Just an idea in line with others expressed in this thread:

Free standing walls should be targetable, but...

Either connected to Outpost or a some kind of hub structure, walls have a shield of some sorts, so they cannot be targeted directly and bombs are required.

Make the hubs use some sort of resource as well... plasma eg. that would hold up the shield and would require refilling every 5-6 hrs or something.

Just wanted to point out, that i have nothing against walls and like the tactical possibilities, but as they are right now, they make almost impossible for new players and corps to even see pvp without a lot of investment thet they just don't have.

How the hell do you expect no get more players, if every new feature seems to be targeted against newer players.

I get it, that a new player shouldn't have a big impact on the beta islands, but as walls are now (and probes, but that's another matter), you cannot get to beta anymore and see in my opinion the most selling argument about this game.

3

(2 replies, posted in Resolved bugs and features)

Kind of minor bug, but Termis shows it's max targets as 1, instead of 3, works fine, real max targets scales with extension to 3, but confuses  new players.

Once more:

Waspish mk2 50% CT
Zenith 50% mk2  CT
Lithus 50% mk2 CT

And

Riveler 75% mk2 CT

Mail me ingame or send PM.

If you want to make base defence more tactical, why not AoE demob or accumulator drain mine. Coupled with detectors, that notify when someone steps in it. Wouldn't be instantly lethal, but would provide more tactical options without being that easily misused.

And only on Beta Islands, or If on Alpha, then a lot weaker versions.

Just an idea I just had to write... no idea how PvP and base capture etc. works, just an educated guess.