I dunno who PRI are. DAR I forgot about, fair enough. IMF merged with Op4 (c’mon, you knew that). DIE is just Blue Avenger, and he’s a part-timer, so sure, count him too I guess… since you’re trying so hard to get to 10. =P
Those factions can only field 5 bases unless they have more than 5 active members as I understand it, so you can’t simply multiply everything by 10 either. Aside from that, it is obvious that we are not trying to maximize our bases, since factions have been merging (aside from IMF, JL is now in TPP for example) and even the now larger factions aren’t anywhere near their max. We don’t wanna live in lag. Ick.
I’m glad we’re at least agreeing somewhat though. You said “Change the word ‘faction’ to ‘alliance’ and you would have a point”. In a way, I did address that in my post that I linked. I suggested both a limit on players in a faction and the amount of allies they could have, which would essentially mean an alliance cap on players.
I don’t want you to think I’m saying this because it is some anti-TAW mechanic. I simply want a solution to reduce the lag and make fighting fun again. Yesterday on GG I took one of our new players down to GG to show him around, let him mine behind some towers, and fight the zerg when they showed up. He never got to fight because I wasn’t able to spawn in any tanks. I spent half the fight on a loading screen while our bases were sniped and we tried to counter snipe with no tanks available. SVs never flew because aiming would have been impossible. Eventually we said “this is stupid” and left.
Couple the ground being dug (I hate this, terrible for playfield lag) with the 4 bases, 2 SVs and tank we had there and 4 enemy tanks plus attack bases, things got choppy real fast. You practically need a supercomputer to participate in the big fights. Players saying that they use tanks during big fights because aiming with an SV is impossible sums it all up perfectly. The Devs aren’t going to fix this. PvE crap is what interests them, so instead of waiting for the next awesome tree texture, let’s all find a workaround that Rex can apply to the server that all of us can work with and enjoy some 10+ FPS combat again like back in v6.0.
To get back on topic (recalling the topic of this thread is “Base Sniping Distance”), why not either make it so that bases cannot damage other bases or drastically reduce the damage dealt from base to base? Also, we have an intruder notification mechanism incorporated with the server. It can detect distances. Rex mentioned that “Anti Grief Zone of 300 meter is technically the max.! We can’t increase it.”… so why not use the detection system we already have to give a player 3 warnings when a base is spawned within gun range of an enemy base before it is deleted? Seems a simple enough fix. @RexXxuS
hands Chaz more popcorn