Re: Outfit Bases are a Long Term Goal
|
|
Like anything, if there's no incentive to have/keep/guard any structure you build it becomes somewhat pointless.. As others have said, if they implement it properly it could be great; though it could also be a disaster if little thought goes into it..
As it stands now, we're going to fight as we always have to control the continents, though now we'll have resources to fight over.. I'm guessing the devs figure these are the kinds of things we'd build with those resources..
I can see Outfits building destructible structures with those resources, like bunkers, weapon emplacements, equipment terminals and other defenses around a particular area; say an outfit construction node that gives you a building area radius.. Allows outfits to build defensive or even offensive structures, and cuts down somewhat on random build spam (like planting 400 barricades along a road or bridge end just because you can).. Eventually even larger outfits with a lot of resources being able to build something as large or even semi-permanent as a tower..
The smaller "defensive bunker" style structures could be tough but destructible, and would power down and eventually decay if the construction node was destroyed. Outfit towers could be captured by the enemy, and deconstructed if held over a specified amount of time (giving the owners time to reclaim it, in that scenario), or held by the outfit who captured it..
Something I think would be interesting would be allowing Outfits to form functioning alliances in the game.. The resource pooling of multiple Outfits could allow for the creation of conquerable (non destructible) bases or outposts (smaller than a full scale base?) Then holding a structure like that would be the responsibility of multiple outfits not just one.. Some similar concept could be put forward to allow alliances to control actual existing bases on continents as well, if for nothing more than bragging rights..
I think the key to making something like that work is the incentive behind creating those kinds of structures, and holding on to them.. Current PS1 combat revolves more around hopping from base to base until you control everything.. This kind of player controlled/created base only matters if people will work to defend it.. So what bonuses does your alliance get for owning structures like this, and what consequences are there for losing them?
It's an interesting idea, and I'm curious to see if they actually implement it..
Last edited by Asp; 2012-03-06 at 09:30 AM.
|