Author Topic: The solution to base raping...  (Read 1341 times)

0 Members and 1 Guest are viewing this topic.

Offline Deathmancer

  • Recruit
  • *
  • Posts: 112
  • Karma: 7
The solution to base raping...
« on: February 08, 2011, 09:01:22 PM »
Is right here Gentlemen. I present you the main base gun tower sporting a weapons array of 9 long range turrets to quickly swat down rule breakers! And for only 2,456,700 c bills you can be the proud owner of this slightly used executioner mark 1(i just made that up)
So what will it be parter? y/n

Its armaments are...

12 extended range heavy large chemical lasers. (gun tower only weapon)

24 extended range large beam lasers.

It's purpose is to enforce the rule of no base rape rule, being within 1 square of enemy main base rule. It is placed in the back of a main base or up on a hill behind the main due to its extreme range it shouldn't be placed to close to the battlefield to avoid disrupting gameplay.

If any one gets within the "base rape zone" the ER HLCL turrets will lock on to the criminal scum and he/she will be reduced to a puddle of molten mech....... or tank.


[attachment deleted by admin]

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4516
  • Karma: 186
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: The solution to base raping...
« Reply #1 on: February 08, 2011, 09:23:37 PM »
I have a completely 180 idea. Make the enemy base capture-able if all other points are owned so the game can end and everyone can move to the next round..
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline Zaro27

  • MechWarrior
  • **
  • Posts: 261
  • Karma: 44
  • Nicest Motherfapper Here
Re: The solution to base raping...
« Reply #2 on: February 08, 2011, 09:39:09 PM »
That turret looks completely retarded. I love it.

Also, Square's idea ain't so bad. It'd make defending your home base worthwhile.
I want to put a bullet between the eyes of every panda that won't screw to save it's species. I want to open the dump valves on oil tankers and smother all those French beaches I'll never see. I want to breathe smoke. I want to destroy something beautiful.

Offline (TLL)KitLightning

  • Resident Necromancer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 5294
  • Karma: 318
  • πάντα ρει, και ουδέν μένει
    • The Living Legends
Re: The solution to base raping...
« Reply #3 on: February 08, 2011, 09:40:01 PM »
The Tower of Doom 8) I like that idea and an affordable price tag too :P

I have a completely 180 idea. Make the enemy base capture-able if all other points are owned so the game can end and everyone can move to the next round..

Nope not a good approach it will become to difficult to administer imho, e.g. Team 1 has captured all Capture Points and move in for the Main Base, as Team 1 engages the Main Base a small group of Team 2 takes a Capture Point. Do you think that Team 1 will forfeit attacking the Main Base? I don't!
 Having the Main Base as a Capture Point would encourage Players to directly spawn camp in front of the Main Base disallowing them to exit that area so the other team can gain control of all Capture Point's to fulfil the requirement for attacking the Main Base. This is not something I would see in MWLL.


         BUG Reports                                    Technical Issues                                       Install Errors

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstein
                                     "It'll take time to restore chaos" ~George W. Bush

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4516
  • Karma: 186
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: The solution to base raping...
« Reply #4 on: February 08, 2011, 09:49:03 PM »
Having the Main Base as a Capture Point would encourage Players to directly spawn camp in front of the Main Base disallowing them to exit that area so the other team can gain control of all Capture Point's to fulfil the requirement for attacking the Main Base. This is not something I would see in MWLL.

But that's the rub isn't it, you currently can NOT spawn right in front of the enemy base
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline Buzz_Litebeer

  • Lance Sergeant
  • **
  • Posts: 401
  • Karma: 26
Re: The solution to base raping...
« Reply #5 on: February 08, 2011, 10:08:40 PM »
actually here is a good solution.

If the enemy holds all cap points except the main base for 5 or 10 minutes, then the base becomes capture-able, to be reset if the team is able to capture at least one base at any time.

How does that sound?
I hate Aircraft in this game, if I die from one, I leave.  I wish I could just fire back at them from a Mech.

Offline zephoid

  • Recruit
  • *
  • Posts: 190
  • Karma: 5
Re: The solution to base raping...
« Reply #6 on: February 08, 2011, 10:26:56 PM »
make both mains capable but defended by lots of turrets. It doesnt promote camping, look at almost every other FPS. BF2 did it perfectly.  you can cap it, but since it spawns heavy assets its worth defending (see karkand, drag valley, and kubra). The turrets will help defend early, but late game it would be like any other point in that a mob could run in and cap.

The problem with base raping is that people abuse it from the other end too.  Palasades often turns into a camp war as one team sits back and LRM/Arrow/Gauss spams and waits for the enemy to come to them. THAT TEAM OFTEN WINS. because they have a battle line set up the first mech that comes over a ridge gets toasted and thats free points. If the other team does push them back into their base, they whine about base raping.
RAC speed adjustments should only be limited by imagination, ever increasing, ever higher!!!!
All glory to the BWWWWWWWWWWWWWWRRRRRRRRR
-Flyingdebris

Offline zombat

  • Recruit
  • *
  • Posts: 180
  • Karma: 4
Re: The solution to base raping...
« Reply #7 on: February 08, 2011, 11:48:41 PM »
Remove all turrets, ensure all maps have atleast two bases per team a reasonable distance apart

Offline Taemien

  • Star Colonel
  • ****
  • Posts: 1888
  • Karma: 131
  • Less pew pew, More Dakka!
Re: The solution to base raping...
« Reply #8 on: February 09, 2011, 01:12:19 AM »
I have a completely 180 idea. Make the enemy base capture-able if all other points are owned so the game can end and everyone can move to the next round..

This would be sweet.

Offline Blu C

  • MechWarrior
  • **
  • Posts: 219
  • Karma: 9
Re: The solution to base raping...
« Reply #9 on: February 09, 2011, 01:14:26 AM »
Destroyable bases on TC if all other points are owned is a possibility, but what about TSA or other game modes?

To tell the truth I haven't had much of a problem with base raping.  Usually if you ask people to back off they will.

Offline Deathmancer

  • Recruit
  • *
  • Posts: 112
  • Karma: 7
Re: The solution to base raping...
« Reply #10 on: February 12, 2011, 08:26:23 AM »
Another more refined model I made last night based on the Planetside guntower/watch tower.
Pay an extra 4 million C-bills and upgrade your tower with guard rails. Great for when you bring your kids to the battlefield!



It can also function as a watch tower if it were to be placed in a capturable base. While guarding the north base in marshes I found my self jumping as high as I could to see incoming enemies. A watch tower would be a useful new gameplay structure for capturable bases.\





[attachment deleted by admin]
« Last Edit: February 13, 2011, 10:56:27 PM by Deathmancer »

Offline =CJW= Zweistein000 (W)

  • Lance Captain
  • ***
  • Posts: 717
  • Karma: 19
  • Trial of position ended; Rank: Warrior
    • Urbie Defense By (TLL)CapperDeluxe
Re: The solution to base raping...
« Reply #11 on: February 12, 2011, 09:46:21 AM »
actually here is a good solution.

If the enemy holds all cap points except the main base for 5 or 10 minutes, then the base becomes capture-able, to be reset if the team is able to capture at least one base at any time.

How does that sound?

Great, I'm for it  :)
..., but this is battletech, and sense is often not made.

Your very own resident troll clan.

Offline Deathmancer

  • Recruit
  • *
  • Posts: 112
  • Karma: 7
Re: The solution to base raping...
« Reply #12 on: February 12, 2011, 01:22:27 PM »
Capturable main base?

Thats not going to happen any time soon not to mention its a whole other headache to balance out.

Offline ~SJ~Crush_Libs

  • Recruit
  • *
  • Posts: 84
  • Karma: 4
Re: The solution to base raping...
« Reply #13 on: February 12, 2011, 05:26:31 PM »
make it plain and simple   8 Cguass  + 4 rac-2s

10 clan guass to the CT = death and 4 racs  for BAs and Aero

Offline Deathmancer

  • Recruit
  • *
  • Posts: 112
  • Karma: 7
Re: The solution to base raping...
« Reply #14 on: February 12, 2011, 06:53:55 PM »
8 and 4 do not work. its 3, 6, 9, 12, 3 sided tower.

3 hellgivers, (AA/ABA) on the top, 3-6 ER LBL in the middle with 900 meter detection range=instantly dead BA,  3 standard base turrets, those big base defense turrets with the 4 lasers and 2 missile launchers, Accept use instant lock dual ATM 20 instead of MRM.

One of thousands of combination's.