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2013-03-08, 08:38 PM | [Ignore Me] #1 | ||
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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: 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. Last edited by wave; 2013-03-08 at 08:56 PM. |
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