ZionsFire
2003-10-11, 12:00 AM
Idea Summery: *EDIT* BTW, Credit to Hayoo
1) Empires gain Resource Points to advance in Tech Level.
2) Resource Points are gained by capturing Production Centers and maintaining the automatic resource-flow for as long as possible.
3) Production Centers are any base facility, as well as any future urban area between these facilities that have a �local plant� and �supply depot.'
4) When enough Resource Points are collected, the Empire gains a Tech Level.
5) At each new Level, an additional Empire Cert is available to spend on specializing existing vehicles or command abilities.
6) Command Specializations include, but are not limited to, Empire Commander Certifications in the various fields of Air, Base, Ground, Assault, Recon, Commander, Transport, and Support. Each providing awareness and communication bonuses, not firepower or uberness, for their field.
7) Vehicle/Weapon Specializations include various enhancements, but not unbalancing firepower, to your favorite cert, e.g. a short-range AV launcher for a Lightning, second gunner�s seat for a usually single-seat vehicle, better handling for a typically sluggish unit, etc.
8) Each Tech Level requires a certain amount of Resource Points to advance to, while a slightly lower amount is required to maintain that level every cycle.
9) If Resource Points are flowing in large enough amounts every cycle a reserve of points builds up, like an NTU Silo, to be used if production centers are lost again.
10) If an Empire cannot maintain the required amount of points for a level, it drops a level and a cert point is removed. A player will automatically unlearn the last cert he acquired if a level is dropped and if he loses a point needed for the total cert cost, e.g. a player looses the Air Commander cert that has a cost of 3 if his Empire loses a level and he only has 2 Empire Cert Points remaining.
11) Vehicles on the other hand do not lose their upgrades when an Empire loses a cert point, you simply cannot acquire it again until you have enough certs once more. Garages will be available in Sanctuaries for the storing of upgraded vehicles for those 'hard times.'
12) Supply depots also double as garages for the storing of upgraded and standard units.
13) A �supply depot� consists of a large landing pad (large enough for a Lodestar or Galaxy) beside a warehouse-type building containing a side hanger, lockers, and several equipment terminals (no MAX armor, sorry, only towers and bases for that since it is after all only a small settlement).
14) Each Urban Area can consist of a minimum of 4 buildings: a production center in the form of a resource plant that supplies the resource points; a supply depot that transfers the resource points back to a sanc-linked facility via adjacent supply depots in an unbroken chain; a structure housing the �administrator� (NPC or AI terminal) of the settlement; and a small structure holding the settlement�s generator.
15) An urban area can have as many as 8 small to medium-sized buildings of various types: a medical center with terminals, a maglev station for cross country HART-like transportation, lounges with news/email/bulletin board terminals, possibly a silo for storing NTUs to be transfered elsewhere later, and various other fun/useful locals as settings for house-to-house fighting.
16) The sewer system tunnels beneath the larger urban areas can only be accessed from within the settlement.
17) No REK is necessary to capture an urban area (town, village, ruins). The only requirement is that you be a Commander and leading a squad. Any urban area on the continent can be captured but its supply depot must have a clear connection all the way back to a base with a functioning lattice link to begin transferring resource points, and thus award you XP.
18) To capture the urban area, a Commander runs up to the administrator and �negotiates� the surrender of the settlement. The time of negotiation is dependent on that player�s Command Rank. CR5 obviously being the fastest.
19) Each Commander can only capture a set number of settlements on a continent according to their rank: possibly CR1, 2 settlements, CR2, 4 settlements, etc.
20) Squad XP is gained when a captured settlement begins to transfer resource points. Small amounts of XP are gained each resource cycle by each member in that squad for as long as the settlement is transferring resource points. Players fighting within the area also receive a percentage-based XP bonus for defending the settlement.
21) A possible addition is a change to the AMS abilities. An AMS can receive unlimited supplies for its equipment terminal as long as it is within range of a friendly supply depot. If outside that range, the AMS drains an onboard NTU reservoir. Spawning requires no power (but you�re not much use with standard armor and a suppressor).
Idea Conclusion:
There are several results we can hope from this:
1) Fighting in open land between facilities.
2) Something to actually fight for:
For Land. You can see at a glance the actual territory you own, not just base SOI, and you know each span of territory gained actually means something to you.
For Power. To gain Empire Levels which provide Empire Certs for players to spend on widening their abilities, much like BR does. Everyone will be able to see how truly powerful an Empire is.
For Forever, if the continental advancement, not the action, is slowed down then Planetside wars would mimic human history and the timeless struggle for territory, resources, and influence. History will record your Empire's achievements, the levels you reached together.
3) A marginal control on the zerg. It would have to be an unselfish zerg (not a typical adjective for them), or an organized effective squad/platoon, bringing ANTs along with an assault force to power any AMS outside a supply depot�s range. Of course it would just be easier to capture the nearby supply depots or cut off the enemy's.
4) More specialization for players to distinguish themselves. You may possible share the same basic certs as another player but he�s used his Empire Certs to upgrade his Mosquito while you have used yours to cert in Base Command abilities.
5) An advancement that can be put in danger and must be defended. Everyone is in the same boat. If no one captures and fights to defend their territory, everyone loses their Tech Level abilities.
6) Urban Warfare in the open sun.
7) Convenient, and reasonable, places to land a Galaxy!
goddamn I wish I was a dev.
1) Empires gain Resource Points to advance in Tech Level.
2) Resource Points are gained by capturing Production Centers and maintaining the automatic resource-flow for as long as possible.
3) Production Centers are any base facility, as well as any future urban area between these facilities that have a �local plant� and �supply depot.'
4) When enough Resource Points are collected, the Empire gains a Tech Level.
5) At each new Level, an additional Empire Cert is available to spend on specializing existing vehicles or command abilities.
6) Command Specializations include, but are not limited to, Empire Commander Certifications in the various fields of Air, Base, Ground, Assault, Recon, Commander, Transport, and Support. Each providing awareness and communication bonuses, not firepower or uberness, for their field.
7) Vehicle/Weapon Specializations include various enhancements, but not unbalancing firepower, to your favorite cert, e.g. a short-range AV launcher for a Lightning, second gunner�s seat for a usually single-seat vehicle, better handling for a typically sluggish unit, etc.
8) Each Tech Level requires a certain amount of Resource Points to advance to, while a slightly lower amount is required to maintain that level every cycle.
9) If Resource Points are flowing in large enough amounts every cycle a reserve of points builds up, like an NTU Silo, to be used if production centers are lost again.
10) If an Empire cannot maintain the required amount of points for a level, it drops a level and a cert point is removed. A player will automatically unlearn the last cert he acquired if a level is dropped and if he loses a point needed for the total cert cost, e.g. a player looses the Air Commander cert that has a cost of 3 if his Empire loses a level and he only has 2 Empire Cert Points remaining.
11) Vehicles on the other hand do not lose their upgrades when an Empire loses a cert point, you simply cannot acquire it again until you have enough certs once more. Garages will be available in Sanctuaries for the storing of upgraded vehicles for those 'hard times.'
12) Supply depots also double as garages for the storing of upgraded and standard units.
13) A �supply depot� consists of a large landing pad (large enough for a Lodestar or Galaxy) beside a warehouse-type building containing a side hanger, lockers, and several equipment terminals (no MAX armor, sorry, only towers and bases for that since it is after all only a small settlement).
14) Each Urban Area can consist of a minimum of 4 buildings: a production center in the form of a resource plant that supplies the resource points; a supply depot that transfers the resource points back to a sanc-linked facility via adjacent supply depots in an unbroken chain; a structure housing the �administrator� (NPC or AI terminal) of the settlement; and a small structure holding the settlement�s generator.
15) An urban area can have as many as 8 small to medium-sized buildings of various types: a medical center with terminals, a maglev station for cross country HART-like transportation, lounges with news/email/bulletin board terminals, possibly a silo for storing NTUs to be transfered elsewhere later, and various other fun/useful locals as settings for house-to-house fighting.
16) The sewer system tunnels beneath the larger urban areas can only be accessed from within the settlement.
17) No REK is necessary to capture an urban area (town, village, ruins). The only requirement is that you be a Commander and leading a squad. Any urban area on the continent can be captured but its supply depot must have a clear connection all the way back to a base with a functioning lattice link to begin transferring resource points, and thus award you XP.
18) To capture the urban area, a Commander runs up to the administrator and �negotiates� the surrender of the settlement. The time of negotiation is dependent on that player�s Command Rank. CR5 obviously being the fastest.
19) Each Commander can only capture a set number of settlements on a continent according to their rank: possibly CR1, 2 settlements, CR2, 4 settlements, etc.
20) Squad XP is gained when a captured settlement begins to transfer resource points. Small amounts of XP are gained each resource cycle by each member in that squad for as long as the settlement is transferring resource points. Players fighting within the area also receive a percentage-based XP bonus for defending the settlement.
21) A possible addition is a change to the AMS abilities. An AMS can receive unlimited supplies for its equipment terminal as long as it is within range of a friendly supply depot. If outside that range, the AMS drains an onboard NTU reservoir. Spawning requires no power (but you�re not much use with standard armor and a suppressor).
Idea Conclusion:
There are several results we can hope from this:
1) Fighting in open land between facilities.
2) Something to actually fight for:
For Land. You can see at a glance the actual territory you own, not just base SOI, and you know each span of territory gained actually means something to you.
For Power. To gain Empire Levels which provide Empire Certs for players to spend on widening their abilities, much like BR does. Everyone will be able to see how truly powerful an Empire is.
For Forever, if the continental advancement, not the action, is slowed down then Planetside wars would mimic human history and the timeless struggle for territory, resources, and influence. History will record your Empire's achievements, the levels you reached together.
3) A marginal control on the zerg. It would have to be an unselfish zerg (not a typical adjective for them), or an organized effective squad/platoon, bringing ANTs along with an assault force to power any AMS outside a supply depot�s range. Of course it would just be easier to capture the nearby supply depots or cut off the enemy's.
4) More specialization for players to distinguish themselves. You may possible share the same basic certs as another player but he�s used his Empire Certs to upgrade his Mosquito while you have used yours to cert in Base Command abilities.
5) An advancement that can be put in danger and must be defended. Everyone is in the same boat. If no one captures and fights to defend their territory, everyone loses their Tech Level abilities.
6) Urban Warfare in the open sun.
7) Convenient, and reasonable, places to land a Galaxy!
goddamn I wish I was a dev.