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Thread: WDS awareness?
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Old 2013-10-21, 02:21 PM   [Ignore Me] #52
Sergeant Major
Re: WDS awareness?

I think you need to separate the scoring system from the actual conditions for a map victory.

You can tune the scoring system to identify outfit/individual participation and use that as a measure for the rewards at the end of a 'war.'

Map Victory:

* Each continent should have 3 Citadels.

* Each Citadel would function similar to an A, B, or C point in a typical base battle. Control enough of them, for a long enough time and you capture the continent.

* A Citadel is typically unassailable. The control center (singular capture point) is surrounded by an impenetrable shield, powered by a special reactor.

* This reactor is kept stable through 2 methods:
1) Connections to adjacent territories with power stations.
2) Manual delivery (ANT mechanic) of "power."

* Once a reactor has been destabilized - a meltdown will begin.

* A meltdown cannot be stopped and when complete, the reactor will be destroyed and the Citadel will be assailble.

* Details about the meltdown:
1) Length of time before the meltdown is complete will be no less than 12 hours, no more than 36.
2) Meltdowns will always complete during a designated (6-hour?) window of prime time hours for that particular server.
3) Once the reactor has been destroyed, it will remain so for a minimum of 2 hours.
4) After 2 hours, defenders can repair and re-energize the reactor <--- a not insignificant effort should be necessary to complete this process.

* Details surrounding the speed at which meltdowns could be triggered/prevented... the number of reactors that can meltdown in any one day... would all need to be tweaked, but the idea is to provide a "real" way of conquering the world AND keep those major conquest moments happening during the hours when most are playing.

* I'd also design the Citadels such that they were organized in a series of layers that attackers must battle through - BUT, that can only be repaired by the defenders when the reactor is re-activated. This would create a better flow to what should be intense battles. Defenders would have multiple chances to make stands, falling back when overrun, without having the fights devolve into the gen-tag matches we see in typical Amp, Tech Plant, Bio Lab fights... especially when there are even numbers.

Last edited by typhaon; 2013-10-21 at 03:58 PM.
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