Base rework idea

More of what there is.

Instead of one fuel silo, why not a few? (could make it a few different shapes/sizes as well, just create some variety)

Instead of the factory building being just 1 building, make it a few in a cluster.

have a number of ammo bunkers in a row.

Just fill out those bases a LOT more than they currently are.

What that could look like

Other target types like refineries, ports, etc could also be added

NE has a chronic lack of targets other than SAMs for conventional weapons to target

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Spoiler

🟣 AA / Anti-Aircraft Defense Protects the base against enemy aircraft. It could consist of short-/medium-range AA guns and longer-range air-defense systems.

🔵 Fuel Depot Represents the base’s fuel reserves. Destroying it could temporarily reduce the base’s refueling and rearming capacity.

🟢 Ammunition Depot Stores bombs, rockets, and ammunition. Destroying it could prevent or delay rearming.

🔴 Factory / Industrial Complex Produces and maintains equipment and components. Destroying it could affect repair speed or generate resources for the team.

🟡 Hangars House aircraft and maintenance equipment. They could function as repair points or secondary objectives.

⬛ Main Runway Area used for takeoffs and landings. It should remain operational for the base to continue functioning normally.

◻️ Taxiways Connect hangars, depots, and service areas to the runway. They are used for aircraft movement on the ground.

🟩 Bunkers / Shelters Protect ammunition, fuel, vehicles, and personnel from attacks. These would be more heavily reinforced structures.

🟧 Control Tower Coordinates airfield operations. It could control runway information, spawning, and air traffic.

🟦 Repair / Maintenance Area where aircraft recover structural, engine, and system damage. The more intact it remains, the faster repairs would be.

🟪 Barracks Represents the personnel stationed at the base. It could function as a support/logistics component.

⬛ Logistical Support Vehicles, workshops, generators, communications, and other elements necessary to keep the airfield operational.

Instead of the base simply being “destroyed = game over,” it could have a degradation system:

100% Fully Operational Base

  • Normal repairs
  • Normal refueling
  • Normal ammunition replenishment
  • Full AA coverage

75% Light Damage

  • Some installations destroyed
  • Slight reduction in support capabilities

50% Moderate Damage

  • Slower repairs
  • Slower refueling
  • Some AA systems destroyed
  • Reduced rearming capacity

25% Severely Damaged Base

  • Only a few AA systems operational
  • Extremely slow repairs
  • Limited fuel/ammunition
  • Some sections of the runway may become unusable

0% Airfield Neutralized

  • Runway disabled
  • No repairs, refueling, or rearming
  • Base no longer functions as an operational airfield

This would create something much closer to a real military airfield, where attacking the base doesn’t simply mean destroying a single “HP box,” but rather progressively degrading its operational capability.

Some of the modules listed and described would mainly be there to make the airfield more difficult to destroy by just 2 or 3 players carrying large amounts of bombs and focusing exclusively on a single airfield.

Some of them could be placed in the same location. For example, ammunition and bunkers could be combined, meaning that to destroy the ammunition, you would first have to get through the bunkers’ large HP pool. This would finally give armor-piercing bombs more practical use, beyond hitting ships in a game mode that practically nobody plays.

Of course, there should also be more AA defenses, and some modules could be merged to prevent them from being spread too far across the airfield. However, it might be better to keep fuel storage as 4 separate modules positioned at significant distances from each other, preventing an allied or enemy aircraft from being left without the ability to refuel after just two bomber passes.

The control tower could function as a kind of radar system, allowing the AA defenses to engage enemies below 6 km more effectively. In some situations, players are basically “forgotten” by the AA when they dive at high speed while using rockets. If the control tower were destroyed, the AA would have to rely on their own onboard radar systems instead.

The taxiways and runway could be combined into a single module, but it should have at least twice the HP to prevent the airfield from being completely disabled for the next 40 minutes.

Anyway, this was just an idea I gave to ChatGPT to create the image and organize the suggestions I had written down.

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Idk if they fixed assault fuse after fucking it up a couple years ago. So 0.0 is the new assault fuse.

It would make so much more sense if there was a new type of bases that are entire factory complexes (similar to the stalingrad ground map for example) with AA defending them for bombers to actually bomb instead of what they currently are

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is this NE? ive had no luck popping them unless i dump most of a tonkas bomb load onto the buildings. a single 1000lb isnt ever doing anything.

Rockets arent doing a thing to fuel dumps when they really ought to either

Yes, those bases in NE. and yeah that was my finding too.

gfdsa_killer said he was killing them with 2x250kgs

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Napal could be used on weaker or wooden bases

In fact, we have something similar in Nuclear Thunder

What I meant was that the bases should be worth more but also more dangerous; that’s why I also proposed 4 anti-aircraft guns on the same base to make them harder to damage

Even if the idea was created with AI, it’s still a good idea to implement it both on the normal base and on the smaller aedrodome

You seem to not realise the sheer amount of dislike me and many other people have for AI in general. If you cannot even come up with the idea yourself, what are you even doing? The only accepted use of AI on these forums I have seen so far has been translating posts for people that don’t speak english.

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I dont mind the use of AI to help create visual aids to explain an idea and if someone is less confident in formatting a post, then ai can help there too.

I think the important bit is the disclaimer. My issue with AI is

  1. when people pretend it wasn’t ai but their own work
  2. don’t proof read the ai first and it’s full of nonsense
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I still rmember arguing with a guy claiming he does not use AI for his responses and he replied with a 6 paragraph response 30 seconds after you posted a comment.

But yeah I agree kinda with your sentiment. But still think people should form their own thoughts and not ask for AI to help them with thinking. Writing in a language you know well and then using ai to translate is fine by me.

I was referring to the idea itself; perhaps he used the AI image, but the idea was his. Anyway, apologies for this statement

THIS. Instead of endlessly respawning targets that are flat HP bars, we need exactly this.

Yeah…why am I not surprised - and yet we don’t have the tactical nukes in the current iteration of the mode despite basically every plane in existence from about 7.0+ having increasingly versatile options to field nukes with.

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As long as runway AAA is as stupidly-accurate as Naval AI Gunners are but at even long ranges, remodels like this will unfortunately not be all that practical. The AAA would swat down everything entering their bubble near-instantly and thus nobody would bother interacting with the new design of it. Now if the AAA got lobotomized instead, suddenly people would have a reason to interact with mechanics like this.

Runway AAA is a perfect example of how AI-controlled killing options are fundamentally unbalanceable - either they kill things reliably or they are vegetative, with no in-between.