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Linked base nodes
Trailfire
Posts: 590
Following the discussion about Harm, I'd love to see linked nodes enter raid defense.
If nodes 2&3 linked to 4, and 5&6 linked to 7, an attacker would have to chose which link to remove.
If the effect of the link was the effect of the linking node's mod, it would introduce mod combinations that could become really interesting, and maybe even make the occasional defensive victory a remote possibility
Effectively node 4 & 7 would always have one link active, since you can obviously only pick one path. So those two nodes would essentially have two mods, making them boss nodes.
Even more interesting, nodes 2&3 could link to node 4&7, so 4 would always have two mods, but 7 would have 3! That would create a miniboss / boss dynamic in bases, and introduce even more interesting combination possibilities
No doubt from a decent perspective this idea runs the risk of creating havoc with a whole host of new combined effects that would need to be tested. But you could minimize the chance of insane buff effects by muffling the link power, so a link can only carry the rank 1 effects of a mod or something like that
It isn't totally out of the box - alliance wars in MCOC have linked buffs and it works really well, and Act4 in MCOC introduced paths where it was impossible to remove all active links, so you were forced to face combined buffs, but you could chose which you'd remove based on which path you took.
I think it could work and make things pretty interesting. If it was paired with a reasonable nerf to Harm, raiding would become less of a one trick pony (MV1 or bust) and involve much more strategic consideration
If nodes 2&3 linked to 4, and 5&6 linked to 7, an attacker would have to chose which link to remove.
If the effect of the link was the effect of the linking node's mod, it would introduce mod combinations that could become really interesting, and maybe even make the occasional defensive victory a remote possibility
Effectively node 4 & 7 would always have one link active, since you can obviously only pick one path. So those two nodes would essentially have two mods, making them boss nodes.
Even more interesting, nodes 2&3 could link to node 4&7, so 4 would always have two mods, but 7 would have 3! That would create a miniboss / boss dynamic in bases, and introduce even more interesting combination possibilities
No doubt from a decent perspective this idea runs the risk of creating havoc with a whole host of new combined effects that would need to be tested. But you could minimize the chance of insane buff effects by muffling the link power, so a link can only carry the rank 1 effects of a mod or something like that
It isn't totally out of the box - alliance wars in MCOC have linked buffs and it works really well, and Act4 in MCOC introduced paths where it was impossible to remove all active links, so you were forced to face combined buffs, but you could chose which you'd remove based on which path you took.
I think it could work and make things pretty interesting. If it was paired with a reasonable nerf to Harm, raiding would become less of a one trick pony (MV1 or bust) and involve much more strategic consideration
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Comments
I won about 90 defenses during the weeks leading up to 2.0 when I had a 4.1k base. Now my base is 8.5k and I can't even scratch anyone. Not sure if it's because the changes to raid rewards dramatically alter incentives to only raid bases you know you can beat, or if it's because my medal count went from the 1300-1400 range to the 1800-2000 range, so that my base appears more often as an option for people who can easily steamroll it, or some combination of the two (or another issue). But if you're winning 1/15, I tip my hat at you, sir!
Jon: yeah, buffs locked to specific nodes could Also be worth considering. It would give players fewer strategic options (fewer combination effects to player with for defenders and no need for attackers to consider which combination they most want to remove), but the limited optionality might be attractive to devs weary of creating some unbeatable combo they didn't think of that would then have to be nerfed to the anger of whoever was using it...
Ps.
My original post 3rd last paragraph began, "no doubt from a decent perspective..."
I meant it to read, "no doubt from a devs' perspective..."
(Removing the auto stack for fully evaded or blocked special attacks would be an obvious start)
Despite what being said about harm accelerator (I do not like them also when I am raiding), and itself merit a nerf, bases with HA are still being defeated regularly.
If this suggestion on linked nodes and bot synergy can be implemented, it would make raid defend more viable. It would definitely cause cries among those who got pissed off that they can't have 100% successful raid, but it would make raiding more challenging and fun.