User:Nathaniak

PS2 player since beta. This wiki looked a bit sad, so I thought I'd pop by to make it a bit better. I'm a TR player who supports active transport of resources, more defensible bases and darker nights. Thanks for visiting!

Character: Nathaniak, Miller

My Manifesto
Planetside 2 is a great game. But it could be so much more! I've decided to use my user page to flesh out some of my ideas. Hopefully, some of them will grap your attention. Of course, many of these ideas are influenced by those of others. Where applicable, I will link to threads, images, whatever.

Resources
(with reference to this thread ) Resources are currently a non-effect in the game. But, with a bit of tweaking, we can use them to add a bit of metagame to PS2. Firstly, make resource gain global - you get the same no matter which continent you are on. This would provide less of an incentive for players to abandon continents on which their empire is struggling, as they would still get a decent resource income. To keep things balanced, resource income will be three times smaller than current levels. Notice that this is a relative nerf for those on a single continent which they dominate whilst others are abandoned, and also a relative buff for those on a continent where they are pretty much locked in the warpgate.

My second idea is maybe a bit more difficult - a further change to income. Minor territories (giving 1 or 2 resources per 5 mins) would be unaffected. However, to get resources from major faciltiies, a player would have to drive a vehicle to the nearest friendly warpgate. The vehicle would be pulled from a special terminal at each base, with a new vehicle being available whenever a resource tick came round. It would give, say, 500xp per delivery. You'd park it in the WG at a cargo bay, deploy it, and you'd get your xp. The vehicle would be automatically deconstructed upon collection of resources.

Infiltrators with a high enough level of terminal hacking would be able to hack an unoccupied resource truck and drive it to their own WG. An enemy could also target the trucks to deny resources to the energy. They would provide objectives for spec-ops teams as an added bonus.

Supplies and Base Defence
(with reference to this thread ) Base battles need another way to end. So, let's give the major faciliies supply lines. Supplies are used to power generators, turrets and terminals, with use of these or generators being online lowering the stocks. When the supplies run out, all the base defences fail - the shields go down, the terminals stop working, the spawn tubes break. This sets an effective time limit to battles.

Let's say that, in a busy base fight, the supplies will last 15 minutes from full. To stop the base from going dark, the defenders would have to get a supply truck in from the warpgate. They will therefore have to sally out to stop the attackers intercepting it. A truck would only refill about 1 third of the supply (~5 minutes' worth) so this would only be a temporary repreive.

What next, then? Well, we need to make bases harder to attack. After all, there's no point maving bases that go dark after fifteen minutes if the fight is over in five. So, make bases defensible. Tech Plants are easy - simply put a generator inside the base that powers a shield protecting the current generator rooms. Force the zerg in through the back door, but decent coordination will get a good platoon through another way. With amp stations, swap the SCU and the internal generator, then swap which gens power which shields. Force the attackers to enter through the back door into the current SCU room to blow open the generator to get to the cap point. Biolabs - remove the teleports, but turn the base into a huge building, that the attackers have to fight through to get inside. Think officeblock wedged underneath the biolab, with the vehicle pads in a tunnel underneath. So, more defensible bases.

So, as a result of this system, bases still have huge strengths against a random zerg, but a stalemate is, while in the short-term beneficial for the defenders, a signal to start the clock for the supplies. As soon as they run out, the base is open, with defenders relying only on Sunderers for everything, with no more vehicles, shields, or turrets. The attackers now have the advantage, but, importantly, they have the advantage without the base itself being indefensible. Until the power fails, the base is a fortress. When it goes, it's wide open.

To be continued...