Quote Originally Posted by Meph View Post
Improving Basing:
We should add more chests in each base. With this, instead of focusing on one area, the gang would have to distribute throughout the entire base. The gang must have control over all chests in the base in order for capture time to be counted. The doors in the base also become unlocked to a gang once they capture all chests. When an enemy begins attacking one of their chests, the gang receives a notification: "An enemy has attacked a chest in GZ Base! Stop them or risk losing the base!" Once they lose a chest, however, the base becomes null. Their timer stops and they lose access to the doors until they recapture the chest again.

Also, in current basing, there's only one entrance to bases. This means that there's only one hallway/door to raid or defend. Again- less tactics involved in the basing process. We should instead add more entrances(2 or 3 total). This way the raiding gangs would have more angles to approach, and the defending gangs would need to distribute their members throughout the base instead of defending one hallway.
You're right, gangs in Era have been growing in size. It's very common now to base with at least 10+ people. Even multiplayer FPS games take time balancing their maps to fit team size. Common aspects of FPS maps are that there are multiple objectives. Even Call of Duty runs their Domination game type with at least 3 objectives which promotes some degree of tactics as opposed to two gigantic teams rushing one point. To maintain competitiveness in modern day iEra, bases need to expand so gangs are forced to drop the hallway spam and start tactically defending.

Quote Originally Posted by Meph View Post
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.
In modern day basing, the winner is often the most tenacious gang. I remember basing with Candy with a handful of members against a big gang in Mafia. There were times when we managed to capture the base, but the opponents just kept coming back with more and more members. The war went on for about an hour I'd say, and we had to give up because we were being overrun. If bases were expanded, the checkpoint idea would also have to be implemented to give the new defenders time to position themselves as well as time to rejoice in triumph. The time given to both teams really would encourage strategy like you've said because currently, the door respawns give no time for leaders to talk and command members.

I'm a fan of the occasional grenade to break formation in base. I like being able to throw a petrol bomb or grenade to get someone to move. The timer would make gangs communicate with each other about who, where and when will a person throw a grenade. I would say that there would need some rebalancing if a timer is introduced, but I'm not too sure of that. Grenades could become more tactical and be used as a way to disrupt the opponents plans of attack or defense formation.

Removing food, in addition to promoting strategy in base, would also give smaller gangs a bigger chance to hold base with enough skill. I like it.

Quote Originally Posted by Meph View Post
Improving PK Streaking
Even this would be more skill-based if we added the 30-second timer to grenades/gas, as well as the respawn idea highlighted above, and a 15-second timer on all healing items.
I think the only thing that would improve PK Streaking is the food timer. Ventus had a discussion thread on making PK'ing more competitive that I think you should check out here: http://www.era-go.com/forum/showthre...pinion-matters!

Quote Originally Posted by Meph View Post
With the right amount of support, absolutely.


I've already laid out the plans, and we've got a fully capable staff team.
Ok Mr. LAT-GANI-PR-GANG-BIZ-GUNS lol team of 1! Jk of course xD I totally support making Era more competitive and balanced like it used to be.