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Zeross
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Posts : 335
Join date : 2012-04-03

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PostSubject: Bonus Bases   Bonus Bases EmptySun Jun 03, 2012 2:12 am

Just thought of a great improvement to the already awesome new gang bases.
Its a few simple additions to boost incentive to raid each base rather than the usual emphasis on only a select few.

The idea is best described as "Bonus Bases".

In this, gang headquarters can be captured.
However, the gang in control of the base will not receive any point-bonuses.
The reward for capturing a gang base will be:
- Control of the Base Doors
- Lighting (Turn on/off - Require NV Goggles if off)
- Gang Base Bonus Effect

The gang base bonus effect for each base captured will differ dependent upon the theme/title of the gang.


The bonuses will be distributed as follows:

Blazian Bandits headquarters will have the "Steal of a Deal" Bonus.
The "Steal of a Deal" bonus will grant the controlling gang a reduced ammo deduction (1/2) per shot.

- Therefore, if a gun regularly depletes 2 bullets per shot, such as a
Massil-G, it will only deplete one per shot.
If it depletes one bullet per shot, such as a Famas Felin, it will only
deplete once every two shots.

Black Holst headquarters will have the "Wild Shot" Bonus.
The "Wild Shot" bonus will grant the controlling gang a 5% chance of dealing 1.125x more damage, or stunning the opponent.

Los Carteles headquarters will have the "Ghost Mode" Bonus.
The "Ghost Mode" bonus will grant the controlling gang the ability to be invisible on all minimaps, radars, and level viewers (such as in F7). Members of the gang will be completely invisible unless you are in the same level as them.

The Doughnut Squad headquarters will have the "Mo' Dough" Bonus.
The "Mo' Dough" bonus will grant the controlling gang a 25% chance of a player dropping 2x the usual dropmoney rate per kill.


Overall, you can stockpile these effects.
Therefore, one gang can control all four bases and have all these effects simultaneously active.

These effects would ONLY be active in gang bases.
Basically, the bonuses would function in ANY gang base, but not on the gmap, in events, or etc.

Please respond with honest thoughts, comments, and concerns.
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fiberwire
Dedicated Forum Member


Posts : 463
Join date : 2012-04-06
Age : 32
Location : north carolina

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PostSubject: Re: Bonus Bases   Bonus Bases EmptySun Jun 03, 2012 6:39 am

Zeross wrote:
Just thought of a great improvement to the already awesome new gang bases.
Its a few simple additions to boost incentive to raid each base rather than the usual emphasis on only a select few.

The idea is best described as "Bonus Bases".

In this, gang headquarters can be captured.
However, the gang in control of the base will not receive any point-bonuses.
The reward for capturing a gang base will be:
- Control of the Base Doors
- Lighting (Turn on/off - Require NV Goggles if off)
- Gang Base Bonus Effect

The gang base bonus effect for each base captured will differ dependent upon the theme/title of the gang.


The bonuses will be distributed as follows:

Blazian Bandits headquarters will have the "Steal of a Deal" Bonus.
The "Steal of a Deal" bonus will grant the controlling gang a reduced ammo deduction (1/2) per shot.

- Therefore, if a gun regularly depletes 2 bullets per shot, such as a
Massil-G, it will only deplete one per shot.
If it depletes one bullet per shot, such as a Famas Felin, it will only
deplete once every two shots.

Black Holst headquarters will have the "Wild Shot" Bonus.
The "Wild Shot" bonus will grant the controlling gang a 5% chance of dealing 1.125x more damage, or stunning the opponent.

Los Carteles headquarters will have the "Ghost Mode" Bonus.
The "Ghost Mode" bonus will grant the controlling gang the ability to be invisible on all minimaps, radars, and level viewers (such as in F7). Members of the gang will be completely invisible unless you are in the same level as them.

The Doughnut Squad headquarters will have the "Mo' Dough" Bonus.
The "Mo' Dough" bonus will grant the controlling gang a 25% chance of a player dropping 2x the usual dropmoney rate per kill.


Overall, you can stockpile these effects.
Therefore, one gang can control all four bases and have all these effects simultaneously active.

These effects would ONLY be active in gang bases.
Basically, the bonuses would function in ANY gang base, but not on the gmap, in events, or etc.

Please respond with honest thoughts, comments, and concerns.

I feel like losing control of your own doors defeats the purpose of having your own base.
And I was never really a fan of the darkness in AG.
Everything else sounds pretty cool though.
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Zeross
Dedicated Forum Member


Posts : 335
Join date : 2012-04-03

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PostSubject: Re: Bonus Bases   Bonus Bases EmptySun Jun 03, 2012 8:46 am

fiberwire wrote:
Zeross wrote:
Just thought of a great improvement to the already awesome new gang bases.
Its a few simple additions to boost incentive to raid each base rather than the usual emphasis on only a select few.

The idea is best described as "Bonus Bases".

In this, gang headquarters can be captured.
However, the gang in control of the base will not receive any point-bonuses.
The reward for capturing a gang base will be:
- Control of the Base Doors
- Lighting (Turn on/off - Require NV Goggles if off)
- Gang Base Bonus Effect

The gang base bonus effect for each base captured will differ dependent upon the theme/title of the gang.


The bonuses will be distributed as follows:

Blazian Bandits headquarters will have the "Steal of a Deal" Bonus.
The "Steal of a Deal" bonus will grant the controlling gang a reduced ammo deduction (1/2) per shot.

- Therefore, if a gun regularly depletes 2 bullets per shot, such as a
Massil-G, it will only deplete one per shot.
If it depletes one bullet per shot, such as a Famas Felin, it will only
deplete once every two shots.

Black Holst headquarters will have the "Wild Shot" Bonus.
The "Wild Shot" bonus will grant the controlling gang a 5% chance of dealing 1.125x more damage, or stunning the opponent.

Los Carteles headquarters will have the "Ghost Mode" Bonus.
The "Ghost Mode" bonus will grant the controlling gang the ability to be invisible on all minimaps, radars, and level viewers (such as in F7). Members of the gang will be completely invisible unless you are in the same level as them.

The Doughnut Squad headquarters will have the "Mo' Dough" Bonus.
The "Mo' Dough" bonus will grant the controlling gang a 25% chance of a player dropping 2x the usual dropmoney rate per kill.


Overall, you can stockpile these effects.
Therefore, one gang can control all four bases and have all these effects simultaneously active.

These effects would ONLY be active in gang bases.
Basically, the bonuses would function in ANY gang base, but not on the gmap, in events, or etc.

Please respond with honest thoughts, comments, and concerns.

I feel like losing control of your own doors defeats the purpose of having your own base.
And I was never really a fan of the darkness in AG.
Everything else sounds pretty cool though.

I feel like I don't care what you're a fan of, =[.
Just sayin', need logical reasons here.

The darkness effect in AG was awesome and so was the use of thermal/NV goggles.
These bases already have basements, so adding this effect shouldn't be all that hard.

I do understand the first quarrel though, one with losing control of doors.

Here's a viable solution:
You don't lose control of doors, but those who capture the base gain control as well.
So two gangs have simultaneous control of the doors in a base.
The natural owners and those who capture the base.
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BlueMelon
Dedicated Forum Member
BlueMelon

Posts : 411
Join date : 2012-03-31

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PostSubject: Re: Bonus Bases   Bonus Bases EmptySun Jun 03, 2012 8:53 am

Zeross wrote:

Here's a viable solution:
You don't lose control of doors, but those who capture the base gain control as well.
So two gangs have simultaneous control of the doors in a base.
The natural owners and those who capture the base.

That makes more sense.
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Zeross
Dedicated Forum Member


Posts : 335
Join date : 2012-04-03

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PostSubject: Re: Bonus Bases   Bonus Bases EmptySun Jun 03, 2012 1:11 pm

Do you want to work with me on this on Dev, Blue?
It shouldn't be all that hard to add these... I think?
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TheCrackTurtle
Committed Forum Member
TheCrackTurtle

Posts : 108
Join date : 2012-03-31
Location : Ramsfan

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PostSubject: Re: Bonus Bases   Bonus Bases EmptySun Jun 03, 2012 1:32 pm

I like this idea, still not a fan or BB or LC base though.
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BlueMelon
Dedicated Forum Member
BlueMelon

Posts : 411
Join date : 2012-03-31

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PostSubject: Re: Bonus Bases   Bonus Bases EmptySun Jun 03, 2012 11:32 pm

TheCrackTurtle wrote:
I like this idea, still not a fan or BB or LC base though.

^ The ones I like the most xD
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Chris



Posts : 76
Join date : 2012-05-14

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyMon Jun 04, 2012 6:44 am

The only real problems I have with this kind of raiding system is that it becomes too centered around one capture point instead of being more dynamic and spread throughout the base. I don't think anyone wants raiding to turn into KoTH, so there needs to be some way to minimize the effects of a capture point focusing all attention on one area.
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fiberwire
Dedicated Forum Member


Posts : 463
Join date : 2012-04-06
Age : 32
Location : north carolina

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyMon Jun 04, 2012 7:48 am

You could put a cooldown on capturing the base.
Meaning once a gang captures the point, it's theirs for like 5 mins or so.
People wouldn't be able to capture the point for a short time, so they would go back to focusing on killing the other gangs, then when it becomes available to be captured, they rush the capture room again.
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bennyburrito
Committed Forum Member


Posts : 174
Join date : 2012-04-08

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyMon Jun 04, 2012 8:35 am

Make it so you have to capture different portions of the base before you can capture the whole thing? but that might promote camping.
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Zeross
Dedicated Forum Member


Posts : 335
Join date : 2012-04-03

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyMon Jun 04, 2012 10:16 pm

Well, it'd be easiest if you place the capture point in the main portion of the base.
This spot (exists in all bases) is the least lameable and most difficult to defend.

You need not worry about a cooldown because well, no one NEEDS to capture the base... its optional.
All it does is grant you door access and a cool bonus effect.
That effect does not automatically make raiding easier or give you much of an advantage.
Therefore, a gang can completely ignore it.

My money's on the gang with the most members controlling it. However, at least it'll keep them from camping heal rooms.
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BlueMelon
Dedicated Forum Member
BlueMelon

Posts : 411
Join date : 2012-03-31

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyThu Jun 07, 2012 5:43 am

Currently, everything is possible to do, except the F7 level check. (I could be wrong though.)
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Chris



Posts : 76
Join date : 2012-05-14

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyThu Jun 07, 2012 7:35 am

BlueMelon wrote:
Currently, everything is possible to do, except the F7 level check. (I could be wrong though.)

I can confirm that it's not possible to hide players' level until everyone upgrades to v6. Also, hiding players from the minimap is not possible unless we use a scripted one (I'd like to eventually, though).
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bloodykiller
Dedicated Forum Member


Posts : 514
Join date : 2012-04-10

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyThu Jun 07, 2012 10:58 am

u guys should focus on improving the bases current bad structures instead of adding these "extras"
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Tim_Rocks
Dedicated Forum Member
Tim_Rocks

Posts : 495
Join date : 2012-03-31

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyThu Jun 07, 2012 11:03 am

bloodykiller wrote:
u guys should focus on improving the bases current bad structures instead of adding these "extras"

Ya guys, you should probably take his advice since he's so wise and has lots of money.
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Zeross
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Posts : 335
Join date : 2012-04-03

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyFri Jun 08, 2012 12:25 am

Chris wrote:
BlueMelon wrote:
Currently, everything is possible to do, except the F7 level check. (I could be wrong though.)

I can confirm that it's not possible to hide players' level until everyone upgrades to v6. Also, hiding players from the minimap is not possible unless we use a scripted one (I'd like to eventually, though).

I was hoping to at least be able to hide players from minimap.
Would making this transition be a difficult task?
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Chris



Posts : 76
Join date : 2012-05-14

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyFri Jun 08, 2012 12:28 am

Zeross wrote:
I was hoping to at least be able to hide players from minimap.
Would making this transition be a difficult task?

I've been working on a scripted minimap which is sort of near completion. PM bubbles are the only thing that is still causing trouble, but I think I might just change the way that works soon.

I want the minimap to show enemies/friends, and not show players who have left. The default one is not very useful in gang bases because it gets crowded with players who have left the GMAP (died), and doesn't clearly show friends and enemies.

Plus, it could show things like health crates placed by your gang.
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I am me
Dedicated Forum Member
I am me

Posts : 318
Join date : 2012-05-08
Age : 35
Location : Southern California

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyFri Jun 08, 2012 12:29 am

Is it not possible to make the invisible staff tool thing temporarily change your head to a fully transparent head so it doesn't show up on the mini map. At least for an easy fix?
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Chris



Posts : 76
Join date : 2012-05-14

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyFri Jun 08, 2012 12:31 am

I am me wrote:
Is it not possible to make the invisible staff tool thing temporarily change your head to a fully transparent head so it doesn't show up on the mini map. At least for an easy fix?

My old tool did this, but it is still an issue since heads often just use the default head.png icon because Graal sucks. When the scripted minimap is ready, this will not be an issue.
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I am me
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I am me

Posts : 318
Join date : 2012-05-08
Age : 35
Location : Southern California

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PostSubject: Re: Bonus Bases   Bonus Bases EmptyFri Jun 08, 2012 12:32 am

Oh, well that sucks.
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