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Idea for developers on forgotten bases defense generation

Right now the forgotten bases and their defense unit setups are generated from the beginning of the world, so they are always different types, some easy, some hard. When a group digs forward, the people with the highest offense (and a keen eye) will spot all the easy bases and kill them, and leave the grinders to those who are already disadvantaged.
Here is my idea for developers on a way to correct that.
What if the defense setup was not randomly generated at the beginning of the world, but generated on the fly when somebody first sees the base. Make the unit composition of the defense layouts depend on the offense of the base that first discovers the forgotten base. Make it harder for that specific setup of attacking units to kill. If the discoverer has lots of offensive air units, create more anti-air defenses. If you see a vehicle-heavy offense, create more anti-vehicle defenses.
This would add some balance to the nod-gdi, reduce the leader digging advantage, and add a lot of fun and excitement to the game.

Replies

  • gamerdruid
    3494 posts Moderator
    I like the basic principle of changing the defence setup. I can see those that exploit weaknesses developing a technique to influence the setup as a part of a plan to move forward quickly by creating bases that attack with, say, mainly air and then a second base coming forward with the ability to kill those defence units.
    I am not an employee of EA/Envision. The views expressed are my own!
  • poltershpak
    2 posts Member
    edited December 2017
    When a group digs forward, the people with the highest offense (and a keen eye) will spot all the easy bases and kill them, and leave the grinders to those who are already disadvantaged.
    Yes addressing that cherry-picking would be good because it only benefits very few.

    Yes gamerdruid you could somehow exploit that if that was to work that simply. With the right approach you could probably deal with it so that it's actually about alliances and not an elite few everyone usually complies with because there's no one left who does not due to EA's (or whoever's) ignorance.

    Chertosha would always bring up good suggestions. This suggestions/feedback forum made me chuckle actually because it's not like anything has been done about such critical issues anyway.

    EDIT: Didn't you suggest it like years ago?
  • Chertosha forgot to put into proper terms for consideration by the developers. You would have a much better chance for action if you could somehow put it into terms related to the increase funds sales for RT and CP capacities increases and the extra farming time required by this modification. It could be like the next 'morale' for the game, slowing farming and digging by penalizing cherry pickers and also high performance diggers.
  • Not only the defense setup make a base "easy" to kill. It helps very much if the Contruction Yard and or the Def-Facility are in first line than last line with full other buildings in front of them.
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