Post new topic Reply to topic  [ 49 posts ]  Go to page 1, 2, 3, 4  Next
Author Message
User avatar
Team: Cybernetic Trading Co.
Rank: Officer
Main: TheShaftofDiscipline
Level: 3180

Joined: Mon Aug 09, 2010 1:28 pm
Posts: 1186
Post Aggroable bases
Bring them back, I miss having to understand what warphole paths to take to get out of my galaxies safely.

_________________
All your base are belong to us.
(They set us up the bomb!)

Image


Fri May 06, 2016 5:02 pm
Profile
User avatar
Team: Eminence Front
Rank: Soldier
Main: Lupusregina Beta
Level: 4903

Joined: Wed Nov 25, 2009 5:31 am
Posts: 542
Post Re: Aggroable bases
reyjalrmm wrote:
Bring them back, I miss having to understand what warphole paths to take to get out of my galaxies safely.


Fri May 06, 2016 5:19 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Director
Main: Danger
Level: 7164

Joined: Fri Sep 12, 2008 1:11 pm
Posts: 1049
Location: TN
Post Re: Aggroable bases
I think there was some talk about it, hopefully it gets back in cause it was taken out because people blockaded galaxies like Lyceum, but that is not possible anymore so shouldn't hurt to put it back in =(


Fri May 06, 2016 6:05 pm
Profile
User avatar
Team: Zephyr
Rank: Officer
Main: -13-
Level: 4430

Joined: Fri May 19, 2006 1:30 am
Posts: 557
Post Re: Aggroable bases
reyjalrmm wrote:
Bring them back, I miss having to understand what warphole paths to take to get out of my galaxies safely.

_________________
~4441~


Fri May 06, 2016 6:45 pm
Profile
User avatar
Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Aggroable bases
reyjalrmm wrote:
Bring them back, I miss having to understand what warphole paths to take to get out of my galaxies safely.

_________________
Lemon/Meo


Fri May 06, 2016 6:50 pm
Profile
User avatar
Team: Zephyr
Rank: Officer
Main: -13-
Level: 4430

Joined: Fri May 19, 2006 1:30 am
Posts: 557
Post Re: Aggroable bases
pretty clear the player base wants it back. we never agree on anything

_________________
~4441~


Fri May 06, 2016 8:03 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Aggroable bases
Well with the new commidty system thing, i feel like it goes hand in hand.

_________________
"I still miss the Crack Whores..." - Jeff_L


Fri May 06, 2016 8:03 pm
Profile
Contributor
User avatar
Team: Eminence Front
Rank:
Main: Dark Steel
Level: 9138

Joined: Tue Jan 24, 2006 10:35 am
Posts: 2068
Location: Netherlands
Post Re: Aggroable bases
4 people say they want it back and you say the community has spoken xD nice

_________________
~DarkSteel / Auxilium
Image
Image

Universe Map: http://www.starsonata.com/map/


Fri May 06, 2016 8:33 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Aggroable bases
Actually this would effect people that prospect a lot or DG in wild space. What would be the benefits to this and what would be the negatives? It should also cost a significant amount to aggro a galaxy so you just cant aggro at will.

_________________
"I still miss the Crack Whores..." - Jeff_L


Fri May 06, 2016 8:38 pm
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Aggroable bases
heylo wrote:
4 people say they want it back and you say the community has spoken xD nice


Five.

I'm in favor because you can /avoidteam.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Fri May 06, 2016 9:24 pm
Profile
User avatar
Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Aggroable bases
I mean 5 is pretty much a majority now.

_________________
Lemon/Meo


Fri May 06, 2016 11:05 pm
Profile
Team: The Dividing Contrast
Rank: Director
Main: The Ultimatum
Level: 282

Joined: Fri Jan 21, 2011 7:56 pm
Posts: 193
Post Re: Aggroable bases
6 now- aggroable bases and drones opens up quite a few options in my view,
ie actual border gals protecting weaker core,/blocking industrial commod stuff

warp beacons mean no one can truly be blocked off from anywhere now, perhaps make hq kit act like a warp drone to to avoid gals being blockaded before one can be dropped,

maybe warp3 only? so newbies can still have space to build and test stuff

although don't like the idea of it costing loads else there wouldn't be much point


Sat May 07, 2016 8:52 am
Profile
User avatar
Team: Zephyr
Rank: Officer
Main: -13-
Level: 4430

Joined: Fri May 19, 2006 1:30 am
Posts: 557
Post Re: Aggroable bases
It would also fix a lot of existing dynamics issues with wars.


First Issue: once you've killed a galaxy, if you didn't cap it, all the kits sit there for a while. someone can bring in an off team alt and just pack em. This would stop that, and is kind of in line with the 'only braking off alive ships' dynamic.

Second Issue: shield monkey's agro in PvB. If you truely want to defend a galaxy, everything needs to die. having shield monkeys sitting there always alive is horrible at best.

Any more I can think of off the top of my head are very similar to these. These are not the 'benefits,' these are just things I think would be fixed if this change happened.

If this dynamic was introduced it would be substantially easier to defend while you are not there.

Given that there are approximately 140 galaxies with jux's in them, a true blockade of WS is improbable, though possible. Considering that a large portion of them lead to other WS galaxies (and thus you'd only have to block one side) decreases that number.

_________________
~4441~


Sat May 07, 2016 9:29 am
Profile
Site Admin / Dev Team
Team: Admins
Rank: Councilor
Main: The SI
Level: 2016

Joined: Wed Sep 01, 2010 4:24 pm
Posts: 531
Post Re: Aggroable bases
I don't like the idea of aggro bases being the norm, but I do agree that it would be nice to bring it back as an option for a variety of reasons (from blocking cheesy war tactics, to blockading ai bases).

I'd say the two things I'd think we'd want if we bring it back is A) An ongoing cost to it, nothing huge, but enough that people won't want to keep their bases aggro 24/7 the whole uni and B) these gals should be automatically avoided by autopilot, because

Once again, these opinions are my own and don't necessarily represent the opinions of other on the dev team.

_________________
Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd.


Sat May 07, 2016 9:34 am
Profile
User avatar
Team: Zephyr
Rank: Officer
Main: -13-
Level: 4430

Joined: Fri May 19, 2006 1:30 am
Posts: 557
Post Re: Aggroable bases
SI wrote:
I don't like the idea of aggro bases being the norm, but I do agree that it would be nice to bring it back as an option for a variety of reasons (from blocking cheesy war tactics, to blockading ai bases).

I'd say the two things I'd think we'd want if we bring it back is A) An ongoing cost to it, nothing huge, but enough that people won't want to keep their bases aggro 24/7 the whole uni and B) these gals should be automatically avoided by autopilot, because

Once again, these opinions are my own and don't necessarily represent the opinions of other on the dev team.

k go

:lol: :lol: :lol: :lol:

_________________
~4441~


Sat May 07, 2016 9:38 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 49 posts ]  Go to page 1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 19 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.