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Old 2007.11.21   #1
HanSime
 
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'Tech' Requirements for weaponry, aircraft and vehicles.

Here's an idea to make other bases than Interlinks and Tech Plants more worthwhile.


What I'd see for standard equipment would be rather regular stuff. In terms of vehicles that'd be:

- ANT
- AMS
- ATVs
- Lightning
- All Buggies (Harasser, Skyguard and ES)
- Deliverer (ES Variants)
- Sunderer
- Gunnerless GV BFR
- Phantasm - without cloak
- Mosquito (with nerfed gun)
- Common Pool Medium Battle Tank (non-existent at this time)
- Lodestar

Then advanced would be:

- Phantasm - cloaked (AMP Station)
- Router (AMP Station)
- Wasp (Interlink)
- Reaver (Tech Plant)
- ES Medium Battle Tanks (Tech Plant)
- Liberator (Tech Plant or Drop Ship Center)
- Vulture (Tech Plant or Dropship Center + Bio Lab)
- Gunner for GV BFR (Bio Lab)
- FV BFR (Tech Plant)
- Galaxy (Dropship Center)
- Galaxy Gunship (Dropship Center + Tech Plant + Bio Lab)
- AT vehicles (Cave Lock, Vehicle Module or all base types)
- Fort's two man AV-airvehicle (AMP Station + Tech Plant)


Something like that.



For weapons basically everything would be 'standard' if you're certed for it, apart from:


- AI MAX units (Bio Lab)
- HA (Bio Lab)
- Elite Assault (Bio Lab)
- AT weaponry (Cave Lock, Equipment Module or all base types)


Basically it would reward players for gaining as many bases as possible with more heavy and versatile stuff to use and continuously changing gameplay rules, where you can also deny your opponent weaponry (making gen holds and strategy yet again more important). Every base would have more than one use and a Bio Lab or AMP Station continent benefit would suddenly become more important and actually interesting to fight over. Even though I feel a cont should be "owned" by the one having most bases on a cont at any time.





Note the consequence of requiring Bio Labs to use HA and AI MAXes for Interfarms!



In exchange for this, I'd be okay with a generator buff.
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Old 2008.01.19   #2
Marinealver
 
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

I would like to see the phantasim require a Vehicle Mod or be avalible at Cave AT air pads.
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Old 2008.01.19   #3
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

No way in hell. That would do nothing but unbalance the game.

It would make breaking into a continent near impossible, as would fighting without an Bio Lab.

Can you imagine having to go up against NC that have Bio Lab Benefit, when you yourself have not?
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Old 2008.01.20   #4
HanSime
 
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

Yes. It's called the Sweeper. And you think fighting without a Jackhammer wouldn't occur?


Besides, half the entry points and a quarter of the bases are Bio Labs. If you can't fight without HA, you're a nub tbh. :P They're however always ignored as entry points because of the generator on top. This would give them a lot more strategic importance. It would make bases like Leza and Interlinks easier to break.

BECAUSE THEY WON'T ALWAYS HAVE JACKHAMMERS.

Or Lashers for that matter. If you get caught inside an Interlink and lose all your bases around you, it'll be MUCH, MUCH harder to hold on to it. Which is, a good thing. It'll make battles more dynamic, it'll make people want to move the map more and hold on to at this time less interesting sections. Take Honsi, Mukuru, Itan, Shango and Chuku on Cyssor. Suddenly they're a lot more important targets.

Ikanam, Horus, Aton and Thoth on Solsar. Suddenly Thoth is an interesting base to hold as capital.

Lugh, Neti and Ogma on Forseral. Same thing.

Sedna, Tarqaq, Tootega. Again, same thing.

Iva, Hiro, Akna, Drakulu. Same thing.

Lahar, Dagon, Hanish, Zaqar. Same thing.

Ran, Mani, Ymir. Again, same thing.

Zotz, Bitol, Acan. Same thing again.

etc.

It suddenly gives bases that are now ignored because "they're just Bio Labs - let's whore the Interlink and get backstabbed" real importance. And you'll nearly always hold at least one Bio Lab. It will often make it easier to resecure and defend against enemy invasions, because you have and they have no HA. Ofcourse you could make it so you can get HA in towers and AMSes, giving those an extra bit of a buff compared to bases.


Thing is, HA is seen as such a standard thing for everyone, that fighting without it is as likely to lose as fighting without Reavers against an army with Reavers. It's a big deal. Say you start with a Tech base now. You basically got every benefit you need to win against others. This means that loads of Cr5s will only opt for Tech Plants as entry points. Everyone ignores Bio Labs, even though they're a huge portion of the game and often placed in some of the most strategic locations of the maps.

But I'm sure because this would be a nerf to HA, it wouldn't go over well with a lot of HA folks. They're too attached to their 'I win' close combat weaponry to EVER not use it. Make them store them in lockers. That way (faster) Locker Hacking may actually serve a purpose. There's none right now.
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Old 2008.02.12   #5
Marinealver
 
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

Well if they make the new med packs perminate. Make it only avalible at biolabs, or require bio lattice. Thats the only thing I can think of.

PS they need to make Oxygen tanks and a weaker 15 point stim shot. also allow boomers to be placed and detonate underwater.
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Old 2008.02.20   #6
matapiojo
 
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

Quote:
Originally Posted by MasterCalaelen View Post
No way in hell. That would do nothing but unbalance the game.

It would make breaking into a continent near impossible, as would fighting without an Bio Lab.

Can you imagine having to go up against NC that have Bio Lab Benefit, when you yourself have not?

I think MC has a point in this. Assault forces would have too serious a disadvantage to fast responders. Breaking into a cont would probably render 1 or 2 bases at most, then be completely pushed back.

I think you are onto something with base incentives, but maybe they dont need to be so numerous or decisive.
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Old 2008.02.20   #7
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

What you'd see is that less people would use Heavy Assault, since it'd be less available.

As is, MA is pointless half the time and don't even get started on Basic Weapons.



There's far too much HA as far as I'm concerned so I really wouldn't mind this. Specially since I'm able to manage despite of the prevelance of HA I'm up against.

Thing is people are too attached to their HA. They can't even wield a Sweeper. But they made the Punisher completely pointless because it won't ever win.
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Old 2008.02.20   #8
matapiojo
 
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

I will never sympathise as I am not an HAer. My art is in the covert sabotage and chaos (love cloaked grenade busting). I agree that Auraxis is too cluttered with HAs, my lil cloackin arse cannot take too much mini-gun attention.

That said, I dont think that attaching these to a base is the real answer. The only way I can see this as a possibility is if there is a deployable locker system implemented as well. That way players can still access their counter-HA weaponry.

Without something to that effect, no one would be able to move Vanu from their Lasher bunkers.
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Old 2008.02.20   #9
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

I see where you're coming from, but I'd disagree, since the Lasher Bunkers would be dependent on Bio Labs! Kill the Bio Lab gen with some Spec Ops behind enemy lines - or better - take it for yourself if possible - and they'll have to do with Pulsars. :)

Basically HA would be more like MBTs and Reavers. Powerful when you got them, but not entirely necessary and they can be disabled.

There'd also be more value to using the lockers, for more than just storage. Smart players would keep extra HA in their lockers.
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Old 2008.02.21   #10
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

Btw, this would go for towers and bases - I don't think it should go for AMSes!

Keeping the focus of assault weapons on assault, rather than defense. IMO you should be rewarded for taking the initiative in moving the frontline.
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Old 2008.02.22   #11
matapiojo
 
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Re: 'Tech' Requirements for weaponry, aircraft and vehicles.

How about just bases? Leaving towers unafected by base latice (as they are) might make them all the more valuable for base capture than they currently are.
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