- Increase every towers damage by 10%
- Every builder has an aura that gives -10% damage to buildings in a 1500 radius
fix to group-basing
Moderators: Remixer, IAmDragon
- ShadowZz
- Poison Treant
- Posts: 1199
- Joined: Thu Oct 30, 2014 7:44 am
- Has thanked: 23 times
- Been thanked: 30 times
Re: fix to group-basing
That would prevent double bases and base supports in general as well though :/
There's loads of ways to do it, some already mentioned:
All towers check radius for other allied towers, if theres more than 2 allies towers nearby it turns damage of all towers to 0.
Place-able building that you put in a base that claims the base and prevents more than 2-3 people placing buildings there.
etc etc
There's loads of ways to do it, some already mentioned:
All towers check radius for other allied towers, if theres more than 2 allies towers nearby it turns damage of all towers to 0.
Place-able building that you put in a base that claims the base and prevents more than 2-3 people placing buildings there.
etc etc

-
- Aura Tree
- Posts: 49
- Joined: Mon Jan 25, 2016 2:24 am
- Has thanked: 4 times
- Been thanked: 4 times
Re: fix to group-basing
Good idea actually, however I think this could be implemented better, to prevent supports just walling a base or building their arc and leaving.
How about this:
Each builder places a flag in the base (doesn't take up any space)
For every flag in a base tower damage -5%-10%
You can only build in a base if your flag is there.
Althought idk how this would work when it comes to lumber bases and stuff tho
How about this:
Each builder places a flag in the base (doesn't take up any space)
For every flag in a base tower damage -5%-10%
You can only build in a base if your flag is there.
Althought idk how this would work when it comes to lumber bases and stuff tho

Quote Hall of Fame:
"The people who voted are the people who were going to vote anyways."
"The people who voted are the people who were going to vote anyways."
-
- Donator
- Posts: 1224
- Joined: Thu Oct 31, 2013 11:49 am
- Has thanked: 51 times
- Been thanked: 46 times
Re: fix to group-basing
It would be unchanged for solobasing, which it is supposed to encourage. With this change it's more of a trade-off if you want to double base or not.
It's important for the idea to be ID-esque imo. If you start with flags etc. it feels like it'll be un-smooth.
You can obviously tweak the numbers, supports could have -5% and weak supports like morph and fearie could have less.
A problem this doesn't solve is builders afk-ing in bases instead of playing.
It's important for the idea to be ID-esque imo. If you start with flags etc. it feels like it'll be un-smooth.
You can obviously tweak the numbers, supports could have -5% and weak supports like morph and fearie could have less.
How about this:
Each builder places a flag in the base (doesn't take up any space)
For every flag in a base tower damage -5%-10%
You can only build in a base if your flag is there.
A problem this doesn't solve is builders afk-ing in bases instead of playing.
-
- Aura Tree
- Posts: 49
- Joined: Mon Jan 25, 2016 2:24 am
- Has thanked: 4 times
- Been thanked: 4 times
Re: fix to group-basing
Lynx wrote:It would be unchanged for solobasing, which it is supposed to encourage. With this change it's more of a trade-off if you want to double base or not.
It's important for the idea to be ID-esque imo. If you start with flags etc. it feels like it'll be un-smooth.
You can obviously tweak the numbers, supports could have -5% and weak supports like morph and fearie could have less.How about this:
Each builder places a flag in the base (doesn't take up any space)
For every flag in a base tower damage -5%-10%
You can only build in a base if your flag is there.
A problem this doesn't solve is builders afk-ing in bases instead of playing.
That's true. I thought the problem at hand was too many builders building/supporting one base.
Quote Hall of Fame:
"The people who voted are the people who were going to vote anyways."
"The people who voted are the people who were going to vote anyways."
-
- Forest Walker
- Posts: 179
- Joined: Thu Feb 11, 2016 7:05 pm
- Has thanked: 5 times
- Been thanked: 2 times
Re: fix to group-basing
Maybe making fortified mag cost 15 gold instead of 5, and then decreasing Satyr god speed, but tower reduction is a bit off tbh, in a range radius of a base is nearly 700-900 radius. That could affect other bases nearby like euro and above it.
-
- Protector of Nature
- Posts: 2588
- Joined: Thu May 02, 2013 6:29 am
- Location: Clan BTI @ East
- Has thanked: 18 times
- Been thanked: 54 times
- Contact:
Re: fix to group-basing
The biggest problem right now for me is refugees. They all hole up in one base, leading to no other feed on the map. I think Lynx-'s idea is genius, although I think that numbers should be tweaked to 5% instead of 10%, and still giving towers a 10% boost in damage, to encourage solo basing in pubs.That's true. I thought the problem at hand was too many builders building/supporting one base.
Also, to type a command making your base off-limits for other builders, teleporting them to the front of your base after a timer, so they don't fuck up your tower damage and block you in your own base with a confirmation command and a timer.
I think a flag is reasonable in ID, you can make one of your shelters into a flag so that other players can't build in your base, and have the ability to kick them out of the base.
(Inhouse mode) Better yet, just make other builders unable to join bases with 2 people in a flagged base. If it is not a flagged base, then the builders can still join and be a refugee.
-Burn
-
- Treant
- Posts: 263
- Joined: Fri Sep 18, 2015 6:46 pm
- Has thanked: 10 times
- Been thanked: 26 times
Re: fix to group-basing
I support the 10% boost at start with the -5% dmg per builder, great idea imo.
- ShadowZz
- Poison Treant
- Posts: 1199
- Joined: Thu Oct 30, 2014 7:44 am
- Has thanked: 23 times
- Been thanked: 30 times
Re: fix to group-basing
Ignoring the reason behind this, increasing the damage of a solo base by 10% is going to break balance. Sure trip/quad basing is an issue early-mid game but late game (35min +) your full mega anyway with a solo base so it will be broken. You're talking about giving a solo baser 400-700 extra damage per second for the sake of removing trip/quad.
There are lot's of ways to do this, I''m just saying this may not be the best although the concept is nice and smooth. If this can be done without the tower damage increase overall then that will be a step in the right direction. Ignoring any other potential problems of-course.
Personally prefer this:
There are lot's of ways to do this, I''m just saying this may not be the best although the concept is nice and smooth. If this can be done without the tower damage increase overall then that will be a step in the right direction. Ignoring any other potential problems of-course.
Personally prefer this:
Burn wrote:Better yet, just make other builders unable to join bases with 2 people in a flagged base. If it is not a flagged base, then the builders can still join and be a refugee.

-
- Protector of Nature
- Posts: 2588
- Joined: Thu May 02, 2013 6:29 am
- Location: Clan BTI @ East
- Has thanked: 18 times
- Been thanked: 54 times
- Contact:
Re: fix to group-basing
"Ignoring the reason behind this, increasing the damage of a solo base by 10% is going to break balance." No, it's 5% increase.
10% - 5% (for solo base) is 5%. That's less than +1-2 raw damage at supers on most builders. That isn't game breaking, lol.
-Burn
10% - 5% (for solo base) is 5%. That's less than +1-2 raw damage at supers on most builders. That isn't game breaking, lol.
-Burn
- ShadowZz
- Poison Treant
- Posts: 1199
- Joined: Thu Oct 30, 2014 7:44 am
- Has thanked: 23 times
- Been thanked: 30 times
Re: fix to group-basing
Yes, obviously increasing the damage of all towers in the game by 5% would have no effect. Yeah.... I'm not replying to this shit anymore because I'm at a loss for words.

-
- Protector of Nature
- Posts: 2588
- Joined: Thu May 02, 2013 6:29 am
- Location: Clan BTI @ East
- Has thanked: 18 times
- Been thanked: 54 times
- Contact:
Re: fix to group-basing
There's a small buff for solo basing, derpface. I mentioned it twice. Don't try to spin my words - it's not game breaking, was the exact words I used. Not going to reply to your posts after this, as everyone knows it's a waste of time.
-Burn
-Burn
- FollowingPath
- Forest Walker
- Posts: 224
- Joined: Fri Aug 01, 2014 12:24 pm
- Has thanked: 17 times
- Been thanked: 38 times
Re: fix to group-basing
Easy no-code-required way to fix: make IH double-basing rules part of the official ENT ID rules. Obviously, banning people for breaking that rule would be a tad over the top since it's difficult to accustom an entire playerbase to an additional rule overnight.
But, if people were allowed to votekick people that break this rule, I'm sure the word of it will spread quickly.
From the IHs I've played, this rule goes well with the -up mode.
But, if people were allowed to votekick people that break this rule, I'm sure the word of it will spread quickly.
From the IHs I've played, this rule goes well with the -up mode.




-
- Protector of Nature
- Posts: 2588
- Joined: Thu May 02, 2013 6:29 am
- Location: Clan BTI @ East
- Has thanked: 18 times
- Been thanked: 54 times
- Contact:
Re: fix to group-basing
Vamp. did flags back when I first got introduced to Vamp years and years ago, shouldn't be that hard.
-Burn
-Burn
Who is online
Users browsing this forum: No registered users and 40 guests