LionehhJoin Date: 2012-02-04 Post Count: 2531 |
I don't get the point of having an unfair base.
Makes everything so much more.. unenjoyable.
And that's what this is meant to be? We're meant to have fun.
(If any of this gets hashtagged and it messes up the forum- sorry, not reposting..)
People might have a hard time believing this, but good forts increase popularity a LOT. AC is a prime example of this. Once people realised the likes of VAK and FoA were raiding them, the "good" fighters joined them and helped defend AC and fight for AC.
Having an unfair fort only brings the consequences back to yourself, you'll get popular no doubt- but popular for being bad. Ruins the reputation of your group and thus... R.I.P your dreams.
We need some sort of guidelines for a fort. Otherwise (as proven from some threads in this forum) it will turn into a flame-fest.
-Home team get an advanage- but also disadvantage.
You are allowed a certain amount of studs closer to the terminal, but you MUST have less players than the raiding team. How many players less depends on how good the group is and how bad the raiding team that usually raids is. Also depends on how much of an advantage you give yourself.
This could go the other way round, but it's unlikely and not advised, because it'd be mentally advantaged to the home team. (They know where to go etc.)
THIS IS IT. No special "mountain pass" where we can't shoot you, no.
-NO OBBIES
I'm sorry, they're stupid and dumb.
Just no.
-Make the layout obvious
Ever go into a fort and wonder "Where am I?" Make it obvious where to go, don't have some stupid cafeteria or whatever in the terminal building. Sure, have a town in the fort- but make the layout obvious and in that town you can put your offices and cafeteria's. The terminal building should be small and have no other purposes other than to be a building that hosts the terminal.
-Have a theme
Themes are cool and bring pride into the fort and group. "YES! I am PROUD to be from Arvoria!"
Decorate the terminal rooms, the spawns, the city or whatever. Banners etc. This is your home, and you are defending it with your life. Not some old bomb you found on the side of a road in an old shack.
Considering the last point, please still make it interesting. I don't want a building in the middle of no where, have a town or an army camp or whatever, have some shops or some other cool buildings.
No shacks please.
-Have a lot of cover
Just build boxes or fences to help cover people. Bare land is boring and it's easy to long-range kill. Using the terrain water is good, but not the best. Water-glitching is easy and annoying if not controlled. It's much better for land with cover.
-Have a "special" route
Mountain pass, underground pass. Make it more interesting. Mountains are good if they aren't biased, as you can shoot people who aren't behind cover. But make at least two ways to get to the special route, choke-points are easy to hold off and if the "special" route is too over-powered then it shall be "FIRST TO THE MOUNTAINS WINS!!"
It's hard to get this balance right, but when you do, you'll become a LOT more popular.
-Have multiple ways to terminal
No, not two/one. Try four, maybe five. I'm using Arvorian Confederation's fort as an example because I know it and it's a good example. The terminal is *technically* in a building, right? But the part where the terminal is has no roof, allowing people to jump down from the roof of the building, you could obviously go through the building as well.
If any of you know this fort then you would've noticed it is an island on some water. (I'm not saying every fort should be this- but the best one's are tbh..) I reckon there are about 4 ways to get to that "section" of the base, and even when there are only three actual ways to get onto the terminal, there are around 6 ways to go into the terminal building. This allows flanks and tactical movements- You actually have to THINK about the fort because going straight into it and go head on.
Some of you might've noticed I was a *bit* biased to AC's fort. It's the only layout I know well enough to make an example out of. It's a good fort, please don't make this forum an argument about that, but it's not perfect. There are a lot of additions they can make to their fort, and there are a lot of additions you could make to your fort.
Please take this forum on board and if your fort has none of these points, then it's time to get a new fort buddy.
Thanks for reading.
Sorry TL;DR's, I'd rather you read the full thread. |
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InsurrectJoin Date: 2013-10-04 Post Count: 22734 |
People might have a hard time believing this, but good forts increase popularity a LOT. AC is a prime example of this. Once people realised the likes of VAK and FoA were raiding them, the "good" fighters joined them and helped defend AC and fight for AC.
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LionehhJoin Date: 2012-02-04 Post Count: 2531 |
You didn't see the growth first hand.
They grew from around 300 members to at least 1200 members in the space of few months. Trust me, part of this growth is from people spreading the word that VAK raids AC and that they can fight against VAK. |
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UncleAliJoin Date: 2010-06-10 Post Count: 3447 |
this has to be the dumbest thread i've seen so far
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Fair point but what is a "fair" base? Everyone will always complain about something. Personally, I think a "fun" base is one weere the raiders have to work a little bit to win. If there is no obstacle then the raid/war is no fun for both parties.
Kachow! |
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LionehhJoin Date: 2012-02-04 Post Count: 2531 |
I'm saying don't have an unfair base.
Not have a fair base.
Little difference- I want the raiders to work, and by that I said to have the defenders spawn closer to the terminal. Not too far, otherwise it'll just be annoying to lose against, and not too near, otherwise it'll be easy to win against.
The counter-weight to the less defenders is that the defenders know the fort- they know that going right will lead them to mountains, or that there's a secret passage they could take which the raiders don't know about. |
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Link me your base and I'll point out five things that are "unfair" in your base.
Kachow! |
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UncleAliJoin Date: 2010-06-10 Post Count: 3447 |
* I want the raiders to work*
but no obbies!
man you really don't know waht you're talking about. Only good point in this entire thread is -Have a theme and you still somehow mess that part up too
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"The counter-weight to the less defenders is that the defenders know the fort- they know that going right will lead them to mountains, or that there's a secret passage they could take which the raiders don't know about."
the raiders have full ability to take the time to learn the fort, eliminating that
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LionehhJoin Date: 2012-02-04 Post Count: 2531 |
Obbies are stupid. Sorry, but no. The raiders work by having to getting past the defence wall set up by defenders (because they had the extra time to set it up.) at a single choke-point. |
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UncleAliJoin Date: 2010-06-10 Post Count: 3447 |
man o man do i love single choke-points!
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LionehhJoin Date: 2012-02-04 Post Count: 2531 |
@insta
There are still routes in AC's fort that I haven't seen a raider use in the whole 6 months it's been out.
Having a lot of seperate routes cover that. |
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LionehhJoin Date: 2012-02-04 Post Count: 2531 |
man o man do i love being a hypocrite
Get off this forum. |
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UncleAliJoin Date: 2010-06-10 Post Count: 3447 |
I dont make dumb forum posts or build dumb forts like you do, assumed you even build lol
literally never heard of you or your buildings so please, get out
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LionehhJoin Date: 2012-02-04 Post Count: 2531 |
You haven't seen my builds.
I haven't built forts- I have modified some though.
literally never heard of you so please, get off my thread.
If you not here to give proper critisism, and not being a stupid hypocrite, then go away. |
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UncleAliJoin Date: 2010-06-10 Post Count: 3447 |
so you have never made one, or published one, only modified existing onces? and this gives you the knowledge and power to make a thread like this?
-Home team get an advanage- but also disadvantage.
every fort has this
-NO OBBIES
dumbest thing i've heard all week
-Make the layout obvious
cant even think of 1 fort that isnt obvious
-Have a theme
this chapter had the most potentional but instead you're basically talking about nothing here. Like what's adding flags going to do to your unfair fort my dude
-Have a lot of cover
*Just build boxes or fences to help cover people.*
-Have a "special" route
so basically just another route
-Have multiple ways to terminal
cant think of a single fort that didnt have this
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get off my thread aliman irrelevant idiot
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