AGN: ReachCast Episode 47 CQ - Outfit Progression Rank Benefits....? - PlanetSide Universe
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Old 2013-08-15, 06:45 PM   [Ignore Me] #16
DviddLeff
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Re: ReachCast Episode 47 CQ - Outfit Progression Rank Benefits....?


This was my response:

Outfits are in dire need of an overhaul, with a lack of detail on the outfit panel that makes it unwieldy to manage an outfit from inside the game, often requiring external tools to do things well.

As it is there are few hard perks for being in an outfit - what does the average player get out of it? A tag in front of their name and an extra chat channel and that is all. Without specialisation outfits need a few things:
  • Outfit historical statistic graphs on both a daily and hourly basis - members, kill death ratio, score per minute, time played, etc
  • More information on specific members - join date, highest area of cert specialisation, kill death ratio, score per minute, time played, etc
  • Option to show outfit members on the map
  • Outfit officer chat channel
  • Outfit events calender
  • Outfit alliances

As for specialisation I would suggest the following:

Outfits would earn a fraction of their outfit members certification points (initial suggestion 1/100). These points could be spent on a number of different things including:
  • More outfit ranks – there was an option to add more which was broken in an early build but the button has disappeared in a patch. I was hoping to add a few more ranks for different roles in my outfit.
  • Outfit uniform - was mentioned many times before release but is not available yet. Would allow you to grant certain camouflage styles for use on your members vehicles, uniforms and weapons without them purchasing them themselves.
  • Outfit divisions - place players in separate divisions for ease of organisation.
  • Upload their own decal to be used by their members.
  • Outfits able to claim a territory they are in to allow them to spawn there from across the continent later. Once bound to the outfits logo appears on banners around the territory. Once a territory is claimed the outfit gets more experience from fighting within that territory or those immediately adjacent to it, however the enemy will get more experience from capturing it due to the increased challenge. Ownership would cost initially and also cost hourly to maintain. Outfits can deploy the following enhancements and additions within the territory:
  • New components:
  • Resource extractor. Called in from orbit these smash into the ground and increase resource generation from that territory, increasing it by 100% per tick.
  • Bunkers. Called in from orbit these bunkers provide defenders with a strong point where they can resupply and take cover from attackers.
  • Sentry tower. Radar equipped this provides defenders with information on enemy movement and gives them a place to watch over the territory.
  • Weapon emplacement. This allows engineers to call in base defence turrets that can then be customised for a particular role.
  • Dropship pad. Additional dropship terminal and spawn pad.
  • Vehicle tower. Additional air and ground vehicle terminals and spawn pads.
  • Enhancements:
  • Hardened generators. Generators take twice as long to overload.
  • IFF shields. Gate shields do not allow enemy infantry to pass as well as vehicles.
  • Turret ablative armour. Increases turret life by 50%.
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