Base Raids
From what I recall - you could choose a base based on a few parameters. One was if it was same or opposite faction.
Another mandatory was it had to have more IOPs then you did for it to be available for you to raid.
I think attackers spawned back in their base and had to report in, not sure though.
You set the time your base was vulnerable. This gave you a chance of defending it/
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Were raids only hero vs villain or could it be mixed and matched?
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Did a base actually need an Item of Power in order to be raided or did it just need the Vault room?
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How was spawning and having to go to the hospital handled for the attacking team?
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I only set it up two or three times, so I can't recall each setting involved. In general, prospective raid participants had to be IN their SG's bases prior to the raid beginning, and even then, some toons wouldn't be able to join the raid (necessitating a quick zone-out-and-back to remedy). During the raid, the bases were unavailable (or at least the attacked base were). The command to begin the raid was a slash command meant to be utilized by the attackers' raid leader, aimed at a toon on the other side (the leader of the raided group).
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In order to have a raidable base (which is also a requirement to raid other bases), you needed the raid teleporter (the big giant one) and 6 dimensional anchors, which meant at least that many rooms that could hold an anchor, as each room can only hold one. You also needed a Mission Computer/Oracle, and a Vault room (that could be empty). This was the bare minimum needed to make a raidable base.
IF they bring back raids, they will most likely be totally different than the old way of doing them, as bases no longer follow the old rules for building them. Anchors couldn't be blocked by other objects in the room, and there was no overlapping of objects like there is now. There's been too much time and effort put into redoing bases with the new rules to force them back under old raiding rules.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
Very simple -- when defeated, you rezzed back to YOUR base's medbay, and accessed the enemy base again via the Raid Teleporter unit in your base. Sadly, the spawn points were fixed, which enabled "spawn-camping" strategies to be used (you can imagine how this, especially, affected Masterminds). For informal raids, we commonly agreed to avoid spawn-camping in order to give the invaders a more sporting chance, since it's no fun at all to continually get killed zoning in to the fight.
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I see how that could be problematic. In a way, it's sort of the same problem with some of the smaller maps in the Arena.
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One year ago today, Base Raids were removed as issue #12/13 came out and into the world. we were told that it would be upcoming in a Fix that would eventually hit and that we should stay tuned.
One year...over 200 of my friends have personally left this game because Base Raids failed to return and over lack of content and appreciation.
I'd like to get a final word - are we going to have base raids again, or what's going on?
Probably eventually, but your guess is as good as mine. Sorry.
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
I'm under full understanding that they are currently deactivated. In fact that's sort of why I have a few quesions since I've never participated in one.
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