Base Capture Mechanics - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: which way to the dungeon?
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

 
 
Thread Tools Search this Thread Display Modes
Prev Previous Post   Next Post Next
Old 2014-04-03, 01:00 PM   [Ignore Me] #1
Dougnifico
First Lieutenant
 
Dougnifico's Avatar
 
Base Capture Mechanics


So, taking major facilities is a bit lack luster and I had some ideas. I also have ideas for 2 new major facilities, but I'm not a base designer so that could be left to the pros. Keep in mind that this goes with the latest we've heard about the resource revamp (Base power for vehicle and equipment acquisition and a singular resource given to individuals.) So what do you guys think?

Sorry for long post. Not real way to do a TLDR. Also, sorry to Chip and Hamma. If you want to move this to the ideas section you can, but I posted here because that section doesn't get much traffic.

TECH PLANTS

Primary Benefit: Allows the acquisition of main battle tanks and liberators at major bases connected on the lattice.

Secondary Benefit: Reduction in resource and power cost for ground vehicles. (Bonuses stack)

Capture:
1. Destroy external generators to bring down shields and gain access to the main base.
2. Capture the center control terminal (manually) to begin a capture virus upload.
3. At half-way, 3 electronic defense consoles open up that can be destroyed to increase the speed of capture.


AMP-STATIONS

Primary Benefit: Powers bases connected along the lattice. Without an Amp-Station, bases must rely on reserve power and will not gain passive power regeneration while under attack.

Secondary Benefit: Add extra armor, more efficient coolant and increases hack times to base defenses. (Bonuses stack)

Capture:
1. Destroy courtyard generators to bring down vehicle shields.
2. Capture 3-5 control consoles inside the base.
3. Once the control meter is filled, a new underground area beneath the main base is opened up containing a central control console. This console must be captured manually and defended for a short period of time.


BIO-LABS

Primary Benefit: Helps to stabilize spawn control units connected along the lattice, increasing their overload and destruction times. Also decreases the re-spawn times in all base control rooms.

Secondary Benefit: Gives passive health regeneration to all soldiers on the continent. (Bonuses stack)

Capture:
1. Capture all control points within the Bio-Lab interior.

NOTE: I kind of like Bio-Labs.


INTERLINK FACILITIES

Primary Benefit: Enable passive radar arrays at bases connected on the lattice, causing sprinting attackers to be spotted on the minimap while they are in the boundaries of the base. It also causes enemy deployed AMS sunderers within a certain radius of the base to be plotted on the map.

Secondary Benefit: Increased spot and minimap location duration. (Bonuses stack)

Capture:
1. Destroy generators to allow access inside the base.
2. Capture control consoles throughout the base.
3. Upon filling the capture meter, a lattice link unit spawns at a point within the base. A friendly base connected on the lattice is designated, and the LLU must be taken to a point in that base to complete the capture.
Warning: LLU is known to interfere with aircraft avionics!

Note: Defenders can kill the person with the LLU and place a charge on it with a short timer. Once this time expires, the LLU is destroyed and a new one is spawned. During the LLU return, the defenders can attempt to re secure the base. Attacks must have the meter filled or the LLU can not be returned. If the meter falls below a certain point, the LLU detonates, killing the carrier.


*New Facility*
AIR CONTROL CENTER

Features: It would have a large elevated air pad and an air control tower with a capture point to allow for fun vertical fights. The tower would be similar in height to an air tower. The base also has vehicle shields, walls, and a air defense shield (dome shield). Above the base is a floating platform with no direct access from the ground (lifts are possible if balance isn't right). Rest is left to base designers.

Primary Benefit: Is the only place where heavy air vehicles (galaxies, in the future possibly heavy gunships and bombers) can be acquired. Also allows for precision drop-pod insertions from the warpgate. (Think of the old HART system).

Secondary Befit: Reduction in resource and power cost for air vehicles. Also increases timers for lock-ons to friendly vehicles. (Bonuses stack)

Capture:
1. Destroy generators to gain entry to base for ground and air vehicles.
2. Capture control consoles throughout base.
3. Upon filling the control meter, 3 more generators are opened up and must be destroyed, dropping shields to allow access to the sky-platform above the base.
4. On the sky-platform, there is a central control console that must be hacked and held for a certain amount of time.

Note: The defenders have access to several teleporter rooms to the sky-platform. The attackers must make use of galaxies and aircraft to access the platform. Air superiority is key.


*New Facility*
NANO REFINERY

Features: Several burnoff towers with buildings containing burnoff valves. It would look very gritty and industrial. Everything else is left for the design team.

Primary Benefit: Increases the individual resource intake for soldiers in territories connected on the lattice. (Bonuses stack)

Secondaty Benefit: None. Primary can be adjusted to power that is properly balanced.

Capture:
1. Destroy burnoff valves (same way as generators) that will disable the facilties resources benefit to the enemy. (Can be destroyed at any time on infiltration missions for deeper meta game. Burnoff valves cause explosions that will kill players when detonated, and evacuation window is provided).
2. Capture control consoles throughout the base.
3. Upon filling the control meter, the shields around a bomb will be dropped. This bomb must be taken to an area of the base, planted, defended, and detonated upon a timer to complete the capture. (Players will have a chance to evacuate once bomb timer has ended).

Note: If the bomb is dropped, the defenders may pick it up and keep it away from the enemy until the capture meter can be brought back down to a certain point. When this happens, the bomb deconstructs and a new one is placed behind the shields. If the bomb leaves the base area or enters a spawn room, it explodes killing the player carrying it.
Dougnifico is offline  
Reply With Quote
 
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:11 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.