[UI] CBS changes

Discussion in 'General Archive' started by ώïlќεṉ2øø2™€ÐͲ-LDR, Apr 28, 2015.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
Thread Status:
Not open for further replies.
  1. 1. do not let a nap or alliance keep an enemy base from shoot a player. If it is an enemy base it should be shooting the enemy.

    2. stop letting mines be dropped on the cbs, create a buffer zone like at ports. I know this would affect emps as well which I think would be a good thing as well. The attackers would need to use more skill on attacking a base and not rely on emp and cloaks to get away from players guarding the base.

    3. do not let the citadel abilities work on the base. The base is not a player or is it in the outfit. draw fire is for outfitted players not objects in the map.

    4. make the guns react better to large groups. Right now you can split up the hitting power of a base with a large group. If the base is attacking more then 8 ships the guns and rockets need to react faster to account for the ship count.
     
  2. this would make it harder to pop bases and easyer to defend them :(
     
  3. I disagree with all the points made, specifically point #1.

    The term "enemy" in DarkOrbit is player-defined. There are members of other companies that I would consider friends. Perhaps I'd like to allow them to kill Cubikon in our maps at night when nobody else is online. Having a NAP or Alliance with them permits them to do so.
     
  4. 3 companies are here to war each other not fly together. Company loyalty has been lost for the last few years. Now that the player numbers are down the no life die hard can nap or ally with other die hard and destroy a server. As for the citadel. again the draw fire is meant for players in an outfit not object in the map. It should not work for a base.

    I do not think it would make it easy to defend. The mine buffer would help both side as well as make both side develop better skills. The drawfire on the cit's would help the attackers. Finally end enemy naps and allies would help the game in general.

    The term enemy is define by a red dot. That red dot is defined by Darkorbit. Your choice to ignore that does not make it a player define rule, it makes it your choice to not shoot a red dot/enemy.
     
    Last edited by moderator: May 9, 2015
  5. Bakjam

    Bakjam User

    Disagree, this would make a base way to OP, and it would render the Citadel even more useless. Citadel was designed to protect and be a stronghold.

    On the other hand, not allowing mines on CBS could cause citadels to just lie on the center of the base and constantly use drawfire and fortify while other groupmembers take out the attacking people. This way it would almost be impossible to destroy a base, considering a citadel can have a total of about 4,000,000 HP + shields. Imagen yourself 3 citadels on a lvl 16 base, possibly adding up to more then 25,000,000 shield + HP to take out... It's the 20% DMG mines that prevent this tactic and that allow to destroy even a lvl 16 with dozens of defenders.

    The only good thing that i thought would be the increase in shooting of the base but even that might be to OP.

    Once again -1
     
  6. Note: The thread will be re-opened only if the OP requests for it.

    Enjoy the game.

    Closing due to inactivity.
     
Thread Status:
Not open for further replies.