone to spend money while I don't need to spend a dime. ;)
  • Kunal
    Kunal
    Minor Nuisance
    Joined Oct 2011 Posts: 127
    imagine attacking a base and finding a fleet of hhs with sfb3 missiles!!!
    Battle Pirates
    Lvl 52
    Sectors visited: 1,9,145,159,193,242,356,399,421,442 .................and many more!
    home sector:399
    birth sector:193
    owns: spectre, dreadnought x, interdictor, hammerhead a, battle cruiser, destroyer, strike cruiser, goliath, barracuda
  • unforseen_crisis
    unforseen_crisis
    Force to be Reckoned With
    Joined Jul 2011 Posts: 1,891
    and how long is it going to take for these new features to come out? is there some sort of goal date that we the players can know :D:D:lol::):D:lol:
     
  • FBgamer
    FBgamer
    Strike-force Captain
    Joined Nov 2011 Posts: 616
    This means nothing when your base can be attacked multiple times. 1st attack: take out the defending fleet. 2nd attack: soften the base. 3rd attack: take the loot with your overpowered Siege Missiles and Pinch combos. What you have left?.... a dead fleet with no res for repairs :)

    I wouldn't say this means nothing.

    "1st attack: take out the defending fleet."

    This could be easier said than done. I will be able to select the radius of where my fleet will defend. If I select a radius small enough so that VMs and sents will be firing at you while you're trying to take out my fleet then my fleet won't go down so easily.

    "2nd attack: soften the base."

    Same thing. I could have the patrolling fleet close to the turrets for extra protection with hailstorms and extra firepower with SFB3 missiles and mortars. Softening my base won't be that easy.

    "3rd attack: take the loot with your overpowered Siege Missiles and Pinch combos. What you have left?.... a dead fleet with no res for repairs :)"

    With an unlimited number of attacks, you might eventually take the loot but at what cost to you?

    I still think this is a very interesting feature and I'm looking forward to seeing how it works.
  • JoopAppelstroop
    JoopAppelstroop
    Greenhorn
    Joined Jan 2012 Posts: 10
    That would be awesome! And totally fits the storyline of the game... maybe the attack timer should be increased when a defending fleet is active.

    Also I think there should be less damage protection for attacking several times without damaging the base >25%
  • JoopAppelstroop
    JoopAppelstroop
    Greenhorn
    Joined Jan 2012 Posts: 10
    LOL, just read the new damage protection rules u guys plan to implement, very good!
  • alanf
    alanf
    Incursion Leader
    Joined Oct 2011 Posts: 1,348
    hmm im not exactly amazed by this idea, would rather this one found its way to the trash
    Alanf  - I was pounding bases at level 50, so why don't you 50s hit me now?
  • Rear Admiral TTJ
    Rear Admiral TTJ
    Minor Nuisance
    Joined Aug 2011 Posts: 135
    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.



    Sorry if this has already been answered, will we be getting a dedicated spot in the dock for this fleet?

    An example of this would be an 11th fleet slot which would be for the sole purpose of defending the base and couldn't be launched.

    It would be a tad harsh to take it out of the current fleet slots in the dock.
    I Always Enter from the Rear!
    Ah yes, the pirate equivalent of a good reach around...
    Why would I want to chat with my farms? That would be the equivalent of an actual farmer wanting to have a lively chat with his patch of turnips...
    Btw, I use the rockets because I like them! They go boom.
  • Nick Van Den Broeck
    Nick Van Den Broeck
    Minor Nuisance
    Joined Nov 2011 Posts: 100
    Let's make this interesting..... you have one shot to take base. This won't eliminate your buddies joining in on the fun, but at least it will be a little more interesting than the example above. Let's be honest, those that guard their bases are just giving people fleets to tear up. While I am glad to see KIXEYE is thinking of ways to enhance this game I would rather see the glitches fixed. The best defense ANY base can have is empty warehouses.

    TOTALLY true!
    Winner of Base Invaders II - sector 305
    Winner of Baracuda Hull Base Invaders III - Sector 402
    Winner of Goliath Hull Base Invaders IV - Sector 193
    Winner of Strike Cruiser Base Invaders V - Sector 434

    Name: _Px (former 305-Nick_V)
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    Lvl: 51
  • SparrowKiller
    SparrowKiller
    Potential Threat
    Joined Dec 2011 Posts: 42
    This could make base invassions RATHER interesting, and I don't think everyone should be screaming nerf or stipulations already. I mean jesus people learn to adapt and overcome before saying that's it nerf or i quit! And to those who are already crying no dreads all I have to say is CANDY ****'S!!!!! Dreads are tough but not THAT tough. Get some skills and learn how to play.
    SparrowKiller

    Level 31

    Sector 124 currently

    Sectors visited: 97, 98, 118, 351, 1, 124

  • CaptainJack
    CaptainJack
    Minor Nuisance
    Joined Aug 2011 Posts: 228
    I love the Idea of this with no
    more bubble buddies :)
  • Alexander Schneider
    Alexander Schneider
    Skilled Warrior
    Joined Aug 2011 Posts: 382
    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.

    Swag, this is kinda a cool idea... tho, if I set a 25 D53 dread fleet behind the defense channel and totaly inside the base... I don't think a fleet will ever make it inside.
    Do you plan to take the fleet in count for the % of damages on the base? It's the only thing i can see to keep a little equilibrium in this new system.
    Regards, Exile
    IN 337 WE TRUST! :pokey: - French do it betteR -
    exile L59 sector: 44
    User ID: 1059095 w7//chrome/firefox last flash.
  • Rear Admiral TTJ
    Rear Admiral TTJ
    Minor Nuisance
    Joined Aug 2011 Posts: 135
    Swag, this is kinda a cool idea... tho, if I set a 25 D53 dread fleet behind the defense channel and totaly inside the base... I don't think a fleet will ever make it inside.
    Do you plan to take the fleet in count for the % of damages on the base? It's the only thing i can see to keep a little equilibrium in this new system.
    Regards, Exile

    This is what I was gonna do :D
    I Always Enter from the Rear!
    Ah yes, the pirate equivalent of a good reach around...
    Why would I want to chat with my farms? That would be the equivalent of an actual farmer wanting to have a lively chat with his patch of turnips...
    Btw, I use the rockets because I like them! They go boom.
  • FinalShadow
    FinalShadow
    Unicorn Overlord
    Joined Oct 2011 Posts: 3,946
    how about this:they take the 2 largest ships in your merc fleet?
    or maybe the 3 smallest?
    just not an entire fleet unless it is way smaller than the attackers'
    I think this would be awesome :D MAKE IT KIXEYE. OR I'LL HUNT SWAG AND SHAVE HIS BEARD. :cool:
    http://forums.kixeye.com/threads/200004-Player-Versus-Player-Skill-Raid
    PLEASE VIEW THIS BEFORE POSTING↓
    http://forums.kixeye.com/threads/190072-Wishlist-What-NOT-to-wish-for
    Proud fellow member of The Cult of Swag!!!. Faith level: Orange beard: Demi-Swag
  • CUCBN
    CUCBN
    Potential Threat
    Joined Aug 2011 Posts: 39
    Seems like BP will still be balanced and the updates will massively encourage team work, thus resulting in more time played and possibly more money paid. Coming from a 33 with hha's, dreads, scorpions, thermobaric3 on all sents, lv5 drac armor on all howies and at least lv2 slide loaders on my vics that STILL gets leveled by a good couple of fleets from another lv 33+ with a good driver - the same people that can get in now will still be able to get in regardless of a fleet inside, and people that can't will be able to team up and MAYBE get in bc they may not know how to deal...with the fleet inside. Looks like it's going to really, REALLY blow to be offline when you get hit now unless the alliance feature that alerts players nearby that you're getting hit results in your friends/neighbors helping you out by blocking the base fleet when the fvf fleet gets done with the inside guard. Looks like KIXEYE thought about that. Hit your neighbors a lot? Wonder if they'll help? Again with the teamwork theme. In-sector alliances far enough from each other to make this a non-issue? First KIXEYE needs to please fix base relocation sending me to the opposite side of the sector from the friend to whom I relocate. If not, then let me chose some people in sector outside the set radius to also get word that I'm being hit. If whoever is hitting me has to use more than one fleet, then maybe far-off friends can get there in time to at least ninja the base fleet. Taking away puss bubbles should still be balanced by bubbles from damage. It'll be interesting to hear whether or not fleet damage will count. No time need be added to the clock if fleet damage does NOT count towards bubble. 500% haul needs to increase: repairs from hitting a good base cost enough as it is. Then again, a high-level hitting a low level player will be discouraged from using multiples of his OWN fleets if 500% does NOT increase. Bubble times for actual damage need to be tweaked a bit longer to allow for res collecting, fleet and base repair now that more people will be in-bubble for the right reason. I'd say there's enough hate for the feature as is without complicating it by decreasing in-base fleet ship count/weight. There's enough change described already. They could adjust details all day long, but every change to one side will result in a change to the other. More time played = more money paid? Will big guys that HATE losing pay the same or more in effort to be all bad? They won't quit playing or paying, and, even if they pay a bit less, then chances are some free players will coin a little bc it's worth it now that they actually have a chance of getting in a big boy's base. Yeah, the updates will change the game, but it'll still be Battle Pirates

    I Love you,

    BLOOD_AARGY
    Sector 232
    ID: 749355
  • GHOST_PIE
    GHOST_PIE
    Potential Threat
    Joined Oct 2011 Posts: 61
    well said CUCBN :o:):D JAMMA lol
    looool
  • Rasta
    Rasta
    Minor Nuisance
    Joined Sep 2011 Posts: 115
    when???? Do not say "coming soon"!
  • mikstbom29
    mikstbom29
    Potential Threat
    Joined Nov 2011 Posts: 70
    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.
    This is a terrible idea its already hard enough to get in bases with all the new turret upgrades. I would keep that on the shelf guys.
  • Tag32
    Tag32
    Force to be Reckoned With
    Joined Jan 2012 Posts: 1,714
    Suggestion.. release a new hull..like the scorpion, to only be used to defend the base.. Let me set it up the way I want and refit as needed (not like the merc fleets), but it can never leave the base.. So kixeye can decide on hull stats.. turn, speed, base armor, weapon slots, cargo holds ( yup.. it better have cargo on it..if it's in the base)... You could even provide a new Guard slot so the damage is included in total base damage to also combat sniping or endless snooping with min. damage to the base...
    If your not paying for what you use, your not the customer.... your the product.
  • Alexander Schneider
    Alexander Schneider
    Skilled Warrior
    Joined Aug 2011 Posts: 382
    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.

    will we also choose the starting point of our fleet?
    IN 337 WE TRUST! :pokey: - French do it betteR -
    exile L59 sector: 44
    User ID: 1059095 w7//chrome/firefox last flash.
  • jayem8ch
    jayem8ch
    Minor Nuisance
    Joined Oct 2011 Posts: 247
    all this is theory yet.lets see update and fight it out see where it goes.none of us knows how this will work out.but its been this way since hb3 lol.that is why ive made it a year here.

    Oh yeah, Kixeye should just dump this in the game without any feedback! How could that go wrong? :confused:
This discussion has been closed.