Politician Archive
Thread: Faction HQ's in City limits (Time to get LOUD)
as long as it is 100 % impossible to get a faction base inside my city unless it iswith my consent, then it makes no difference to me ![]()
Unfortunately, it's possible. When an outpost, your zoning power is restricted to the outpost area. So here I come, putting a HQ in stage 2 city area, and when you grow, I'm already there and you can't do a **edit** thing about it.
Hmmm... wonder if any of these people are from NDC on bloodfin server.
I think for what they have done there should not be FB's in city limits. You cannot tell me the DEVS intended for them to make a fortress of houses build in a square so to speak with only one entry point to the inside of that square. You cannot get between the houses. And at the entry point they have a huge mine field. A choke point to the internal area of the city where I think I saw two factional bases.
There is no way that this was how the game was intended to play.
Only other thing I can say is that if you put factional bases inside city limits, make non combat structures acceptable to being destroyed. If your going to put a factional base in the city limits there has to be room for collateral damage.
One other point (again, I know very little about this subject but ...):
Wouldn't a base in a city with a cloning center render the base impossible to destroy? At least, as long as the defenders were willing to die over and over until the attackers got bored. I thought I remembered hearing about some mechanism where even the presence a single defender can disrupt the destruction of a base. Even if that's not the case, the cloning center is still an opportunity for essentially unlimited reinforcements.
As to the point of having to move the existing bases - well, I certainly think it would be reasonable to allow something like that for a short time. Not particularly realistic, but an acceptable compromise to keep things fun for all.
Other note, I have no problem with faction bases 500m or more from the city hall.
I, personally agree with Hwitzer. Bases should and NEED to be allowed in cities. We worked hard AND have built our entire city around this base. Why cant we have NPC patrols to protect our city. It is like any castle setting or modern day American military base.I think it would be a disgrace and completely unfairto make our guild and many other guilds destroy our base just so we can become a city. Especially since our base was acquired BEFORE people could pool points...we got that base because of ONE person's dedication and time.
Factional HQ's need to be allowed in player cities. You would kill the game for so many of us and render months of work void and useless. There is no other alternative, it must be allowed.
There is actually a HUGE probem with having factional bases in cities that has nothing to do with the /warn command.
If the city has a cloning facility then all that would need to be done is the attackers would need to be banned (meaning they couldnt use the facility) and then the defenders would make sure to clone. This means they would clone right next to their base making it nearly IMPOSSIBLE to destroy.
I'm sorry but I just dont see the need to have these IN the city and so far none of you has provided any concrete reasons either. I do agree that there needs to be an amnesty window for these but you can plant them 500 meters outside of town without losing it completly. 500 emters is not that far to run people.
ArcLan wrote:
One: Cloning Centers are going to be in Strategic Bases. So what's so different about having a cloning center near a Faction Base?
Wow, when did you last see a Strategic base? Ever think that this may be exactly the reason we havent seen them yet?
Besides, the best attack is to not corpse the enemy. Doh =) And you stated as I did that 450m isn't that far to run. I suppose most of the reasoning is that bases can't be lifted. If they've been placed in location of where the city is, then that becomes a big problem. Because it wasn't stated until very recently that bases wouldn't be allowed in cities, even though we've been building our location for months now.
- Landren Darkwynd
NoWhere LLC
One: Cloning Centers are going to be in Strategic Bases. So what's so different about having a cloning center near a Faction Base?
Two: There's really not a large difference between running 50-100m than running 450m when you're in an attack (450m being City Radius), so one way or another it's still going to be harder than heck. Whether a base is in or right outside of a city, the only thing you gain is /warn, which makes the militia and the people targetable. So? You have to be declared to technically attack a base anyway! And if not, there's scanners and minefields which can accomplish the same effect. The ONLY major difference here (and I stress major, because there are a few other differences) will be if you declare as a stronghold and militia have higher defense rolls. Also, on this point, you could set it up anyway with the 450m radius and still utilize your milia on the borders in a battle.
I in all honesty, believe Bases should not be a factor. You should be able to have a base in the city. Some people say there's no good arguements as to having them (what if your city is already set up?) and I say there's no good arguements against having them. On top of that, since you can't declare your city, this would help RP or whatever in declaring your city's faction.
Anyways, food for thought. I just hope the Devs get this straightened out and answered BEFORE the patch, because many many people are already planning.
- Landren Darkwynd
NoWhere LLC
Factional Bases should be allowed in cities.
Arclan said it perfectly above me, so no need to reiterate.
they should!
we got a datachament HQ in our city
it means we have to destroy a 60k faction base to place the city hall
omg, it isnt fair ![]()