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
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!!!
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
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.
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
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!
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?
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.
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.
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.
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.
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)
Alliance: Vargas
Sectors: 305, 268, 16, 476, 124, 402, 277, 193, (endless list)...
Lvl: 51
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.
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.
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
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'
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
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.
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.
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.
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?
yup, I agree! new strategy! bases are actually too weak. wish they could be stronger actually! especially lower levels!!!
-:mad:
242K id
there's never time for multi base hits!...gotta make the 1st hit count!
-:mad:
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?
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.
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
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.
Also I think there should be less damage protection for attacking several times without damaging the base >25%
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.
TOTALLY true!
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)
Alliance: Vargas
Sectors: 305, 268, 16, 476, 124, 402, 277, 193, (endless list)...
Lvl: 51
Level 31
Sector 124 currently
Sectors visited: 97, 98, 118, 351, 1, 124
more bubble buddies
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
exile L59 sector: 44
User ID: 1059095 w7//chrome/firefox last flash.
This is what I was gonna do
or maybe the 3 smallest?
just not an entire fleet unless it is way smaller than the attackers'
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
I Love you,
BLOOD_AARGY
Sector 232
ID: 749355
will we also choose the starting point of our fleet?
exile L59 sector: 44
User ID: 1059095 w7//chrome/firefox last flash.
Oh yeah, Kixeye should just dump this in the game without any feedback! How could that go wrong?