The game has simply too many bases in my opinion witch are currently highly useless in my opinion...
- Useless because low-lvl players seem to die anyway quickly from 60s+ unless the kiss the base with their tail while farming
- Useless for the late-game cause i dont see killing 60s with batteries n stuff - way too close and quickly to escape (unless u going around with 5 subs and hit like 5 ice torps make him not move, even then)
In adition to beeing useless atm, they actualy could serve for a huge and fun gameplay loop for clans and overall PvP-Gameplay
I marked on the screenshot witch bases i would remove, and circle kinda spots where i would put a - NUTRAL BASE!
Since turets are already in place, those turrets could get hitboxes and hp bars - so you could target it and shot it down - all turrets gone, clan leaders can do a longer capture (similar to Artifact collection) and capture the Base for his Clan AND HIS FACTION
While a base is Captured, clan owners can chose what buffs the base should emit in that Sector: idk... DMG to all Faction members in that sector, or more EXP to all faction members in that sector or something third, but only one buff.
Sectors 11, 12, 13 can have like 3 bases - lets say each base then could have the same buff, making that one stronger (if for example 1% EXP buff, u could stack it there to 3% if same faction owns all 3)
And in the BZ i would leave the teleports as it is, i would just add one more capturable base in the middle maybe, or not at all w/e
Bases could be attacked then daily for 1h lets say, half of the capturable bases u can attack/capture from 18 UTC - 19 UTC, the other half from 20 UTC - 21 UTC
And yeah, the first 2 sectors i would leave as it is - anyway - think about it, since this would introduce more mechanics aswell... clan Tax maybe? to make/produce money to buy the turrets on bases? Clan Donations? idk... In my opinion much better setup for the long run as the current one
Thx!
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