Base upgrade

Pisellino75
Pisellino75
Greenhorn
Joined Nov 2014 Posts: 7
Ok, kix giving us more modules, more mines, more buildings levels.... Someone can love it someone not.... the real problem is that we need more space to build. 20x20 square space is too little, specially with all those new modules. can't even place mines far away enought to outrange reapers.
  • Chris Rowbottom
    Chris Rowbottom
    Greenhorn
    Joined Apr 2015 Posts: 2
    i brought it up few weeks ago about base space, reapers rim your base and mines do nothing would be nice to have 10 more mines and a base of double the size
  • dom.friant
    dom.friant
    Force to be Reckoned With
    Joined Sep 2014 Posts: 1,993
    I can't help but wonder if the upgrades are worth the increase in level due to the experience. I'm sure others are wondering the same. I assume at some point they might be required for a new tier, but who knows when that might be. 
    Because I like the Condor!
    http://i.imgur.com/80deZPv.png
  • Hound947
    Hound947
    Skilled Warrior
    Joined Nov 2013 Posts: 482

    I think the saddest part is the fact that we have finaly reached a milestone in base upgrades with marking bridge 10 and it gets a new look in your base but outside in planet view it still looks like a lvl 5 bridge I mean come on at the expense of 30mins just to introduce some artwork to make it look good on the map I think thats just lazy development in my opinion

    Hound
  • Pisellino75
    Pisellino75
    Greenhorn
    Joined Nov 2014 Posts: 7
    I can't help but wonder if the upgrades are worth the increase in level due to the experience. I'm sure others are wondering the same. I assume at some point they might be required for a new tier, but who knows when that might be. 
    At least you can build more command modules and mines, exp isn't growing a lot with only the exp gived by the bridge.
  • RaptureAkaDino
    RaptureAkaDino
    Incursion Leader
    Joined Sep 2014 Posts: 1,029
    the xp will increase with a new update down the line to activate the fleet bays extra mass which currently is not active so when they increase bay mass they will probs look at the xp values again, they did it in the past we just have to wait to see another base rebalance
  • Got No Coin
    Got No Coin
    Strike-force Captain
    Joined Sep 2013 Posts: 686
    What is the point of getting alerts on my phone and elsewhere when my base is getting attacked? All I can do is watch.

    A huge improvement would be to be able to target weapons just like you can do with ships. Simply right click on an enemy ship and the weapons bypass spawns and decoys.

    This would give me a reason to rush back online to crush the invader.

    It can't be that hard to implement since the code is already done for hulls. Just adapt it.
  • LilBasterd
    LilBasterd
    Force to be Reckoned With
    Joined Mar 2018 Posts: 1,972
    edited 3 Nov 2020, 6:46PM
    The size of the base is a very interesting point and something I think would be worth talking to the team about. Especially since we will be introducing a whole new model, it's worth going into making sure that things arent' getting too crowded. Thanks for bringing it up!

    As for the planet view, that's another excellent point. I can't imagine that the assets can be too hard to change, so I'll chase this up and see whether it's an adjustment we can make. 

    we  also need to space mines further out, the ancient reaper cherry picks targets, so the mines are useless, did i mention its 16kdps mine vs now 300k HP  ship; logic much? 

    i asked before how you view mines as being effective are in discord, but you never could answer, because they arent effective.


     

    It can't be that hard to implement since the code is already done for hulls. Just adapt it.
    Simple, they choose not to, they can do a lot, but they choose not to
    Sealcorps is my biggest fan, ty Sealcorps  for always reading what i write. :)
  • CM Jackson
    CM Jackson
    KIXEYE Community Manager
    Joined Apr 2020 Posts: 203
    What is the point of getting alerts on my phone and elsewhere when my base is getting attacked? All I can do is watch.

    A huge improvement would be to be able to target weapons just like you can do with ships. Simply right click on an enemy ship and the weapons bypass spawns and decoys.

    This would give me a reason to rush back online to crush the invader.

    It can't be that hard to implement since the code is already done for hulls. Just adapt it.
    Being able to pilot the weapons in base defense is certainly interesting, though I'm not sure the infrastructure is in place to make that the easy fix it initially appears as. Currently the developers are focusing on improving the Fleet vs Fleet experience as the first step to fixing PvP, however going forward I know that they're going to be interested in refreshing base combat as well. This is a potential idea they could look into, and I appreciate the suggestion. 

    The size of the base is a very interesting point and something I think would be worth talking to the team about. Especially since we will be introducing a whole new model, it's worth going into making sure that things arent' getting too crowded. Thanks for bringing it up!

    As for the planet view, that's another excellent point. I can't imagine that the assets can be too hard to change, so I'll chase this up and see whether it's an adjustment we can make. 

    we  also need to space mines further out, the ancient reaper cherry picks targets, so the mines are useless, did i mention its 16kdps mine vs now 300k HP  ship; logic much? 

    i asked before how you view mines as being effective are in discord, but you never could answer, because they arent effective.


     

    It can't be that hard to implement since the code is already done for hulls. Just adapt it.
    Simple, they choose not to, they can do a lot, but they choose not to
    When it comes to specific items and tactics in game, I cannot speak to how you should be using them. If you do not find the mines to be particularly effective at what you need your defenses to do, then there are other defensive options that you might find more effective. I'll look into discussing the effectiveness of mines with the developers too, but in the meantime I would suggest looking into what other folks are doing to keep their bases safe. 
  • CptLocksley
    CptLocksley
    Minor Nuisance
    Joined Jun 2015 Posts: 122
    It seems obvious a feature for players to control modules (what to shoot at) if online, would be a fantastic feature. I’ve mentioned this numerous times over the years lol! In addition to controlling modules, we should also have use of a base defence hull/s. This would be on auto if player offline, or available to manually fly if online.

    We need to get back to the days where you needed a full fleet to take down a base. I accept if a full elite fleet of 6 ships attacks a base, if a good setup will succeed at cost of heavy damage. Or fail if the base is strong enough. What we have put up with is first umbra walking over bases, then troll carriers annihilating bases, now single reapers wrecking bases. Now armed with these bonus weapon credit things, bases are defenceless. Which in turn pretty much negates the whole ethos of acquiring medals, the whole system needs fixing. Medals banks and all!

    Added to that, the 15 second protection for fleets after PvP means a fleet can skip from base to base - clearly that is unacceptable. If you attack a base, you should receive no protection afterwards. And there should be a 10-15 second delay of attacking a base twice, to give the player (or friends) being attacked a chance to intervene.

    On a separate note, it should not be possible to fly t8/t9 ships with a low level base. The requirements of bridge, fleet bay etc should raise the XP level to a more normal level representing your technology. That’s the whole point of a base level.. Too many players are hiding in low level bases, a situation that shouldn’t be possible. Umbra hulls required certain upgrades before you could build them even if you had the bps. This should apply to all tiers, so your base level will rise with the more advancement you make. It’s ridiculous for low level bases to fly t9 and still be regarded as low.

    As for Pvp - defeated fleets should always warp home. Escorts are broken, they are meant to be a higher fleet defending a lower fleet. So if you want to attack a lower level fleet being escorted, you must first defeat the higher level escort. What we have now is lower level fleets being the escort, what I would regard as cheating the system. When engaging any amount of escorted fleets, it should start from the top level escort downwards, always. All this bunch up escorted fleets with mini fleets on jumpships is a joke and needs addressing.
  • cderalow
    cderalow
    Minor Nuisance
    Joined Oct 2015 Posts: 273
    when basing, the basing fleet does not get the PVP protection.  however, when attacked by another player, then defeated, they get 8 seconds to repair, then jump to a new base to start the process all over again.

    This will hopefully be resolved with the change to defeated fleets returning to base instead of remaining in space.
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