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2018-07-20 Weapon Bases and Guard Towers

#10
That is indeed the crux.

Again, I believe if a long-range , but weak, weapon disallows all other weapon types on the ship, it might work. If it takes days to destroy a whole base, it gives value to coordinated space and ground defences. Encourages both parts of the game.

Bases are still valuable because normal ships and invaders cannot enter their zone, ordinarily. Must slowly reduce first, with no guarantee you'll finish before defending players arrive. They protect from any force for at least long enough for you to respond.

In real life, static defences slow and channel attackers. They do not stand impregnable forever. That should be their value, even if ships eventually win. Underwater bases still basically unkillable.

Edit: Ikkir's suggestion could work right now if you increased dumbfire rocket range...Ammo limits the speed of rocket attacks, anyway. Doubt you'd have enough to blitzkrieg. To destroy a full-size building takes about 100k rockets, I think.
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RE: 2018-07-20 Weapon Bases and Guard Towers - by Vectorus - 07-20-2018, 07:40 PM

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