|
09-17-2012
|
1
|
|
zzz
Join Date: Sep 2011
Location: WA USA
Posts: 9,232
|
Ideas for Bases and Basing Gangs
Some Ideas I have for Basing and Basing Gangs to Bring Back Some Life to it
Bases
- Remove the excess bases leaving the original 5(or 6). Blackholst, Mafia, Blazing Bandits, Lethal, Tachi, Guerro (optional).
Reason being people will be forced to base in these limited spots alas making more people go to the same spots = no more idling/boring basing+more pk's
- Special Base. This base would only be opened by admins and could be located in Southridge. This base would consist of different modes. King of the hill (The gang that has the most people in a set room gain the points) Elimination (if you die within the base you are spawned back in Northridge)NPC Cefense (not only do you have to worry about other gangs but NPC's as well) other...
Reason being as a baser I would like more variaty and obsticles as I base so it is not always redundant. Reason this would be only admin opened is because of the added challenges, holding this base would be the equivilant of holding 2 (meaning for every minute you get 2 minutes) Also once announced many people will rush for the base as they do events and go for the double points. It is located in southridge for reasons of elimination and southridge is already pretty empty to begin with. The base would have different levels for the different events so staff can choose which level to use with what event, making it more custom and new every time. New levels could be made and added for each base event at any time.
- Mob Boss. In the movies the objective is always to kill the other gangs boss/leader. Why not incorperate that in iEra? In a set base (or this could be added to the special base above) the objective is purely to kill the gang leader. You cannot attack the safe until the gang leader is dead and spawned outside the base. As long as he is in the room with the safe, you cannot attack it.
Reason: would give a more gang feel. More stratagy. Makes you have to prioritize on both defending and offending sides. Puts more "leadership" into the leaders hands
Gangs
- The ability for allies of the gang that owns a base to walk through doors just as the gang that owns the base can.
Reason. Would encourage ally use making more than just 25 people defending and more than 25 attacking. Plus allies shouldn't be aiding the attackers in the first place
- The ability to officially set someone as Co Leader
Meaning this person would have more powers than are provided. Examples being give powers. etc. As a Leader, sometimes real life conflicts with basing, so it is nice to have someone you can rely on that can do what you can (excluding disband). You would only be able to set one person as a co leader, maybe two.
- Allies cannot attack the safe of the gang they are allied to.
Self explanitory.
I may have new ideas later, but these for now, I think would really boost some basing gang potential . Excuse my typo's, I am on my laptop 
From the wounderful mind of
~JesterLapse
|
|
|
|