Paul Preece wrote: »
Oh and we didn't do it for money.
Sapper-Leader wrote: »
I have read and thought about this some.
I have a idea that you may or maynot like.
Create a "11th" Fleet. This fleet will be a PLAYER made fleet. You can limit this fleet in a number of ways. ONE, by weight. Two number of ships AND types of ships. This will prevent dread players from using 5 dreads to soak fire. Causing you to time out. I like the weight limit Idea more so. Give it say 10-15k ton weight limit. Rises with dock level. 10-15k would be dock 10. This way, players can have halfway decent ships about three(not fully loaded) or a light fleet of 5. This will cause players to actually "think" about there builds. Also, This fleet can not be deployed outside of base. It also auto repairs(if the res is available) the moment the base gets a DP bubble. NOT before(although you can choose to repair if your online) ALSO, if your base defending fleet is repairing, and you are attacked, it auto launches with what ever health it has.
Now, as for placement of said ships. I think I read through the lines on your post. If I am correct it will split up your ships AROUND your base. NOT in it. If that is the case, let it be limited. So players cant concentrate fleets in one spot. Like slots for ships, except this one will be for the base total. One at entrance. One to the left and right(about a 5th of total distance around base) of entrance. Then last two, one on left and one on right. Basically seperates your ships evenly around the base IF you are using 5 ships. Lets say you want to use 3. Then the program would set the slots EVENLY around the entire base. BUT one will always be at the entrance.
NO defending fleet should be allow to enter the channel until AFTER the attacking fleet has entered. Basically chasing them. UNLESS there is a limit on patrol set in place on said ship/s.
I have read some other ideas on this thread as well. The one I like is the one similar to merc fleets. Except I would suggest a change to that. Use my idea above. BUT, limit it to top two hulls. Say FF and Levi. Keep dock weight limit. No specials, You choose armor and Weapon loadouts. This will prevent a SFB3 fleet from dominating. Also, its limited to forsaken weapons. NO drac tech allowed on said fleet. Respawn time based on armor(meaning how long said fleet would normally take to repair if it were a normal fleet). Once it is repaired it is auto launched. Also, Damaged ships will be able to do minor repairs. Meaning, After a failed hit on your base, yet you are offline. Ship will start repairing, BUT only if it is "dead" or badly damaged. Say under 15%. It can repair UP to 15%. In order to get a full repair, all of fleet must die. Also, player has option to repair damaged fleets while online. This will cause your defending fleet to go into repair mode. Time for respawn will be based on normal repair times. Dock will not be used to repair said fleet either.
Kixeye CM Swag wrote: »
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.
jayem8ch wrote: »
I did read it carefully! read my other posts! fleets in a base will be ez to defeat, just like all other auto pilot fleets. It might take a week or 2 to figure them out, but in the end, they will just be target practice. I agree that if someone is on line, it might make it more interesting, but really not much different than now and them sending out fleets to defend. Besides, if you are getting hit from a stronger player, you probably don't have a fleet to defeat them anyway, and your just losing a fleet on top of your base. That's why most SMART people don't leave guards out now, cuz they just target practice. If you look at the drac bases, the fleets were the easiest to take out.
Debs wrote: »
I disagree. I leave a guard out because I am SMART. You would be surprised at how much dmg my lil guard can do to a lvl 38 flt. Not to mention it deters the player who is out scouting with a gb. Quit ya whining and learn to adapt to whatever changes occur. If you don't like it stop playing. I would rather see this change than reading in comms how people can perfect the "bedtime bubble". some people are very good at hitting bases and will find a way to over come this change. Those who arn't good at hitting bases should either learn how or get your res another way. There are many approaches to this game. If the change does not suite your approach then learn something new.
IWannaCracker wrote: »
I think it's a great idea only if the lower players are protected from being demolished by the higher players. The higher players have bigger and better ships and will still have no problem getting through the defending ships and the base. I feel like the +/- 5 should also be changed to maybe +/-2. This will better even the odds of being destroyed by bigger, stronger players.
KIXEYE CM Swag wrote: »
You will only be allowed to set 1 fleet to patrol at a time.
Jimpy Gimpy wrote: »
this just proves my point once again of the future of battle pirates. although it is a great game, it is going more and more to having a selected few being able to run over all other players.
i completely and 100% aggree with the removal of no damage bubbles.
but lets face it, we all know a good base is already pretty hard to beat, unless ofcourse you are one of the few who got the big ships from the events. such as the dreadnaught and the HH-b i beleive it is.
and not saying that one needs these superships to take out a good base, for skill can do that too, but i think we all can aggree that the dreadnaught and the HH-b i beleive it is, do make attacking bases with a much higher success rate due to stock armorment, weapons slots and weight limit compared to standard forsaken ships.
so now they making bases even harder to break to help fend off these superships. problem is people will use these superships as base patrol ships. as it was already mentioned in a above post.
so it is gonna become to where if you didn't win a event prize, you are gonna be at the mercy of those who did win a event prize. the bases are gonna get stronger, as the event prize ships get bigger, if ya don't win a event, ya are gonna be left behind in the wake of the superships that will take over the sectors.
and this is by no means a attack on anyone who has won a event, so please don't take it that way. if ya won a ship, good job i am happy for you, i really am. and i hope ya like you new ship, and i mean that completely.
the people i know that have won these events are usually very cool people, and i have nothing agaisnt them. would even concider calling some of them friends. this is not about you.
i am just stating that these new changes although are good in concept, how are they gonna effect how the game is played. i see it more and more that the balance of power is being tilted more and more to event winners. and the new players, and those who didn't win events are being left in the wake. with slim to no chance of ever catching up.
just one man's oppinion, and there is no offense meant to anyone in this post....
Michael Biggie Smalls wrote: »
how do u get your flt to patrol your base were is that feature located and how do u get it to work
Rufi0 wrote: »
another great idea. fits in nicely now that the 4 and 10 attack rules are going to be taken away.
It makes sense that a defending fleet should have some sort of home ground advantage.
Though I do think this will make things very difficult. What is to stop someone camping their fleet by their warehouses? When you consider how beat up your base fleets usually are by the time they get to the warehouses. A good fleet fighter is gonna make short work of you.
I can also see players parking missile/mortar fleets behind land walls and using them as additional towers.
Hast at work wrote: »
Good post man.
I think it will come down to how it is implemented. Also keep in mind that people who work at Kixeye actually play the game. If they find it isn't working they will find a way to change/fix it.
I have Raid Hammerheads, Dreadnaughts, Battleships and Sea Scorpions and I gotta tell you, if there aren't limitations put in on this I certainly wouldnt want to attack a player like me...what would be the point? 20 hours of repairs and 15 mil+ cost on 2 or 3 fleets for a mximum of 25-28 mil res. Thanks, but no thanks, thats like 6 level 9 salvs or 12 level 8 salvs which i can get in like 30 minutes for no damage....
TheMadMonk wrote: »
Base protection with a fleet sounds great, but I think we need something like mines to add extra defence to the base, you can always add an extra to advance labs for mine sweeping / detection at a high cost to make it interesting.
lower level players need some extra defence when a higher level player wipes your base out.
its an idea, many may not like it but its may help stop player leaving as they feel that if they are not top dog there's no point in playing.
bees wrote: »
Go play farmville there you don't have to be attacked or farmed! You don't understand this will make it even easier for big players to be bullies? With this option they can crush your base and sink your fleet + you or your high lvl friends have no chance to hit them back!
FBgamer wrote: »
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.
TheMadMonk wrote: »
well that was constructive....
The game will do better with balance, and if ideas are hit with comments like that it shows that the game won't last long. I have an okay level and have loads higher than me that will help.
I have worked my way up and just would like to see this game last longer than others and have less empty bases.
Well that's my 2 cents ..
killer bubba wrote: »
Ok if they going to take away the bubble the smaller players will get destroyed everyday . With that it means it will take longer for them to get upgrading and reserching done. i thihk everyone should be able to upgrade more things at once like we can reserching to make it a little more fair too. Not just one thing which can take 10 days to do so.
bees wrote: »
The game is balanced now! Everyone can be beaten, every ship can be powerful. I see a lot of people complain about dreads or HHs-A,B are so powerful i dotn agree with this even i dotn have this ships because i can do the same or even better with my FFs fleet. The reason why people think the game is unbalanced is because some got siege weapons and dotn now how to equip them on the ship so it get powerful and others who know how to do it then the guys who don't know whine about a game isn't balanced! I can beat every fleet with every fleet i can take down every bases with every big fleets. So tell me in what why this game isn't balanced?