Reason Why Destructable Items May not Work
I'll never raid, but I do like this idea of a Fusebox
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I will raid and I like the fusebox..though the priority thing might be tough for the devs to do.......but who am I to say.
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I would raid, but only if all items reset automagically, as with instanced raids. But, I do like the fusebox idea as a compromise. Not enough to get me to participate in full up raids, but I can see where it would benefit many.
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Some great thoughts in here, if I get the chance to raise the topic I certainly will.
Ex
Can't you just build the basic generator anyway?
If memory serves me correctly items are powered in the order they are installed. So by building the basic generator the worktables would be powered first before the guns. I would assume you would install the worktables long before the defense structures.
Some people (the smart ones) don't keep worktables in their base all the time.
If you are going for a raid base and it makes sense to keep the tables there, then maybe it is a good idea to put them in first.
Worktables really should just be made into no power/no control items like the empowerment stations and storage bins.
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My knowledge of base raiding is somewhere between zero and none. That said, I completely understand the problem raised by the OP. Or at least I think I do.
It may not be a workable solution in the case of taking out the main power generator, but the following idea occurred to me.
Does the game engine support, or can it be modified to support, the concept of damage to an object without complete destruction? Meaning as the generator becomes more and more damaged, it's output gets lower and lower. At 100% damage it's output is zero, but it does not vanish in a flash of light.
Instead, it remains as a "corpse" that can somehow be repaired.
OK, there's the seed of the idea. Can we pick it up and run with it?
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We don't raid, either, but I do like the fusebox idea, provided it's structured along the lines suggested. There were many times during basic construction I had to pull down teleporter beacons and such in order to bring up a worktable. Could be a big help to people starting out.
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My knowledge of base raiding is somewhere between zero and none. That said, I completely understand the problem raised by the OP. Or at least I think I do.
It may not be a workable solution in the case of taking out the main power generator, but the following idea occurred to me.
Does the game engine support, or can it be modified to support, the concept of damage to an object without complete destruction? Meaning as the generator becomes more and more damaged, it's output gets lower and lower. At 100% damage it's output is zero, but it does not vanish in a flash of light.
Instead, it remains as a "corpse" that can somehow be repaired.
OK, there's the seed of the idea. Can we pick it up and run with it?
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Intriguing idea! In such a way as this, in post-raid, could it also be an idea to re-purchase ("repair") the device using X amount of prestige/infamy etc, or use salvage to gradually repair (1/4 power, 1/2 power, 3/4 power, full power) in stages using the empowerment equipment? This way, you don't need power to do this, and you can save enough points/salvage prior to the raid to at least get your base running again in post-raid. Just a thought for this think tank.
I think it is another noteworthy idea. I see little droids running up to fix said item........
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Add to the list of Base improvements:
Add "Priority" flags to base items to allow them to get power and control when the base is running low.
Or
Base Item: Fusebox
Has 2 settings: Construction and Raid. In the construction setting, Workshop items will receive power and control before Medical and Defensive items if the base is running low. In Raid setting, Medical and Defensive will recieve power and control before Workshop items.
This would allow you to create the basic generator/control to power the high priority items to create the higher tier ones.
[/ QUOTE ]Good ones! I like the FUSE BOX.
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Ditto!
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