Originally Posted by
Meph
Another issue with basing is the respawning-- People respawn at the front door. This means they're back in the action within 15 seconds. This isn't enough to constitute a real 'defeat', nor is it enough for the victors to savor any sort of victory. Instead of warping at the front door, we should have "checkpoints" throughout Era City GMAP, where they can elect to respawn. Example: If they're raiding GZ base, they'll have to first walk to the nearest checkpoint to GZ, grab an NPC to select it as their spawn point, and they'll respawn there when they die. For gangs that win a battle, this would give them time to breathe after defeating a gang, as well as time to capture any chests, savor victory, and prepare for counter-attack. For gangs that lose the battle, they'll have time to reassess how they'll capture/recapture the base, what entrance they're going to use, and employ regrouping tactics if necessary.
Also, grenades. They've got too much of an influence on the fight aswell-- They're created to enhance gameplay, not to completely replace gunplay. Adding a 30-second timer to grenades, gas shells, etc. Would bring us back to the gunplay that the server is supposed to revolve around. It would even give the gas launcher more clout because we could lower it to 25 seconds or something.
Lastly, healing items currently have too heavy of an influence on who wins a gang fight. Often times, the base goes to the gang that can eat the most hot dogs. This obviously destroys the PKing aspect of the game. It also kills any tactics other than one's ability to hotkey their healing items, find cover, and eat them when health gets low. These items are free, and handed out by the hundreds daily via freebies, so they shouldn't have this much of an influence on a fight. An easy fix for this would be to disable healing items in a base. This includes food, healing grenades, and the healing aspect that some melees have. If they wish to heal, each base will offer one healing room with beds in it. This way even the healing room will be fought over, and members will have to switch shifts between protecting a chest to healing if they get low on HP. Again- this adds a more tactical approach to basing.