CBS Must Have Updates

Discussion in 'General Archive' started by º¤»ĐЯΣΔΜ◊†◊ÐΣМΦИ«¤º, Jun 23, 2014.

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  1. 1: The CBS center should not be allowed to be shot when all other modules are available. Some kind of update is needed.
    • The center has an insta-shield that loses power per destroyed module.
    • For every module destroyed the Center loses 10% of it's protection.
    • Once all modules are destroyed the center can take max damage.
    2: There needs to be an EMP (Decloak) system launched from center to range of modules.
    • The EMP only effects those who are war, or enemies.
    • The EMP launches every 3 minutes.
    3: The Hull Repair needs and upgrade. 7,500 (10 times?) Is nothing compared to the damage a single player can do.
    • The Hull Repair can do 10,000 per (however many seconds it is)
    • The Hull Repair stays active for 20 repairs.

    More suggestions are allowed, i'm open minded. Please give your opinions, let me know what is OP and was needs more.
     
  2. whoeva

    whoeva User

    Agree with #1 100%
    Maybe the emp could be a function of the deflector mod so upgrading it would decrease the emp cooldown and increase it's range?
     
  3. I like this... It's kind of similar, what i am developing currently :)
     
  4. SauronL

    SauronL User

    Yeah it looks interestin , that EMP could help a lot
     
  5. Im iffy about this, simply because if a base is level 16 everything, it will be very difficult to destroy, even with a great amount of players attacking. This idea would merely remove the concept of a clan who owns it to be on and defend it. This would mean that folks would leave the bases unattended and it would defend itself better than it already does. Thats what I have a problem with. The point of a base is to be self sufficient to an extent with the help of its clan for defense. A level 16 hull and deflector takes much time to destroy and with the aid of missle and laser modules, not many clans can stand up to a level 16 base.
    However, I do agree with hull repair, it is simply not enough, and hull should repair on its own, not with use of uri. I always though that was the purpose of the rep module. BUt i kinda also like the idea because for low level clans with a low level base, a UFE clan will just hit the center and boom. What if on top of the emp, let it launch every 2 minutes, not 3. And what if, just if, as a first defense, like a cube, little npcs come out to protect it for a short time?
     
  6. Unfortunately a CBS itself causes extra lag, so npcs most would not be able to defend or even attack.
    On GA1 we have many bug abusers and many big clans. So you have a base Lvl 16. But a clan of 100+ (Block) comes in and wipes it out no problem. The idea is to give people a better chance at hold a base they spend millions of uridium to build and maintain. I thought about 2 mins on the emp, but it seems too frequent.

    It wouldn't be too fair if the emp could go outside the base, and it would be useless if it was just around the center. I'm sure we could think of some way though to make it more interesting with upgrades. I suppose a cool down would make sense, but DO would choose timing for it altogether if they bothered.
     
  7. Maybe, the emp should be a module, the higher the level the module the higher the emp rate for the clan and base?
     
  8. I don't really see another module being helpful, clearly bases don't do enough damage as it is...
     
  9. whoeva

    whoeva User

    No, but if the rep mod was sorted out and the mods had to be destroyed first before the hull could be attacked then it could be.

    It would be a more interesting mod if it included diplomacy compliant ISH induction technology to enable clan and alliance ships to enjoy a 3 second ISH when flying into the boundary of the modules with 2/3 minute cooldown. Any effects from upgrades would charge the same way the other boosters do.

    I don't know if that's too much but I always thought alliance should get some benefit from cbs such as 50% of the boosters.
     
  10. ΛTLΛ§

    ΛTLΛ§ User

    But then the clans with the most people would never lose their bases and a group of 6-7 people would never be able to destroy the base.
     
  11. Well then why should we spend hundreds of thousands on a base if we just lose it to bs like center killing?
     
  12. they should also add when a clanless person shoots you the base should be able to shoot the clanless person.. (same company)
     
  13. The most significant problem is suicide center shooting, with free on the spot repairs.
     
  14. oh hell yeah, i meant to add that, the base needs to attack anyone who attacks a clan member... Seems so unfair enemies use their buddies to shoot you after the enemy does just to get your kill.
     
  15. Note: The thread will be re-opened only if the OP requests for it.

    Enjoy the game.

    Closing due to inactivity.
     
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