Rework the CBS...

Discussion in 'General Archive' started by jacktatt, Mar 11, 2014.

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  1. jacktatt

    jacktatt User

    Hi,

    Recently i have been looking at the CB Stations, and there is not really an incentive to build them, they cost so much just for a small booster, and then they can be taken down by about 3 well equipped Goliaths, as long as they go straight for the hull.

    So, i propose these changes to the CB Stations, what includes more new modules, better firepower, more hit points to modules and more!

    RAM-LA, MA Modules should hit 25% more and have 50% more health.

    LTM LR Should hit 50% more, because there really is not much appeal to this module, low range, low hit rate, and the damage just does not cut it.

    LTM-MR AND HR Should have damage boosts by 25% and HP Increased by 50% as well.

    The main hull should generate extra hit points, up to a maximum of 500,000 at level 1 and gaining 60000 per level (So a maximum of 1440000 if my calculations are correct) extra hitpoints at level 16. the base regenerates 100 hit points per second when not being attacked, capping at the maximum amount.

    Warning, this bit will be controversial...

    CB Stations should attack npcs. But because their weapons are designed to exploit the weaknesses of ships, they would only hit 2% of their maximum potential to NPC's, and have a slightly higher miss rate. If a player comes within range of the base and is from an enemy company, the modules will instantly prioritize the opposing player, bases will not attack npcs whilst the shields are DE-activated.

    Boosters would have there HP increased by 50% to scale with the other modules.

    New modules​
    RAM-HA- Rocket array module with high accuracy, Very high range, but low damage.

    Due to its high range, this module would have 20% less hit points than the rest of the modules, the range on the module would be much higher than the rest of the modules, but would hit less.

    Average hit at level 1- 42,500

    S-GEN Module- Shield booster module what boosts Modules only.

    This is a controversial module, this would make all the other modules Including the hull have a shield absorption rate of 0/120, so all the damage would go to the shield, the moth cannot counter this. It also boost the shield of all modules by 25% and makes it regenerate whilst being attacked, at a rate of 2000/sec.

    The amount of modules surrounding the base should be increased to 10. and with all these changes, the amount of uridium obtained from killing a module or an asteroid would be drastically increased.

    Reason for these changes- Because at the moment, the CB Stations are just silly little rocks what sit there and hit enemys and provide little boosts, but if they are not defended by about 30 people at prime time, then they are gone, if 7 spectrum got together and they were mostly uber f.e, they could take the hull in about 20 seconds, now whats the point in that, with these changes and a drastic change in rewards what you get for killing them, people might actually take in interest in them, and it would be a challenge to kill them.

    Sorry if this is a bad idea.
     
  2. I agree the cbs is under powered alot! here is a post in the FAQ:

    Well after reading that the defense is a joke my cbs was taken down by 3 ufe 2 of then shooting the defenders and the other one just shooing the hull/def mod I for one would like to see better sesults.


    Also I followed this quide
    found here http://en.board.bigpoint.com/darkorbit/showthread.php?t=484020

    So be carfull what you think it should do and what it can do.
     
  3. I think the battle stations are fine. If anything I think that they should be more accurate as to uncloaking enemy players flying onto the base. I do however like that idea of more modules, not so much as more slots but maybe a HP booster and it should be just like the damage and shield only on in that map where the cbs is located. I also think that all of the boosters that are on the cbs when it is dropped should be turned off since the base is down. And when the shields are up the boosters are turned on again. The whole point of a CBS is so that a clan can have an advantage in a certain map booster wise. If you do not have a big clan there is no point in building a base if you can not defend it. My solution to that would be to join with other noob clans and merge, strength in numbers and firepower. Then it is not only a small amount of people owning a base and getting boosters from it but it is a large amount of people defending and helping guard the base. I don't like the idea of it shooting aliens because you could drag an alien to the base with x-1 then stop shooting and just sit there tanked in the map while the base kills the alien. This can be exploited especially in 4-5 which would not help many people because if bases are allowed to shoot aliens it should only benefit the clan that owns it just like the boosters.