wave
2013-03-08, 08:42 PM
THIS TECHNOLOGY/ARAXIUM RESOURCE CONCEPT WILL:
-Bring real intrinsic value and meaning to every single base on the continent.
-Expand on a Planetside 1 playbook concept that is proven to work.
-Be a simple and very easy to understand concept for all levels of FPS player.
-Be relatively easy for SOE to implement.
-Add real worth to all vehicles to prevent vehicle spam.
-Integrate a diminishing returns style system to prevent winning factions from steamrolling a continent.
-Integrate support for factions with chronically low server populations.
-Reward good players.
-Allow players to determine how their own resources are spent.
-Introduce a new dynamic for strategic game play.
-Be a system that can easily support future additional metagame concepts.
TECHNOLOGY
-A factions technology level is used to determine they type of vehicles that are available to them on a given continent.
The higher the level of technology, the more and better the vehicles that are available to that faction.
-All small bases on a continent have a level of technology associated with it.
Small bases on Indar have 16 Technology, small bases on Esamir have 45 technology, small bases on Amerish have 32 technology.
-Factions start off with a technology level of 50 that is associated with owning the warpgate. Each additional small base under their control adds to the factions total technology level.
-Tech Plants give a technology multiplier of 30%.
-When a faction has a technology level over 500, all vehicles are available to that faction.
-A continent has technology resources in such a way that if all 3 factions control exactly 1/3 of the continent with a Tech Plant each, those factions will each have a technology level just over 500.
-Tying in the idea of getting better vehicles with owning bases makes every base have real meaning and worth in the game. Everyone knows that the ---Tech Plant in Planetside 2 right now has real meaning because it is tied to MBTs, this technology concept expands on that intrinsic value.
-This vehicles as rewards system comes straight from Planetside 1. Players of that game will remember that if your faction did not control a Dropship Center, or a Tech Plant, that faction was denied Galaxies, Liberators, Reavers, and Main Battle Tanks. This Technology concept only expands on and enhances how the Planetside 1 system worked.
-Just like Planetside 1, high technology vehicles can be brought into any continent from another continent/sanctuary through a warpgate as needed.
THE LEVEL OF TECHNOLOGY NEEDED FOR VEHICLES COULD LOOK SOMETHING LIKE THIS:
50 tech = Flash (no weapons), ESF (no weapons, personal air transport)
100 tech = Flash (with weapons), Buggy (no weapons)
150 tech = Sunderer (no weapons), Buggy (with weapons)
200 tech = Maxes, Lightning (with weapons), ESF (front cannon only, air superiority fighter)
250 tech = Galaxy (no weapons)
300 tech = Sunderer (with weapons)
350 tech = Galaxy (with weapons)
400 tech = Main Battle Tank (no secondary weapon)
450 tech = ESF (all weapons)
500 tech = Liberators (all weapons), Main Battle Tank (all weapons)
THE DISTRIBUTION OF TECHNOLOGY FOR A TYPICAL SITUATION COULD LOOK SOMETHING LIKE THIS:
http://i50.tinypic.com/jt5nr9.png
ARAXIUM AS CURRENCY
-Araxium is used to purchase vehicles and infantry goods
-Araxium is given to players as a ratio of experience gained. Possibly a 10 to 1 ratio.
-Encourages players to go out and fight
-Rewards good players because they make more Araxium
-Brings real value to all vehicles in the game because players are using their own hard earned Araxium to buy them.
-To purchase a vehicle, first your faction must have a high enough Technolgy level to support the vehicle and next the player must have enough Araxium to cover the costs.
-Players who subscribe to Planetside 2 could be given a higher ratio of Araxium per Experience.
-Factions with chronically low server populations should be given a higher ratio of Araxium per Experience or passive Araxium gain.
-Low technology vehicles cost very little Araxium whereas high technology vehicles are more expensive. For example, a Flash might cost 25 Araxium whereas a Liberator might cost 250 Araxium.
-There would be a limit to how much Araxium a player could accumulate. Possible 1000 Araxium or something like that to prevent players from sudden vehicle spamming.
-Amp Stations would provide a passive Araxium gain for all players in the faction on that continent.
-Araxium costs for vehicles would increase the further away from a from a friendly warpgate it was trying to be purchased. For example: A Lightning might cost 150 Araxium at the warpgate but would cost 225 Araxium at a base beside an enemies warpgate.
-Prevents winning factions from steamrolling a continent.
-Prevents vehicle spam.
http://i49.tinypic.com/2sb0ax5.jpg
-Bring real intrinsic value and meaning to every single base on the continent.
-Expand on a Planetside 1 playbook concept that is proven to work.
-Be a simple and very easy to understand concept for all levels of FPS player.
-Be relatively easy for SOE to implement.
-Add real worth to all vehicles to prevent vehicle spam.
-Integrate a diminishing returns style system to prevent winning factions from steamrolling a continent.
-Integrate support for factions with chronically low server populations.
-Reward good players.
-Allow players to determine how their own resources are spent.
-Introduce a new dynamic for strategic game play.
-Be a system that can easily support future additional metagame concepts.
TECHNOLOGY
-A factions technology level is used to determine they type of vehicles that are available to them on a given continent.
The higher the level of technology, the more and better the vehicles that are available to that faction.
-All small bases on a continent have a level of technology associated with it.
Small bases on Indar have 16 Technology, small bases on Esamir have 45 technology, small bases on Amerish have 32 technology.
-Factions start off with a technology level of 50 that is associated with owning the warpgate. Each additional small base under their control adds to the factions total technology level.
-Tech Plants give a technology multiplier of 30%.
-When a faction has a technology level over 500, all vehicles are available to that faction.
-A continent has technology resources in such a way that if all 3 factions control exactly 1/3 of the continent with a Tech Plant each, those factions will each have a technology level just over 500.
-Tying in the idea of getting better vehicles with owning bases makes every base have real meaning and worth in the game. Everyone knows that the ---Tech Plant in Planetside 2 right now has real meaning because it is tied to MBTs, this technology concept expands on that intrinsic value.
-This vehicles as rewards system comes straight from Planetside 1. Players of that game will remember that if your faction did not control a Dropship Center, or a Tech Plant, that faction was denied Galaxies, Liberators, Reavers, and Main Battle Tanks. This Technology concept only expands on and enhances how the Planetside 1 system worked.
-Just like Planetside 1, high technology vehicles can be brought into any continent from another continent/sanctuary through a warpgate as needed.
THE LEVEL OF TECHNOLOGY NEEDED FOR VEHICLES COULD LOOK SOMETHING LIKE THIS:
50 tech = Flash (no weapons), ESF (no weapons, personal air transport)
100 tech = Flash (with weapons), Buggy (no weapons)
150 tech = Sunderer (no weapons), Buggy (with weapons)
200 tech = Maxes, Lightning (with weapons), ESF (front cannon only, air superiority fighter)
250 tech = Galaxy (no weapons)
300 tech = Sunderer (with weapons)
350 tech = Galaxy (with weapons)
400 tech = Main Battle Tank (no secondary weapon)
450 tech = ESF (all weapons)
500 tech = Liberators (all weapons), Main Battle Tank (all weapons)
THE DISTRIBUTION OF TECHNOLOGY FOR A TYPICAL SITUATION COULD LOOK SOMETHING LIKE THIS:
http://i50.tinypic.com/jt5nr9.png
ARAXIUM AS CURRENCY
-Araxium is used to purchase vehicles and infantry goods
-Araxium is given to players as a ratio of experience gained. Possibly a 10 to 1 ratio.
-Encourages players to go out and fight
-Rewards good players because they make more Araxium
-Brings real value to all vehicles in the game because players are using their own hard earned Araxium to buy them.
-To purchase a vehicle, first your faction must have a high enough Technolgy level to support the vehicle and next the player must have enough Araxium to cover the costs.
-Players who subscribe to Planetside 2 could be given a higher ratio of Araxium per Experience.
-Factions with chronically low server populations should be given a higher ratio of Araxium per Experience or passive Araxium gain.
-Low technology vehicles cost very little Araxium whereas high technology vehicles are more expensive. For example, a Flash might cost 25 Araxium whereas a Liberator might cost 250 Araxium.
-There would be a limit to how much Araxium a player could accumulate. Possible 1000 Araxium or something like that to prevent players from sudden vehicle spamming.
-Amp Stations would provide a passive Araxium gain for all players in the faction on that continent.
-Araxium costs for vehicles would increase the further away from a from a friendly warpgate it was trying to be purchased. For example: A Lightning might cost 150 Araxium at the warpgate but would cost 225 Araxium at a base beside an enemies warpgate.
-Prevents winning factions from steamrolling a continent.
-Prevents vehicle spam.
http://i49.tinypic.com/2sb0ax5.jpg