Politician Archive
Thread: In defense of the city! To arms!
We are planning on adding a Rebel base to our city, turning it into a factional city. In order to ensure our city is not immediately plundered by the imperials, we need to build in proper defenses. I am thinking along the lines of city walls, limiting the use of shuttleports to only rebels and neutrals, gates to the city that can be locked shut by the mayor and his admins in an emergency, etc. Are any of these things possible, or planned for the future?
I don't see how you can have a factional city with no ability to add defensive structures that actually do anything. Turrets are completely non-functional and they seem to be the only defensive structure in the game.
If not already planned, here is how I would implement city walls and gates. Make gates and city wall segments targettable for attack, but give them huge amounts of health and armor. When someone attacks one of them, an alert should be given to the city officials and residents so that a defense can be made. If a proper defense is not provided, the attackers will break through and pillage the city. Gates and wall segments can be fixed by an architect at the cost of spending resources.
Factional cities also need fortified defense positions from which they can attack. Whether this be the traditional form of slits in walls through which you can shoot or something like guard towers that provide some form of partial cover can be debated. But it's common sense that a city/base offer some kind of protection to the occupants.
What do you think?
-Raystonn
having a shuttleport that only allows rebels to use is stupid and impossible.
How could a mass transit system be maintained by the rebellion, much less be under the radar of the far reaching imperium, if you rebels tried to do that and I had anything to say. I'd suggest Imp's be allowed to use a stardestroyer to level your cities at random
Go ahead and try. That's what you tried to do on Hoth too. Sure, we were run off, but we escaped and you failed to destroy us.
You are more than welcome to bring a huge force to try to take over the city. But that doesn't mean we are going to shuttle you in for the fight. We consider our shuttles to be Rebel-operated. Overt imperials will not be transported. If you are covert, there's not much we can do about it. Overt though, will be told by the shuttle pilot that they are not aware of that city's existence.
-Raystonn
Is anyone else interested in having a huge factional city, and being able to defend it?
-Raystonn
Raystonn wrote:
You are more than welcome to bring a huge force to try to take over the city. But that doesn't mean we are going to shuttle you in for the fight. We consider our shuttles to be Rebel-operated. Overt imperials will not be transported. If you are covert, there's not much we can do about it. Overt though, will be told by the shuttle pilot that they are not aware of that city's existence.
-Raystonn
Here's an idea:
Place covert detectors and turrets around your shuttleport. If they are overt, the turrets will get them while they are loading. If they are covert, the scanners will pick them up and the turrents will take them out while loading. This is different than PvP load killing. Believe me, once the first few imperials find out about this you won't have to worry about them using your shuttle port.
As outlined in my original post, turrets are non-functional. They do not work at all. They will sit there and merrily watch your enemies walk by. There are no worthy defenses for Rebel bases.
-Raystonn
Raystonn wrote:
As outlined in my original post, turrets are non-functional. They do not work at all. They will sit there and merrily watch your enemies walk by. There are no worthy defenses for Rebel bases.
-Raystonn
Since when are turrets non-functional? Since the patch? I remember a while back when they didn't work but they work fine where we are.