I am confused why 10k+ hour gangs get punished for having more hours (which means put in more effort). You are saying all 10k+ hour gangs only get 3 "bases" to choose from meanwhile all new gangs will have around 10 to choose from (not to mention they get a better chance to double base). That makes no sense to me, why would anyone continue basing on their 10k+ hour tag in that case? Instead you could just make a new tag and takeout all the new gangs and ruin your new system. The only way to fix that is:
1. Make the 10k+ hour gangs get more gangpoints per season.
2. Add some sort of prestige or advertisement for gangs holding the fort flag/flags.
3. 1.5x basetime per flag instead of just 1.
The way you currently have it all the top gangs atm will just make new tags and dismiss your idea of a new basing system. To be fair I dont blame them, you added no incentive for the higher gangs to keep basing, instead you just made it much harder for them with no plus sides to it. Hopefully some changes are done or say goodbye to your new basing system.
Last edited by Duke; 11-25-2017 at 11:20 PM.
I don't think you thoroughly read/ understand what was suggested as nothing you said makes any sense.
1. You can't really talk about 10k+ hour gangs being punished, as the vast majority of you have been able to take advantage of the currently flawed basing system, to earn hours at a rapid rate and often with very little contest from other gangs as a result of the alliances you have established that prevents the main gangs from attacking eachother, and gives you assistance in retaking a base if a random gang takes it from you. If this system was around at launch, wouldn't have anywhere near the amount of base hours you currently have.
2. Yes you only get '3 bases' to choose from, but as I said you will get a new layout on rotation. So after a year you will have effectively based in 9 completely new bases that nobody else would get to see unless they joined your gang/ had a 10k hour gang of their own. And as I mentioned, 3 would be the initial amount of bases. If the competition in the gang was too high and there were too many gangs for it to be unrealistic to be able to earn a base (and not just from gangs giving up because they can't take a base from one of their allies) then new bases to that gang fort could be added to give slightly more room
3. Why would anyone continue to base on a 10k+ hour tag? Maybe because all the significant rewards are listed at above 10k?- gang hideout now at 12.5k, gang gun skin 15k, gang melee 25k, gang heal staff possibly 35k. If a new gang reaches 10k and then decides to make a new gang and start again. IMO that is a really stupid thing to do, and a huge waste of time. You're going to base 10k hours and quit, with nothing to show for aside from a few gang hats?
Even if competition is very high, and it's harder to earn hours, making a new gang just guarantees that you won't ever be able to get those 10k+ rewards, where as continuing to base there at leasts means eventually you'll reach them.
This change isn't meant to give you 10k+ gangs any benefit, its meant to put an end to the easy sailing that many of you have had in earning hours at generally uncontested bases, at double the rate when holding 2 at once. You've already been given your trade off in the rewards/ hours you've managed to gain in a timeframe that will not be achievable by newer gangs that start up after this change is added.
The difference at least is that the newer gangs will actually be given chance to enter the basing environment as they aren't restricted to forming a non-attacking 'peace' alliance that exists only so that the top gangs don't actually have to base each-other as that would impact the rate that you're both earning hours. High end basing in this gang fort will guarantee competition that you actually have to fight to defend your base and earn your rewards.
You cannot try to tell me that there isn't any issue with basing at the moment, when you have 2500 players online with only less than 100 of those players scattered around the bases on era.
Why don't you just make a starter base zone with like 3-6 bases for gangs to go from 0-2000 hours, that'll give gangs time to establish their rosters to then move on up to the regular base zone. Or just simply make base hour brackets for bases.
Because as soon as those gangs reach 2k hours and go into the main bases the same issue will just rearise. That's why the gang fortress isn't just 10 new bases or else they'd just continue the alliances with less competition. The limited amount of available bases (3) means those gangs will be forced to fight eachother if they want to continue to earn rewards.
EVEN if gangs under 10k hours are still able to form alliances, once those gangs hit 10k and move over to the gang fortress then they will be forced to compete if they want to earn hours for the rewards.
Either way, you will have to work for the significant rewards one way or another with this system. The only thing 10k hours will give a gang who made an alliance is gang hats. Alliances will be harder to maintain anyway due to there being a larger pool of active gangs.
Right now there are more active gangs in the peace alliance than there are gangs trying to base which is why alliancing is possible
And to be fair you speak about the current flaw in basing but the way you're saying things makes it seem like gangs don't have to actually work to defend their bases. Anyone who has ever based knows you can't literally "afk" and defend your base. Gangs have came together to both achieve their goals, maybe the problem isn't the system, just the skills of each individual gang and their members. Hence why brackets would be better imo