Problem: Current capture times feel too long because the enemy sits inside the spawn and tries to take pot shots at attackers rather than rallying and attempting to re-secure the base. Proposed Solution: Once attackers begin adding tickets to a base's capture bar (capture timer flips from your faction to enemy faction), defenders are once again eligible for full base capture XP. This provides defenders with the incentive to rally and attempt to resecure their base from within the spawn room if the SCU is still up or from another base if the SCU is down (thus no spawns, spawn shields, or pain fields). This would essentially switch the roles of the attackers and defenders while the base is effectively "neutral", creating more engaging and dynamic gameplay than stand around for a few minutes until the spawn room inhabitants redeploy just before the base flips. Thoughts?
That's an interesting concept. I like it. It would keep the attackers on their toes, which is basically perfect. So, instead of just waiting out the timer, then you have them trying to fortify a base to keep a hold of it. As long as it's a little harder to take then repairing the SCU and getting turrets back up (I suggest a terminal control center and turret control center that can be hacked/destroyed or shut down, but I digress.) it'd be great.
An interesting idea. But I think this wasn't implemented at all because they said that people idled in the spawn room for the XP instead of actively fighting for it. But it's an interesting idea and would give an incentive to defenders to actually defend their area.
It'll never happen. For some reasons, the devs think the defending game slows the game down. Well, yeah, but that's why most games/sports have a defense. I always think of applying the dev logic to, say...soccer. Just a forward on each team, kicking as many goals as they can in 90 minutes. Good idea, OP. I like. Hopefully after that, they'll give bases their defenses back. Who honestly thought indefensible defenses was a good idea?
I don't believe it'd be possible (or at the very least reliably productive) to idle in the spawn room if when the SCU became vulnerable (and likely destroyed) was also the trigger to earn defense XP. I'd love to see this happen on the test server with the new SCU mechanics Higby was talking about.
No, I don't think it would be. Or atleast this was the reason I remember(incorrectly?), for there not being XP when defenders successfully defended a base.
Rather have some underground tunnels to get to other buildings from the spawn. That way there might only be 4 tanks aimed at the spawn instead of 20 since they'd have to split up.