Spee
2004-02-14, 12:05 PM
Alright. Just tossing a few random ideas inside my head.
Alright. First off, resdesign the gen room - While, yes, they are functional at the moment, I do not get a sense of awe and "Woah..." from going into one of these rooms. While I know they are designed for flexibility in being positioned anywhere (Bio lab vs. tech plant), lets just focus on the places with the generators in the basement/sub-basement, as the biolab couldnt work with this.
Alright. Any of you play goldeneye? Im sure there are at least some of you. Do you happen to recall the Silo level? The big, hollow missile shaft that had catwalks around the outside? Thats what I want for the gen rooms in PS. Make the generator fscking HUGE. Make the bottom extend to a point where if you just use the gen door, you cant see. Put an elevator to the bottom/top so you can gain access to various parts.
Also, the gen design itself - Ditch the spinning cylinder o' steel idea. Replace it with a sort of nuclear reactor - A large concrete, uninteresting column in the center. Though, this is subject to change. The gens can still be blown, but it will take MUCH more teamwork - more on that later.
First off, the catwalks and the elevator - Since this is now a multitiered environment, fighting will become MUCH more interesting in the gen room. Elevators can be destroyed by the attackers to slow the defenders, who are still able to ascend/descend via ladders.
Now, in line with WarBorns ideas, this would have a main terminal - Something very impressive-looking, overlooking the generator. This console controls NTU flow to various parts of the base, and the ability to nullify 1 of the base benefits. NTU flow can be alterd by a CR3, friendly OR ENEMY. However, for the enemy to utilize the ability to harness where the NTU's go, a secondary room, a security room of sorts, has to be hacked, and then, the person who has hacked that room must disable the security console in that room, and transfer manual override to the Generator Console.
Friendlies may only alter the flow of NTU's if
A: They are cr3+
B: They are in the outfit that owns the base.
This makes it so that random folks dont send all the the NTU's to a turret, and there can be some sort of conferencing between outfit members on how to manage the base.
Now, Enemies can alter the flow of NTU's if the said conditions are satisfied. If so, then the Generator Console is open to that Empire. Controls allow for the changing of NTU usage, and closing a "port" for ONE link benefit to the base(Read: If attacking an enemy locked continent, you can close the interlink benefit to help the raid on it)
The usage of NTU can be used to
1: Repair turrets/spawns
2: Decrease Spawn Time
3: Lower timers on vehicles and MAXes.
These benefits, however, drain NTU quickly, so you cannot maintain this super-base for very long.
The enemy, however, has an added option - Divert NTU's to Generator. Once this is selected, however, a large alert goes out to the base saying the NTU transfer has begun to occur. This can be circumvented, however, through the hacking of the security room. If the NTU is selected to be diverted to the Gen, and the security room is hacked, the ONLY notification is the last 10 seconds before the generator explodes.
Once the generator is destroyed, a backup one kicks on - the cause for the red lighting. However, this ALSO provides EXTREMELY limited benefits to the base - non-MAX equipment. So, a base can still defend itself if the primary gen is out, but they cannot spawn. Once the secondary gen is out, the entire base is plunged into complete dark. Need some sort of night vision/flashlight for this to work, though, I think it would be extremely 1337.
Comments? Questions? Flames?
Alright. First off, resdesign the gen room - While, yes, they are functional at the moment, I do not get a sense of awe and "Woah..." from going into one of these rooms. While I know they are designed for flexibility in being positioned anywhere (Bio lab vs. tech plant), lets just focus on the places with the generators in the basement/sub-basement, as the biolab couldnt work with this.
Alright. Any of you play goldeneye? Im sure there are at least some of you. Do you happen to recall the Silo level? The big, hollow missile shaft that had catwalks around the outside? Thats what I want for the gen rooms in PS. Make the generator fscking HUGE. Make the bottom extend to a point where if you just use the gen door, you cant see. Put an elevator to the bottom/top so you can gain access to various parts.
Also, the gen design itself - Ditch the spinning cylinder o' steel idea. Replace it with a sort of nuclear reactor - A large concrete, uninteresting column in the center. Though, this is subject to change. The gens can still be blown, but it will take MUCH more teamwork - more on that later.
First off, the catwalks and the elevator - Since this is now a multitiered environment, fighting will become MUCH more interesting in the gen room. Elevators can be destroyed by the attackers to slow the defenders, who are still able to ascend/descend via ladders.
Now, in line with WarBorns ideas, this would have a main terminal - Something very impressive-looking, overlooking the generator. This console controls NTU flow to various parts of the base, and the ability to nullify 1 of the base benefits. NTU flow can be alterd by a CR3, friendly OR ENEMY. However, for the enemy to utilize the ability to harness where the NTU's go, a secondary room, a security room of sorts, has to be hacked, and then, the person who has hacked that room must disable the security console in that room, and transfer manual override to the Generator Console.
Friendlies may only alter the flow of NTU's if
A: They are cr3+
B: They are in the outfit that owns the base.
This makes it so that random folks dont send all the the NTU's to a turret, and there can be some sort of conferencing between outfit members on how to manage the base.
Now, Enemies can alter the flow of NTU's if the said conditions are satisfied. If so, then the Generator Console is open to that Empire. Controls allow for the changing of NTU usage, and closing a "port" for ONE link benefit to the base(Read: If attacking an enemy locked continent, you can close the interlink benefit to help the raid on it)
The usage of NTU can be used to
1: Repair turrets/spawns
2: Decrease Spawn Time
3: Lower timers on vehicles and MAXes.
These benefits, however, drain NTU quickly, so you cannot maintain this super-base for very long.
The enemy, however, has an added option - Divert NTU's to Generator. Once this is selected, however, a large alert goes out to the base saying the NTU transfer has begun to occur. This can be circumvented, however, through the hacking of the security room. If the NTU is selected to be diverted to the Gen, and the security room is hacked, the ONLY notification is the last 10 seconds before the generator explodes.
Once the generator is destroyed, a backup one kicks on - the cause for the red lighting. However, this ALSO provides EXTREMELY limited benefits to the base - non-MAX equipment. So, a base can still defend itself if the primary gen is out, but they cannot spawn. Once the secondary gen is out, the entire base is plunged into complete dark. Need some sort of night vision/flashlight for this to work, though, I think it would be extremely 1337.
Comments? Questions? Flames?