[UI] Clan Battle Station Targeter

Discussion in 'General Archive' started by fusion82, Feb 14, 2016.

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  1. fusion82

    fusion82 User

    I have been actively building battle stations for a few years now too many to count. there a few things i would like to see changed in the CBS/Battle station.

    1. i want to pick who the cbs targets and if its not too much which mods target who or what.

    2. it would be awesome if the cbs helped pop NCPS, for all the noobs out there this one is for
    you:)

    3. better origination abilities to the cbs inventory window. i want to quickly pick out the best mods from my inventory. sorted by individual mod types first then with each type separated by high-med-low accuracy, and lvl. so in affect what you would see is all lvl 1 LTM-HR grouped together and all lvl 2 LTM-HR grouped together and so on for each type of module

    4. i want the ability n the cbs window to war/target individual players that may not be part of a clan or a player shooting a cbs from the same company. so maybe i don't want to war an entire clan because of one bad apple.

    5. to balance these new and awesome features as is the do way...the player controlling the cbs has no ship functions and wont be able to move. the player can be attacked but a portion of the damage would be adsorbed by the cbs hull and shields.

    6. i want to be able to repair my mods from the same window as i pick them from when installing them.
     
    Last edited: Feb 14, 2016
    OrbitGuru and ttt-Benny like this.
  2. OrbitGuru

    OrbitGuru User

    thatd be kinda awesome really. lol turret king! maybe add in a time limit so you cant have 1 guy sit in the base all day long, and make it so only the people with the power to change parts can be base master.

    and the CBS hits way too hard for it to help with npcs, would cause too much player happy for business.
     
  3. This is a really good idea for the most part, except for the npcs as people would just use them to fark bks or ubers in 4-5. Also being able to have a cbs target individual players could be highly misused. other than that i really like it :) A+ from me
     
  4. Issues I see are;
    First it would be too labor intensive to do item 1,
    Second, if NPC's were attacked then everyone would drag the to the CBS for help and would end up being abused to the point of exploitation,
    Third, is a good suggestion, however, it is better if you keep all modules at the same level so you don't have to sort them except for type,
    Fourth, unless the clan is warring your clan, or you are a multi company clan, same company players can not attack the CBS,
    Fifth, to be unable to move because you are controlling the CBS is insane as a cloaker could drop mines, which do not damage the CBS but can kill your ship,
    Sixth, if this was available as you say then people would repair them when destroyed and make it harder to destroy the CBS.

    I do agree that you should be able to target individual players as there are a lot who have chosen to be clanless because of the wars and can also destroy a CBS but not get credit as they are not part of a clan.
     
  5. fusion82

    fusion82 User

    i have taken part in all aspects of interaction of CBS both as the defender and as the aggressor. to simply put it the cbs is boring for the most part. as most players/clans cant keep them up for any amount of time so the thought is why bother. i mean really, what exactly is the reward for player to put up a cbs if it gets popped before it ever has time to build boost it certainly doesn't give protection from a ufe popping you off the base. then factor all the time one spends hovering or farming close to it while the deflector has to recharge. if you have to occupy the space/map to defend it from would be aggressors, then add some things you can do to control the cbs. im not saying i need to see the entire wish list met, but if you spent the kinda time i have invested in cbs these are not to far fetched ideas.

    1. targeting individual players; you don't get cred for kills the cbs makes. in fact there is no tracking of how many kills your cbs has made nor does your clan get anything for the cbs making a kill. the targeter would allow players to get cred for kills made by the cbs popping players. further more if each mod had its own targeter for a player to operate more would get kills as well as entice more clan members/players to participate in cbs interaction
    2. this can be totally abused i agree but it is worth a thought lol.
    3. the mods can be sorted by lvl like in the upgrade window. the current window to sort mods by type needs to be more stream lined. it gets to confusing if you have a bunch of mods of the same type.
    4. you can attack a base of your own company in or out of a clan. its happened many times to me i have seen it for my self
    5. if you are going to control the cbs you cant move. that is the offset for being able to control the cbs. if you move you loose the targeter/abilities
    6. this is no different then a player repairing the popped mods on the back page while cloaked the putting them back in the cbs.

    adding some different abilities for the cbs would make building and maintaining them a lot more interesting. no cbs is unstoppable with 6-7 ufe double boosted, stacked players a cbs will come down in the matter of seconds despite the effort of those defending it, i have seen this first hand quite a few times. its time to add new challenges to the cbs and make it more interesting.
     
  6. -ЩarΛnt-

    -ЩarΛnt- User

    How about making the CBS a clan problem:
    The clan base stays up as long as all clan members can put up x million of credits per day/hour. Then you can keep the base running for a couple of days, regardless of your ability to defend it. To avoid base hoarding, you can set it to a high number. 10mil? 100mil? 20% of your total?
     
  7. That would not work as the UFE have nothing to spend their credits on anyway and have billions to waste, they also can transfer 9000 units from their skylab 1 time and generate 11,700,000 using their PET Cargo Trader (the 9000 is in a Citadel with no Bio or PET Cargo Gear) and would not interfere with their normal Seprom transfer the use for hunting. It is already bad enough the individual player has to pay to upgrade the modules instead of being a clan bank for them, but again most of the clans that can hold a CBS are UFE Wallets and BUY everything they need anyway. The suggestion just made it so now the UFE MCC's can build CBS's and not have to defend them as they pour credits they have no other use for into the shield generator and never have to shut it down to regenerate just add more credits to them, may as well say a CBS requires a person of the clan to buy 330,000 uridium at MHH to power the base for a week, for all the good using credits would be, the clans with noobs would never be able to build and keep them, the UFE would no longer need to defend them and thus be hunting even more for noobs, and the imbalance of the game would be fealt even more and more noobs would leave the game as they are not able to advance in the game because of all of the hunters popping them all the time.
     
  8. Pyro

    Pyro User

    What about it when someone brings a citadel and uses draw fire?
     
  9. Forget the targeter - where is the hull 'shield' until 'ALL' the modules have pop'd ;)
     
  10. fusion82

    fusion82 User

    it just takes longer to pop a base if you have to pop all the mods a good group will have one or two players pop the defenders off the base and keep them from regenerating at the base. this isnt just about ufe's vs ufe's. its about making the bases more entertaining and attractive to put your time and effort into. when a player first starts a base is a big deal until they put one up, it pops in the first 10 mins then it just becomes a let down. it needs to be more entertaining.
     
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