Anyone noticed how people of the opposing factions can just waltz up to your 100% suppression base, map out where all the towers are, of what type, and at what QL, and you can't do anything about it? I mean, if my base is at 100% suppression, an Omni could pretty much set up a cooler and a pup-tent under my controller and all I can use to try getting him out is harsh language
That's pretty lame, isn't it?
So, what to do about this? Well, that's pretty hard to develop, but I'll try.
Some explanation of my guiding principles: I don't want to make bases into incredible hazards to navigation, since people do have to travel over the game world. I don't want to introduce a half-measure that would be easily circumvented by swapping to an alt of the appropriate faction. And I don't want to make it absolutely impossible to scout a base. What I do want is to make scouting a base to require some effort, and to make it very unpleasant, or eventually fatal, to hang around a base that isn't your faction's.
So here are some ideas about what might be done. All ideas presume that that base is in its 100% gas period and that these effects can or would be "turned off" when the gas is reduced to 25%:
1. "Cloaked towers" - All towers but the Controller are invisible to people who aren't in the owning organization, thanks to a special Cloaking Device. People who want to scout the base need to use the "search" command and perception skill - and maybe a special "expendable-charges information tool item" to actually go around and look for towers.
2. "Decoy Towers" - Let organizations place "holographic towers" that look exactly the same as real towers, but are holograms like the rocks and trees and crates. These holograms last <insert reasonable number here> hours before their power sources fail.
3. "Warp-Away Towers" - A new type of tower that will warp anyone entering its area of effect to the nearest "crowd control" point when the gas is 100%. Acts as a runspeed debuff tower when the gas is 25%.
4. Slowly drain nano points from people in another faction's LC area when the gas is 100%, as the "hostile" towers steal their nanobots away to fuel themselves. Once nano points are gone, start draining health.
5. Start draining credits from people who linger inside the area of effect of another faction's towers, as a "tax" for being on the land. Hey, people wanted a money sink, right?
Anyway... trying to keep this positive here.