Development Cycle Archive
Thread: IT 7-17: Additional GCW Changes
Doc_E_Roe wrote:
Sorry TH and Devs,
The turret fix really is a half arsed thought out method in trying to fix a problem that has eluded this dev staff for some time.Yes it is true that it would make sense that you shouldnt be able to enter a base before the turrets are gone. But truthfully speaking the issue wasnt about people just running inside its about the lack of base defenses. NPC's generated by bases are well just cannon fodder. The turrets a minor distraction if buffed. Mines heh nothing like a buffed player to run around the entrance and take ten out before they loose any health. What the devs needed to do was buff up the defenses. Turrets, should one shot you and db you period.. Why, well have u ever wanted to stand infront of a Phalanx turret? Dont think so!. This would immediately solve the problem of people just being able to stroll right in to bases.
I can agree that turrets should be stronger, but your "fix" isn't any more imaginative than the Dev's "fix" that you readily bash without even trying out.
Second, You fix migrating vulnerability times. Yay again another unimaginative fix. Why do bases have vuln times? Heh I cant remember a military installation in history that ever had a vulnerability time. Any base that is to be taken over should be taken over with overwhelming power at any time. Again this goes back to the idea of having buffed bases as i will call them from here on out.
It's hard enough to defend a base during the vulnerability time; to have to defend it 24 hours a day would be pointless. No, not even pointless, just stupid to even try. All it would take is a minimal group of players to show up when there was nobody is defending the base (as they're all asleep) and take it down without any challenge or resistance. That's not fun for the base owner, who never ever had a chance to defend the base, and it's not even fun for the people taking over the base since "we snuck in at 4am!" does not make for a good base-destruction-story.
Third, a person can just stand in the base and keep donating yes that person would have to eventually run out but hey turrets are easy to come by and dont cost anything to a master smuggler or a millionaire keep a pack in the base and your good to go.
No they can't, if you took the time to read all the updates that have been hitting Test Center you'd have seen that they took care of this exploit.
[and the rest is just rambling without even a half-arsed attempt to make a good point (amusing since he readily calls the Dev's the un-imaginative ones)]
Wow, look at all the complainers. You think that this is bad, why dnt you try taking a relic keep in DAOC. You have to:
1. get into the keep wile being fired upon by archers and any spell casting npc/yahoo that is inside the keep. And if you get past the melee thugs waiting outside the gate. Oh and did i mention that there are 2 sets of doors you have to get past.
2. get past the respawning of npcs (and rezed characters) to get to the keep lord/relic to win control of the keep/relic. And this is if you survive the painfull challenge of giving it a chance.
You might not like the changes, but there good for the fun.
"Vulnerability times on HQs should no longer erratically fluctuate"
Locky-1138 wrote:
"vulnerability times should no longer eraticly shift"
what will the time be set to? will it be whatever random time it was the day before the patch? or will we be able to choose a time come patch day? or will it be set to the time the base was originaly built (as intended)?
just some questions that need to be looked at, and thanks for all the hard work TH, we appreciate it
...*whisper* now fix jedi
Yep what Locky-1138 said. When this comes into play the bases vuln periods could be locked at a time a PA cannot effectivley defend it.
By all means make combat as unrealistic as possible. I have a real problem with this turret thing. By it's very nature, a rebellion uses guerilla tactics. You are denying us that option. Getting under the enemies' fire is a tried and tested real life tactic, and now you are making that impossible. Not to mention the fact that the keep-dropping-turrets exploit will make it impossible to ever destroy a base again. Have the imps been whining about lost bases again? If they want to keep them, they should defend them.
Also even if there wasnt a timer it only takes 1 to 2 guys to destroy a Large Turret what is it gonna do with 30 or more attackers there, you willjust be takeing away more FP from the defenders thats all.
But the Spies problem has to stop they go around and get the Base times for every base on the entire galaxy and just attack when nobody i around.
The original concept for this was you eitherhad to join the PA that dropped it and hope they shared there base times on when to defend(real spying work) or you camped out in a base all day long and hoped nobody found you.
As far as the post went on why isnt a base vulnerable 24/7????? cmon you have to be kidding me, i for one dont feel like defending a base 24/7 and all the attackers have to do is come by when nbody is on and its gone, youd be lucky if your base is up for 12 hours before it was destroyed and there went 60k FP in the span of a few hours.
There is sooooooo many ideas tohelp Bases, but since im here an i add that we'd also like Crafters to make Faction armor? Equal o composite so Imperials can actually raid in stormtrooper gear, And while were add it please oh PLEASE redesighn the Rebel Faction armor, it has the Best looking boots in the game and the rest of it........well it leaves something to be desired. Where are the Rebel gloves and Bracers?? was this lost somewhere???
Does this only work on Overt TH? Here's a little story:
On TC, I eject from the Corvette and end up in front of one of the SS bases. I decide since I'm TEF'd, and the block turrettis doing a number on me, to test this out. I run straight to the small bas, through the NPC's through the minefield and through the front door O.o I then proceeded to clear the inside of the base, then 1/2 of the outside before a turret finally killed me. So, is this how it's to work?
can the turrets be renamed turrents? this way those that continually spell turret that way won't look so ignorant. those that can spell turret correctly can easily start using turrent instead
LMAO... finally somebody has spoken about this issue... I want to know who first said Turrent and who was responsible for not immediately correcting them and letting this get out of hand!?
CmdrFel wrote:
has anyone thought about the fact that someone could stand inside a base with an inventory full of smuggler-purchased turrets and keep adding them one at a time as they go down to keep the base up for the longest time possible?
This is going to make it hard to get a well-prepared base =)