[Metagame Idea] Mod Generator Bunkers - PlanetSide Universe
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Old 2013-01-23, 07:25 AM   [Ignore Me] #1
Surgio
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Post [Metagame Idea] Mod Generator Bunkers


In light of the recent spark in discussions regarding the implementation of more strategic metagame aspects into Planetside 2 (e.g. recent videos from Basti, Hamma, and Azure Twilight, among others), my outfit, D2A, proposes the introduction of a re-imagined system of mod benefits, inspired by Planetside 1's cave benefit system and NTU usage system.

General overview:

Galaxies, outfitted with a special, cert-unlocked modification, will be able to charge friendly generator bunkers scattered around every continent with NTU (Nanite Tech Unit) energy siphoned from enemy territories to enable a variety of subtle, empire-wide benefits to every friendly soldier on the battlefield for 6 hours before the generator consumes all of the NTU energy and powers down.

Six of these mod generator bunkers will be equally distributed across each continent, with each empire controlling two if the continent is equally divided.



Why Galaxy?

Galaxies will be the vehicle to transport the NTU energy to add more functionality to it. Because single-pilot aircraft and ground vehicles so readily available and because the gunship variant of the Galaxy is generally viewed as being too slow, inaccurate, and resource-intensive to be viable in combat, there is little need to pull these vehicles on a regular basis. Adding this role to the Galaxy will create more variety in the skies above Auraxis.

In addition, because the Galaxy is sluggish and cumbersome to pilot, defending the “energized” Galaxy will prove to be challenging and will require coordination and teamwork to pull off.

The NTU Charging Process

The first step to charging up a galaxy with NTUs will be certing into and attaching an “NTU Mod Device” to the galaxy that will hold the energy. This attachment will be a one time, expensive cert investment which will alter the galaxy in the following ways:
1) Allows the siphoning of NTUs once landed and deployed
2) Enables high intensity lights that light up when the galaxy is deployed and when it is full of NTU charge
3) Increases armor drastically
4) Replaces all weapon slots of the galaxy (as to prevent exploitation of the armor bonus)
5) Decreases the number of passengers allowed on board by half (similarly, to prevent exploitation of armor bonus)

Once someone takes off with a Galaxy outfitted with an NTU Mod Device, the pilot will then be required to fly into any warpgate-linked enemy hex to land and deploy its NTU device in a similar way that ANTs did in the first game. During the long charge-up time, the Galaxy and its pilot will be extremely vulnerable to both air and ground attacks from the opposing empire, as the area will already be on the frontline between the two empire territories (unless, of course, the pilot decides to take a greater risk by attempting to sneak behind enemy lines to land and deploy the charger). The vulnerability of the energizing Galaxy will entice enemies to focus the fight at that particular location and will prompt allies to come to its aid; thus creating dynamic hotspots for concentrated battles all along the front lines.

The NTU Depositing Process

If the Galaxy pilot is able to fully charge up his device and lifts off, he will then fly to a friendly-controlled “mod generator bunker” to deposit the energy, select the desired benefit, and charge the generator at the facility. These bunkers will be located at various medium-sized hex bases, away from main facilities (Biolabs, Amp Stations, Tech Plants). The bunker itself will have a fully enclosed generator room similar to those contained within PS1 facilities and will only have 1 or 2 entrances to the room. Once filled with NTU, the generator in the room will activate and glow the color of the empire the energy was siphoned from.

Empire-related Benefits

Now that the generator is activated, it will provide one subtle benefit to all friendly soldiers on the battlefield for 6 hours if not interrupted. As previously mentioned, the pilot depositing the energy will have full control over which benefit is activated. He will be prompted to select one of the following:

The Passive Bonuses:

If NTU was siphoned from NC,
Small shield on ground vehicles (similar to PS1 amp station shield) OR
Slightly reduced shotgun reload time OR
Small increase to aircraft armor


If NTU was siphoned from TR,
Small increase to ground vehicle fire rate OR
Slight increase to infantry LMG fire rate OR
Small increase to aircraft speed


If NTU was siphoned from VS,
Small increase to ground vehicle speed OR
Slight reduction in infantry sniper bullet drop OR
Small increase to aircraft maneuverability


**Note that these benefits are not as strong as the full bonus the empire already has (e.g. the shield enabled with NC NTU, when active on Prowlers and Magriders will not be nearly as powerful as the one the NC have through tank specialization)

AND/OR

The Active Bonuses:

If NTU was siphoned from NC,
Access to Vanguard OR
Access to Jackhammer OR
Access to Reaver


If NTU was siphoned from TR,
Access to Prowler OR
Access to MCG OR
Access to Mosquito


If NTU was siphoned from VS,
Access to Magrider OR
Access to Lasher OR
Access to Scythe


**Note that when gaining access to enemy weapons and vehicles, they are not able to be upgraded via certs since access to the benefit is only temporary.

Generator Holds and Severing the Benefits

Organized squads will be able to infiltrate the active mod generator bunkers of their enemies and attempt to disable the NTU-filled generator to immediately deny that empire the mod benefit. If successful in destroying the generator, the squad will then attempt to prevent the enemy from securing the generator and repairing it for 15 minutes. If the generator is not repaired within 15 minutes, the energy will drain from it and the benefit will be permanently lost (until it is refilled by another Galaxy). This metagame mechanic will give incentive for the attackers to stay in the same area for an extended amount of time and play the role of defender after the generator is initially destroyed. It will also compel the empire who just lost the benefit to respond to the threat and resecure the area before the 15 minute deadline.

If the gen dropping squad successfully holds for the 15 minutes, they will continue to try to hold the area for another 10 minutes, after which, the hex will turn neutral and will be able to be captured by the gen droppers and move on to the next hex as normal. This mechanic will force the defending empire to respond to the attackers even if they do not care about losing the mod benefit. And, as a result, will guarantee a battle around the generator bunker.

More Metagame Effects and Possibilities

We think that one of the best things about this suggestion is its passive side-effect of mitigating the “snowballing of power” effect that plagues the current game from time to time (e.g. the dominating empire accumulates much larger amounts of resources to buy many more powerful vehicles than the other empires, thus contributing to the strength of the already dominating empire). With this new system of mod benefits, as an empire grows larger and larger, the number of available, enemy hexes its NTU pilots can siphon from decreases, and therefore, makes it more and more difficult to access enemy energy to enable more benefits.

Also, this system would provide an excellent starting point for the much anticipated “mission system” we have been hearing about. High command ranks would be able to create missions to fill a certain mod generator bunker with a specific benefit. An NTU pilot could then accept the mission and gather the energy but would still have final say on the type of benefit activated. If he would choose the commander-requested benefit, however, the pilot would gain bonus XP. High command ranks would also be able to set mod generator bunker attack missions, which smaller outfits and organized squads could attempt for bonus XP.

Summary of Features:

1) Introduces strategic metagame objectives to PS2 with minimal required changes to current level geometry
2) Re-imagines beloved PS1 mechanics like Generator Holds, Cave mod benefits, and NTU usage and reworks them to fit into the new game
3) Adds additional functionality to the Galaxy air vehicle
4) Creates dynamic, player-created hotspots at the point where the Galaxy is charging
5) Helps balance out the snowballing of power effect the current resource system causes
6) Creates a fantastic starting point for the introduction of the command mission system


If you think like us and feel that the addition of NTU-based Mod Generator Bunkers would benefit the metagame aspect of Planetside 2, please visit our Reddit post and toss us an upvote. Thank you.

http://www.reddit.com/r/Planetside/c...rator_bunkers/
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