This is a WIP and I will be working more on this to provide images and examples as time goes on.
Mission Statement [Goal]: Provide some kind of overarching reason for outfits and the factions as a whole to work together and/or care about the accomplishments of the outfit.
Rough proposal considers outfit base capture as a starting point. Going by a suggestion I read on PSU that was authored by evilpig, every step in the ladder should influence the step in the ladder above them: People > Outfits > Leadership on continent > empire.
The idea, is to give bases a value to organized groups, so that they care to defend them against aggression. Outfits holding the base will mean greater bonuses for the troops running around on the battlefield. Leadership on the continent will be able to use these assets to better take the continent. The empire will benefit from those actions.
Broad strokes:
- Bases are rewarded to whichever outfit contributes the most to the capture.
- The bases can be sold or exchanged between outfits, so outfits have a choice in whether or not they want to use the base or just sell it to someone else.
- The bases provide some kind of benefit but also have some kind of upkeep.
- The benefits of the bases can be shut down by commando action, but it requires cooperation of multiple people, and will alert every member of the outfit on that continent instantly.
- The upkeep will be in the form of missions that can be carried out by the outfit.
- The outfit can improve on the base.
- Holding the base longer means that the benefits to the outfit and to the empire grow
- The benefits to the empire are in the form of tangible advantages or disadvantages.
- More powerful benefits require more upkeep and can be more easily disrupted.
Working Example:
- This will use a tech plant as the example, though ideally this will apply to All bases, not just the facilities (Though in a pinch it could be applied to facilities, with smaller bases as support structures for them).
- The tech plant has a purpose: To produce vehicles.
- The vehicles produced at a tech plant require resources, so an outfit that holds the tech plant will be pushed to get resources for that tech plant
- the tech plant can also be used to bolster vehicle output from other bases
- The tech plant can be used to push certain types of vehicles to vehicle pads around it (You can only pull a couple vehicles at bases, but you can upgrade the tech plant to upgrade those vehicle pads, so that tanks can be pulled at other bases).
- The tech plant needs resources and power, there is an outlying power station 30 second cap point base that is disconnected from the lattice that can be disrupted.
- The tech plant can be overcharged to produce vehicles faster for more resources, but at the cost of higher resource amounts being needed at the plant
What this will do (Hopefully):
- Outfits will be invested in bases, as accomplishing things with the bases provides outfit XP, player XP, and benefits to their troops
- People will want outfits to do this work because it will mean people in the battlefield will benefit
- Leadership chat has something to talk about (You can ask an outfit to execute X kind of upgrade or benefit).
- Because the world is more influenced by the action of the players, people will be more invested in holding bases
- This merges Outfit base capture, outfit advancement, outfit ratings, all under one umbrella to benefit the gameworld as whole.
Questions, Comments, and Criticism are all encouraged.
I am proposing this now, because after the optimization changes we are getting into a territory of development that is all about meta. Resource Revamp is considered a forgone conclusion in this, as is the continental lattice. Also this does place responsibility in the hands of people, but in the hands of people who contribute to base capture. This can be made to be larger more responsible outfits. Also again, this can be opted into or out of by trading the base to other people (If you just want to take bases and give them to other outfits, that is entirely possible). This ties outfits to defense as well (They will receive special notice when a base is being attacked) so that people will be there to stop base caps... the defense rewards people with the continued operation of the base. And, the longer the base is held, the better the benefits become.