Items of Power?


Dark_Orgasmo

 

Posted

excuse my Base noobness, but it seems to me that IOP's just arent worth the effort. am I wrong?


 

Posted

I dont think you find many people argueing against you. However, cant really judge to much as they may throw in a couple of surprises (maybe some useful IoP).

The idea of losing your base in terms of stuff destroyed for a little boost seems shocking. Major Risk - Very Little Reward = Not the best balance.


Heros
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LF SG! Arc ID# 193083

 

Posted

[ QUOTE ]
I dont think you find many people argueing against you. However, cant really judge to much as they may throw in a couple of surprises (maybe some useful IoP).

The idea of losing your base in terms of stuff destroyed for a little boost seems shocking. Major Risk - Very Little Reward = Not the best balance.

[/ QUOTE ]

I agree that you won't find many that disagree...

The proble with risk=reward for these is that they didn't seem to consider smaller sgs when they planned these changes. If you imagine a bristlingly full, active sg, with one of these 1% xp boost IoPs, that's a hell of a lot of overall reward, and the ridiculous amounts of prestige coming in is easily enough to cover a silly little power station (etc). So for big SGs, reward > risk. For small ones, risk > reward (by a VERY large margin).

Well, that's how it appears to me anyway... My SG will definitely be doing the IoP trial (probably several *cough* successful *cough* times), and when the base raid window is open, chances are anyone raiding will find a base full of non-destroyables. The IoP isn't really what we're after, we just like challenges

Though if the IoPs do come out to be intersetingly good... well then...

Shrug.


 

Posted

It don't thinkg Reward > Risk for any SG unless they make some pretty big changes.

That said, we don't actually know what the chances are for items to be permanently destroyed (well I don't anyway).


 

Posted

[ QUOTE ]
It don't thinkg Reward > Risk for any SG unless they make some pretty big changes.

That said, we don't actually know what the chances are for items to be permanently destroyed (well I don't anyway).

[/ QUOTE ]

I agree.. Even if you had an SG of 75 mad dog 24-hour prestige earners, the risk/reward ratio isnt changing anywhere.. IOPs remain as junk..

Even if we still dont know the base chance of recovery, I have a hunch it isnt very high..

One worktable/forge can have 1 auxiliary, which can be robotic fabricator/flames of hephaestus. Each robotic fabricator/flames of hephaestus will increase chance of recovery by 5%, So if you have for instance 2 workshops with 2 tables each, you can add total of 4 auxiliaries improving the chance by 20% total etc..


But.. I dont know whether the said auxiliaries+worktables are destructible... o_O Does anyone know? Anybody tried?

Defense items can have auto repair/resurrectors as auxiliaries that repair the attached items.. I wish they'd make the same sort of auxes for energy/control items too..


 

Posted

I don't think they are, I'm pretty sure we have one in our base and it's not even targettable.


 

Posted

really, the way to 'fix' base raids, is to let every attacker spawn at the base entrance. So what if an attacker fails. real life history shows that the defenders have a WAY bigger chance of winning if they are in a fortified setting.

"But you will never be able to win a base raid"

Not true, but yes it will be hard, and if you can't win it, go get an IoP of your own from the trial.

Yes, base costs need to be reduced.
Yes, attackers should spawn at the base entrance
Yes, IoPs should give more than a 1% bonus, 1% is just [censored] for that hard of a trial and you NEED to defender your base. even if the attackers spawn at the base entrance only, you'd still need to be there. Killing off/getting past the automated defenses without any PCs there shouldnt be too hard. Oh yes, the spawn point should offcourse be a safe zone, to prevent killing-while-loading thingimabobs.


@Shift
Shift 50 DM/DA Scrapper ][ TTL 50 Kat/Reg Scrapper ][ Shabriel 50 Peacebringer ][ Ion Shift 46 Rad/Rad Corruptor ][ Thermal Shift 35 Fire/Fire Blaster
"A Scrapper is a lot like a chainsaw. Somewhat hard to handle, incredibly dangerous, and by far the most fun when wielded by the slightly insane."

 

Posted

[ QUOTE ]
really, the way to 'fix' base raids, is to let every attacker spawn at the base entrance. So what if an attacker fails. real life history shows that the defenders have a WAY bigger chance of winning if they are in a fortified setting.

[/ QUOTE ]

The problem with that is it then becomes very hard to actually get into the base. With all the different load times depending on PC's and connections there's no way to garuntee your team will load together. So all the defenders would have to do is camp the portal and it becomes very frustrating for the attackers.

Even as it is now, once the defenders learn the spawn points, you can end up dying before you've even loaded up.


 

Posted

thats why i said that that point should be a safe zone. which also makes MMs be a bit more effective in base raids.

And its not at all impossible to defeat a waiting group of players + base defenses.

it hard, as it damn right should be. you're invading someones home territory, you SHOULD be at a BIG disadvantage.


@Shift
Shift 50 DM/DA Scrapper ][ TTL 50 Kat/Reg Scrapper ][ Shabriel 50 Peacebringer ][ Ion Shift 46 Rad/Rad Corruptor ][ Thermal Shift 35 Fire/Fire Blaster
"A Scrapper is a lot like a chainsaw. Somewhat hard to handle, incredibly dangerous, and by far the most fun when wielded by the slightly insane."

 

Posted

What about a moment of intangibility after entering (like PVP zones), but with a timer that could be interrupted by the player him/herself so they could 'get right back into the action'?

This would protect the players when they are loading, but wouldnt hinder those who are ready. Imo the intangibility should also root the players, so it couldnt be used tactically(apart from toggling up). The rooting would cancel once the players themselves cancel the intangibility. Allowing people with good reflexes to escape attempts of immob/hold/camping etc.

Intangibility should of course run out after a timer like 15 seconds or so.


 

Posted

[ QUOTE ]
What about a moment of intangibility after entering (like PVP zones), but with a timer that could be interrupted by the player him/herself so they could 'get right back into the action'?

This would protect the players when they are loading, but wouldnt hinder those who are ready. Imo the intangibility should also root the players, so it couldnt be used tactically(apart from toggling up). The rooting would cancel once the players themselves cancel the intangibility. Allowing people with good reflexes to escape attempts of immob/hold/camping etc.

Intangibility should of course run out after a timer like 15 seconds or so.

[/ QUOTE ]

Yeah, something like with the arena. Have a countdown and the player unable to move. That way they can't scout out Anchor/Generator/Control locations while being unkillable.