Base Patrol Fleet

  • drgnnr46
    drgnnr46
    Skilled Warrior
    Joined Jul 2011 Posts: 597
    -1 for relevance to the thread...he asked for feedback, not trolls or people commenting on the topic. Doing so makes it difficult for them to sort through the relevant posts to the bs and non-relevant. Take the banter to the right thread so we can provide some input and thought back to KIXEYE. I'm replying to those posting irrelevant bs on this thread.
    I get lucky sometimes and love keeping it real.
  • donaldo
    donaldo
    Skilled Warrior
    Joined Aug 2011 Posts: 379
    I love that this will stop people from crying about people riming there bases lol it's another element that should be very exciting
  • Joshua Philp
    Joshua Philp
    Strike-force Captain
    Joined Aug 2011 Posts: 703
    It has just occurred to me this will only serve to ensure that more rockets are coined by the CCers.
  • Magic Bunny
    Magic Bunny
    Unicorn Overlord
    Joined Sep 2011 Posts: 17,465
    It has just occurred to me this will only serve to ensure that more rockets are coined by the CCers.

    well you would know all about that
    Level ... not enough fingers to count that high

    First played July 2011, in sector 96

  • Toy Jun Kie 1
    Toy Jun Kie 1
    Incursion Leader
    Joined Dec 2011 Posts: 1,269
    Eldredd wrote: »
    You don't have to run in the gauntlet to kill the fleet even if it doesn't move out.
    Even if you prevent your base fleet to run outside your gauntlet to engage the attacker it'll be easy to pulled to the back of the base and killed by a prep fleet.
    After all, with the current poor AI, the base fleet will most likely stand still when in range and will be easy target for mortars.
    Even the best sfb3/assault missile dreads fleet defending a base can be easy killed by a FF fleet with RA3 & mortars (one of the most common base attack fleet) if it just stands still because of the poor AI.

    You're assuming that you can get within of said fleet from outside the base
  • BadWolfy
    BadWolfy
    Potential Threat
    Joined Jan 2012 Posts: 45
    VvVvVvVvV wrote: »
    What is going to create too much bookkeeping is the proposed alliance change. That is going to be a problem.

    A base guard fleet does NOT even come close to fulfilling the same function. Guard fleets can be killed by players OTHER THAN the base hitter. If you want to hit a base, get your allies to clear the guard fleets - so the 'Guard' function doesn't really do much.

    The HUGE BENEFIT to this change is that now, when my base is attacked, I actually get to participate instead of just watching helplessly. This makes base hitting much of of a game, instead of just a spectator event.

    This is a great change -- depending on the details of how it's finally implemented.



    I really do not understand why you have to watch helplessly when your base is attacked. When someone attacks your base you can click on any defense platform and use the turret to attack incoming ship. So you can switch between platforms and use them to help defend your base. You obviously do not know much about the game.
  • donutguy
    donutguy
    Minor Nuisance
    Joined Apr 2011 Posts: 118
    VvVvVvVvV wrote: »
    What is going to create too much bookkeeping is the proposed alliance change. That is going to be a problem.

    A base guard fleet does NOT even come close to fulfilling the same function. Guard fleets can be killed by players OTHER THAN the base hitter. If you want to hit a base, get your allies to clear the guard fleets - so the 'Guard' function doesn't really do much.

    The HUGE BENEFIT to this change is that now, when my base is attacked, I actually get to participate instead of just watching helplessly. This makes base hitting much of of a game, instead of just a spectator event.

    This is a great change -- depending on the details of how it's finally implemented.
    very good point, hadn't thought of it like that yet
    and considering that most people hit 3-5 lvls below themselves, you'll probably have a much weaker fleet than the attacker


    Online: Your invincible
    Offline: Why waste the fleet, its the same as putting it outside the base -.-
    I do suspect you would tend toward being invincible when online, with the right fleet setup, so I suppose I agree on that, but...

    this is starting to make me mad, when people say it's the same as putting it outside the base...I can imagine how it MIGHT be, depending on the specifics of how KIXEYE implements it, but I can also imagine how it WON'T be! if we're allowed to choose their starting point, and set a very small pursue radius, then I could set my fleet behind my turrets, too far in to be sniped or lured
    I'VE YET TO SEE ANY JUSTIFICATION FOR THE CLAIM! if there has been justification, point me to it...as it is, I think you're all just making big fat assumptions

    BadWolfy wrote: »
    I really do not understand why you have to watch helplessly when your base is attacked. When someone attacks your base you can click on any defense platform and use the turret to attack incoming ship. So you can switch between platforms and use them to help defend your base. You obviously do not know much about the game.
    and this is supposed to help how? the only difference I can see being made from controlling the turrets, is which ship to attack
    I suppose that could help at times, depending on the ships' specials IF they're not all RA3, but you kinda have to guess what they are
    and help or not, we should NOT BE FORCED to watch it, but should be allowed to go control our fleets on the high seas instead if we wish...is it really so obvious, or are you just rude?
  • thebeatboy
    thebeatboy
    Potential Threat
    Joined Feb 2012 Posts: 32
    oleboy13 wrote: »
    Well I know I'll be letting sw's patrol mine with SFB3 ^^
    And question: Are we going to be able to choose where our fleet is deployed in our base when they attack it?

    i think we should have to start r fleet at the shipyard or dock
  • thebeatboy
    thebeatboy
    Potential Threat
    Joined Feb 2012 Posts: 32
    and could u make a limit of the patroling fleet size so rather than everyone putting huge fleets out make a max of 5 levis or something like that
  • Naphis
    Naphis
    Potential Threat
    Joined Jan 2012 Posts: 50
    ok so when we looking at? i dont want to hit a base one day and there is a fleet of dreads in it, id be like holy **** my muraders are done :P
  • ichi san
    ichi san
    Greenhorn
    Joined Jun 2011 Posts: 19
    well that just places players with better fleets and better bases even further out of reach.

    those elite few who have won raids for better ships or tech, who have bases and tech fully upgraded and who have found the siege bps, will be practically untouchable.

    sigh...it's like giving a huge kid a baseball bat and body armor for playground punch ups.

    there is such a lack of balance in this game...not like backyard monsters (and other games) where you can put thought into attacks, not just brute force.
  • Shikabane201
    Shikabane201
    Potential Threat
    Joined Jan 2012 Posts: 81
    Bad idea, just make it to where lvl 4 Platforms can have 2 specials.
  • Ripper
    Ripper
    Potential Threat
    Joined Sep 2011 Posts: 40
    I think it great it about time they help the defender with attackes and help wit hackers as well. What needs to happen is Kixeye need to workout a spending limit in 24 hour period you can spend and even up some of the players as do some other games do
  • Man Tim
    Man Tim
    Unicorn Overlord
    Joined Jul 2011 Posts: 5,372
    lol this sub forum is totally getting off-topic
  • WokNok
    WokNok
    Greenhorn
    Joined Jan 2012 Posts: 21
    will have to start clearing guard fleets before you attack base..more destruction...whoohoo
  • KIXEYE Swag
    KIXEYE Swag
    Unicorn Overlord
    Joined Nov 2011 Posts: 3,665
    Thanks for all the feedback you provided on the topic. Your opinions have been compiled, filtered and passed on for the developers to read. At this point, the window to help shape the future of this feature has closed, so the thread is now closed as well.
This discussion has been closed.