This is SO sick! Can't wait for the release which could be anytime soon.. Awesome work :)!
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This is SO sick! Can't wait for the release which could be anytime soon.. Awesome work :)!
I love the base as well. If we could make more bases like this in the future Era would be a much more fun experience.
I have tested the beta version multiple times, and I would like to test it again. Next time you test, please summon me! I'd like to see the changes you've made.
spawn at aimpoint? why cant we respawn infront of the base?
Wow! That looks really awesome!
Can't wait to try this base hehe :)
Because respawning at the front of the base doesn't give enough of a penalty for dying to take deaths seriously.
Let's paint this scenario.
First off, it takes a minimum of 12 seconds to go from base entrance to the flag area.
If I had front-door respawning, this would mean that, when somebody dies, they'd be back in the action within 15 seconds.
People who get their asses kicked deserve a penalty of at least 25 seconds before they get the reward of coming back to the fight at full health.
It's not fair for the people putting in work to stay alive, if they have to fight somebody who they just killed, 15 seconds later, at full health.
You multiply that by 3 or more people, and it's almost as if they're getting rewarded for dying.
This gives them the easy tactic of constantly rushing until they achieve victory.
15 seconds simply isn't enough of a penalty to constitute a real 'defeat', nor is it enough award for the victors to savor any sort of victory.
Instead, I've chosen to have people respawn in a remote location, adding about 10 seconds to the commute.
This makes it a total of 25 seconds between dying and fighting again.
For gangs that win a battle, this would give them time to breathe after defeating a gang, as well as time to capture the flag, savor victory, heal, 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.
It puts more of a focus on gang leadership; as this sort of organization doesn't just happen.
The problem is that people nowadays are soft.
This "auto respawn" thing that people are buying has caused them to think that they're entitled to a lesser punishment for sucking.
25 seconds to wait is nothing.
Years ago, upon dying, everybody went to the hospital at 10 health.
You then had to sit in a bed, wait 30 seconds heal up, then walk to the base.
This was plenty of time for you to sit and think about how you just got the **** beat out of you.
To go back to the base and have it happen again; talk about mind games.
Nobody complained back then; nobody questioned it.
It made dying more bitter, and winning more sweeter.
We all understood that this was conditioning. It was encouragement to get better.
We appreciated that, in the fights that we did win, we were the ones who had a lengthy break between enemies.
Bringing it back to that mentality is my goal.
This base really puts a huge focus on skill and defending the base.
I think I'll like it when it's released.
A control-the-point style kind of basing,that's really awesome and well thought!
A defensive themed base like this can really make minigun players stand out.
from the looks for the features it seems really skill based.
but after reviewing at all these new features,Is it safe to assume that Fort Killers Event will not include this base?