Minewars Community Forum
September 10, 2010, 04:25:23 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: SMF - Just Installed!
 
   Home   Help Search Login Register  
Pages: 1 2 [3] 4
  Print  
Author Topic: outposts  (Read 176 times)
nastydog
Hero Member
*****
Posts: 3133


Respect: +1

View Profile
« Reply #30 on: July 29, 2010, 05:04:05 PM »
+1

thanks guy, smidsy my first idea was to kill all base then have a choice to target the cc or not! it will say capture or destroy section leader, but like nic said if you capture a op its cause you want whats there, but then again if you capture it shouldnt you make it your own? so start from nothing? i say once yours you get 6 ticks free ffg time? give chance to raise your own base or if not leave it way it is, but its better to capture now and scrap whats there and then take res i have seen. this would stop that.

also mate i mean for my recent idea do the attack only with asu, they wont destroy the cc anyways.

guys give me some thumbs up then? i mean some how im stuck on 0  Wink
Logged



***DEFEAT YOUR ENEMYS WITH SUCCESS***but there can be ony 10. can you be one?

apex-we excell through teamwork
balance
Hero Member
*****
Posts: 501


What do u think? kds grow on trees?

Respect: +3

View Profile WWW
« Reply #31 on: July 29, 2010, 10:13:10 PM »
0

before this thread gets to muddled in "new ideas".
Atting from an op with asu's, at another op.....should not give you the ability to "take it over"..ever.
first off, your op has no ability to create an op. so why should stealing one be with it.
second, ops are just another way to gain large sums of money. two times is max at your main base....even thats only for 24 hours(give or take bcing thru time).not mentioning crystal mining there...toooo easy
thirdly,the "game logic" for this should be mainbase originated. would coincide with the rest of the game.
fourthly(dunn know if thats even a word)...even with modest def, and a handful of sandies...your in. yeah, 100 per sec level...."well add units to def against this" ...baulderdash. try having more than five mech bays.

for me, ops should only be stolen by a mainbase. period.
Logged

I may not always be right, but I'm not always wrong either.

voting....a privledge
wufeylong
Administrator
Hero Member
*****
Posts: 1202

Respect: +16

View Profile Email
« Reply #32 on: July 30, 2010, 12:32:13 AM »
0

Nasty, I don't have the time right now to respond to everything during the week, trying to make quick comments/changes so we can adjust the Chaos testing. This weekend I will have more time.

Another idea I thought sounded good was a new Punisher, perhaps Punisher-A series is level 1 (can be builit w/o refineries) and targets ASU's first, Punisher-M series is level 2 and targets mechs first (i.e., the current Punisher).
Logged
nicholson1
Hero Member
*****
Posts: 997


Respect: +10
morrowind_king2@hotmail.com
View Profile Email
« Reply #33 on: July 30, 2010, 07:10:19 PM »
0

Balance what I'm getting from you is that you want to restrict taking ops by lower player while the higher players have to build them. And if the lower players don't have the terraforming will that player still be able to adjust the op?
Logged

balance
Hero Member
*****
Posts: 501


What do u think? kds grow on trees?

Respect: +3

View Profile WWW
« Reply #34 on: July 31, 2010, 01:14:01 PM »
0

nick.....kinda.
the only real restriction i would like to see, that you can only steal an op is by atting from main base.
atting from op to op you should not have the ability to take it.

rep has played such a major role for a few rds. so much so, that it has been requested that we have the ablility to "erase/destroy" things at our mainbase so ewe can drop in rep. for the last two rds, arm has taught the community how to do it. i suspect there will be 6-8 lowriders next rd. 3-5 of those will be dangeruous.

let rep play the role it was intended....and no steal by an op.

skill is skill....Smiley
Logged

I may not always be right, but I'm not always wrong either.

voting....a privledge
nastydog
Hero Member
*****
Posts: 3133


Respect: +1

View Profile
« Reply #35 on: August 02, 2010, 06:32:26 PM »
0

glad there is some asu defence in op now, i mailed you about it wufey.

i think it will be betetr off now, was going to add a idea about a missile to target asu? or add the current one to target mech then asu? but no need now. balance you are so right, we can see who and what will happen already! your turn to clean that crystal ball mate Wink
Logged



***DEFEAT YOUR ENEMYS WITH SUCCESS***but there can be ony 10. can you be one?

apex-we excell through teamwork
smidsy
Hero Member
*****
Posts: 976


Respect: +9

View Profile
« Reply #36 on: August 14, 2010, 04:57:41 PM »
0

i still think its too easy to grap an outpost here... and stealing one from another outpost should not be allowed i think. i love the concept of stealing outposts but i think we are going at it the wrong way.

at the momment you have to attack an outpost to steal it. that means rep shpould be taken into account, which means (assuming we remove the ability for outposts to steal outposts) you need to keep rep low at your main base as outposts have mega low rep. that raises the problems we have seen for the last couple of rounds, mega difference in style of play for low rep / miners/ attackers etc. i think it would disrupt the balance further.

i propose you steal outposts through esp missions but not on the outposts its self but on the player that owns the outpost.

in my mind it would work something like this, after doing the required research you build the esp unit and send it to the targets base, over a certain ammount of time it discovers -

1 - if the target owns any outposts
2 - locations of outposts
3 - attempts to steal the outpost

depending on targets security affects the time taken for each step and also the chance of success for each step.

this gets rid of the asu rush steal and puts added value back into esp, something we really need i think. what does everyone else think?
Logged

yes i know my "o" dosent wrk very well...
balance
Hero Member
*****
Posts: 501


What do u think? kds grow on trees?

Respect: +3

View Profile WWW
« Reply #37 on: August 14, 2010, 05:37:32 PM »
0

go figure.....i like it. but prob not for the reasons your thinking.
the intell side of the game is lacking. this would boost it. from a technical aspect, this would keep the cheap rushes* out of play, put asu's back to their orginal intent.
/votes yes on prop 11 for this idea

*(yes i tar rush, its just as weak as asu rush. has a place in the game....i guess, still weak)
Logged

I may not always be right, but I'm not always wrong either.

voting....a privledge
balance
Hero Member
*****
Posts: 501


What do u think? kds grow on trees?

Respect: +3

View Profile WWW
« Reply #38 on: August 27, 2010, 06:27:04 PM »
0

seen the op fixes...good stuff
/still no cure for op stealing op
Logged

I may not always be right, but I'm not always wrong either.

voting....a privledge
nicholson1
Hero Member
*****
Posts: 997


Respect: +10
morrowind_king2@hotmail.com
View Profile Email
« Reply #39 on: August 29, 2010, 12:12:44 AM »
0

i have one main question to ask.

can you take an op and control its inner workings without doing the terraforming?
Logged

nastydog
Hero Member
*****
Posts: 3133


Respect: +1

View Profile
« Reply #40 on: August 29, 2010, 04:36:38 PM »
0

i have one main question to ask.

can you take an op and control its inner workings without doing the terraforming?

dont think you should, would make sense to have to do this.
Logged



***DEFEAT YOUR ENEMYS WITH SUCCESS***but there can be ony 10. can you be one?

apex-we excell through teamwork
wufeylong
Administrator
Hero Member
*****
Posts: 1202

Respect: +16

View Profile Email
« Reply #41 on: August 30, 2010, 10:25:38 PM »
0

seen the op fixes...good stuff
/still no cure for op stealing op

Op's need to be able to take ops in order for large bases to participate in op wars.

i have one main question to ask.

can you take an op and control its inner workings without doing the terraforming?

No, you cannot.
Logged
nastydog
Hero Member
*****
Posts: 3133


Respect: +1

View Profile
« Reply #42 on: August 31, 2010, 04:35:58 PM »
0

wait, im lost. so i can take a op with a op? then can a op do the op research and run a op taken? sorry if its worded wrong but do you get what i mean? i could have one op own another op that owns another op? in turn only having one rep cost for one op while the rest i can get the res from? also there will never be a end so wouldnt this be like giving out a loophole? im confused
Logged



***DEFEAT YOUR ENEMYS WITH SUCCESS***but there can be ony 10. can you be one?

apex-we excell through teamwork
balance
Hero Member
*****
Posts: 501


What do u think? kds grow on trees?

Respect: +3

View Profile WWW
« Reply #43 on: August 31, 2010, 06:07:57 PM »
0

@wufey
why do "big" bases need to participate in op wars? If they cant manage their rep well enough.......wouldnt that be the penalty? good clans(nods to merc) diversify their peeps.
rep is everything ingame, i just dont like the freebie out like this.
/still hoping for a change Smiley  Smiley  Smiley
Logged

I may not always be right, but I'm not always wrong either.

voting....a privledge
nicholson1
Hero Member
*****
Posts: 997


Respect: +10
morrowind_king2@hotmail.com
View Profile Email
« Reply #44 on: August 31, 2010, 11:22:05 PM »
0

nasty, ops dont have acess to the outpost page. i had that problem when first testing ops, i had 1 op being owned by another op but i just couldnt access it.
Logged

Pages: 1 2 [3] 4
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!