From: Farid K. <Far...@ro...> - 2003-01-18 23:34:02
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Base building and base busting should both be risky businesses... all bases no matter of size should be bustable, and no bust should go without casualties. At a base's highest level, losing one ship per round is feasible; if you want it you will pay for it. I also think that once shields are gone, a base's defenses should be considered breached. News item: 1/18/03 - Morgana Comglomerate breached the defenses on base Castle Kindred, owned by Hawklan of Fear The Vampires in sector 8008. Battle Report sent to alliance: The defense on base "Castle Kindred" in sector 8008 were breached at 02:00 on 1/18/03 by Morgana Conglomerate. You have lost this base. Base DOES not need to be destroyed. It will have all of its buildings, hangars, research etc. intact. When you land and claim it, all merchants on base get booted and, we assume, will be podded. Now the base with its turrets, shields gererators, drone hangars, is intact, but has no shields. The attacking alliance can now decide to: 1- Keep and reshield the base 2- Destroy it (self-destruct). This could be timed, consider it building a self-destruct mechanism (building), once the building is complete, it causes the bases deletion. Let's for argument sake, needs as much explosives that the storage can hold, i.e. if the storage has 600 capacity then 600 explosives, if however, the owners got to storage to 1000 units, then it would need 1000 units of explosives to build... It takes 30 minutes to build, once it finishes, the base gets deleted, only the owner can start that building... The previous occupants can still re-take the base before the base goes... if they claim, the owner can cancel the self-destruct building... 02:30 1/18/03 - Fear The Vampires retook their base in sector 8008 or if they can't... 02:45 1/18/03 - Morgana Conglomerate self-destructed a base in sector 8008 Imagine the havoc you can create if you can bust and hold a base deep in enemy territory... They would have to spend resources and money to get it back, call in favours from other alliances... etc. This would not be hard to do, no additional tech required, other than the self-destruct mechanism... But, back to the busting code... I think that randomness of turrets can be achieved without too much code. Who says that all the turrets HAVE to fire? We can divide up the turrets between the attackers, add 3 to that number, then pick a random number of turrets between 0 and that number. So there is a chance that 0 turrets targeted that merchant, or 8 turrets So... A base with 50 turrets being attacked by 10 merchants, so, divide up 50 turrets by 10 ppl, so 5 turrets, add 3 to that, you get 8, get a random number between 0 and 8, and that is the number of turrets that fire... So if you have 10 and it goes like: Ship 1 gets 6 turrets Ship 2 gets 3 turrets Ship 3 gets 0 turrets Ship 4 gets 8 turrets <- if he isn't in a big ship, then he is probably dead :) Ship 5 gets 4 Ship 6 gets 4 Ship 7 gets 7 Ship 8 gets 2 Ship 9 gets 5 Ship 10 gets 3 Total turrets that fire: 42 Total turrets that missed/did not fire: 8 It will also so work out if the first 8 or 9 use up all 50 turrets then the 10th and maybe 9th won't get fired on any turrets... If when it reaches the end of the list and there are no more turrets, then the last person is just lucky. Drones can be the same, start with a percentage of available drones, then a +/- percentage increase, and fire those drones at an attacker, if you run out of drones by end of round then the last few people are lucky again. If we go back to old base building 970 turrets SGs at 100 shields), then shield damage to shield on base are slashed to 1/5th of their power... But shields die the regular way, just deduct them... I want to be able to include MAP alliances in BB, I don't care how long it takes for it to choose who will fire on it, in a realistic sense, coordinating fire from 10 ships should take time. This way, when you see 3 TA, 4 FT and 3 CE online, you can't know they are busting... better than seeing 10 Widowmakers and KNOWING they are up to something.. All that needs to be determined is how big a base can be, because that will determine how big the fleet can be to kill it. If bases can't get too big, then we can limit the number of ships IS. What do you all think? I think it is doable within the timeframe... Hawklan |