PlanetSide Universe - View Single Post - Could Someone Post This on Planetside Forums: Empire Leadership Proposal
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Old 2005-03-06, 12:21 AM   [Ignore Me] #2
inigma
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Part 2 of 3


(Part 2 of 3)

[Senators]



Senators can be identified on the planetary map by friend or foe, identified on radar by friend only, and are visibly differentiated by a different uniform from other players, and have a very faint constant glow that can be seen by both friendly and enemy players.



Positive Effects of a Senator:

- Senators would bring a positive effect to troops within a sphere of influence that could either be centered on the Senator, or only as long as a Senator is at a base controlled by their Empire. This would provide an incentive for Senators to bring morale (and benefits) to the troops with their presence on the field such as increased stamina, health, armor, re-spawn, etc to those friendly troops near the Senator. Benefits could also be stacked up to a maximum based on how many senators are in the same location or sphere of influence � encouraging the �government� to move to the most needed and strategic locations together as a team.



Negative Effects of a Senator:

- The death of a Senator instantly removes the benefits that Senator brought to the area, and would bring an additional negative effect to troops within a sphere of influence, providing incentive for senators to not engage in direct combat, as well as add the element of guarding VIPs in Planetside as those troops around the Senator may choose to do so. Guarding a Senator would contribute to an Imperial Guard commendation track. A Senator can be revived by an advanced medic � see Negative Effects of a Supreme Commander below for ideas of consequences.



Benefits for a Senator:

- Senators themselves will have an increase in their own health, stamina, and armor for as long as they are alive once they have been selected a Senator, for increased survival in the field, as they will be identifiable with a soft glow of their Empire�s color, and visible on the Planetary map to friend and foe.



Disability of a Senator:

- This extra boost is essential as Senators will have the distinct inability to pilot any vehicle, and therefore would always require a ride and an escort to hot locations that could use the benefits a Senator would bring to the area. Senators can not pilot or drive vehicles, but can enter and exit gunner positions, passenger slots, etc.



Powers of a Senator:

- All Senators would have the ability to access a separate Imperial Command chat window for their own communication and debate purposes with the Supreme Commander.

- If not a CR5, the Senator would automatically be given the powers and privileges of a CR5 including Orbital Strikes, and the Command Chats, regardless of their actual Command Rank.



Friendly Fire:

Killing a friendly Senator intentionally or accidentally would incur the greatest grief penalty available in the game.



Enemy Fire:

An enemy successful in killing a Senator should gain the equivalent amount of experience as taking two bases, as well as earning commendation points for a Diplomatic Assassin.



[Supreme Commander]



The Supreme Commander can be identified on the map by friend or foe, identified on radar by friend only, and is visibly differentiated by a different uniform from other players, and has a brighter glowing than Senators.



The election or death of a new Supreme Commander would be broadcast Empire-wide.



Positive Effects of a Supreme Commander:

-An additional effect of extra armor, health, etc, in greater quantity than a regular Senator, and/or in a greater area of effect (such as affecting all friendly troops on the planet rather than just the Sphere of Influence). The idea to provide area benefits from the SC and other Senators is to encourage their presence on the front lines to raise �morale� (stamina, health, armor, respawn, etc.)



Negative Effects of a Supreme Commander:

- The death of the Supreme Commander would be the same as a Senator but have greater effects on the troops such as more painfield-like gradual accumulation of grief points / health damage within the SOI/planet until either the Supreme Commander respawns or his avatar resuscitated by an advanced medic. This gives a negative effect on �morale� as troops in the area as they see their health going down little by little until the Supreme Commander respawns or is resuscitated. This gives incentive for troops to protect the Supreme Commander (and a merit track), and discourages the Supreme Commander from engaging in direct combat (as he/she SHOULD be spending their time commanding Imperial forces to victory).



Benefits for a Supreme Commander:

- Slightly more (perhaps double) than a Senator.



Disability of a Supreme Commander:

- Same disability as a Senator: can not pilot or drive vehicles, but can enter and exit gunner positions, passenger slots, etc. The idea is to provide this leader of the Empire with some worthwhile escort/guard before moving into unsecured territory.



Powers of the Supreme Commander:

- In addition to the privileges of being a Senator, the Supreme Commander would have the power to issue Imperial Alerts broadcast superimposed in a different section on the player screen other than the chat window (the option could be disabled by the individual player if they so chose of course)

- The Supreme Commander would have the ability to access a separate Imperial Command chat window for their own communication and debate purposes with the Imperial Council, as well as his/her Planetary Commanders.

- The Supreme Commander would have the ability to create, edit, and delete all Empire-specific waypoints, objectives, and other information on the Interstellar Map, and individual Planets.

- The Supreme Commander would be responsible for promoting and demoting online Planetary Commanders.

- The Supreme Commander would have the ability to edit and delete Planetary Commander waypoints, objectives, and other information.

- The Supreme Commander would have the same privileges and access as a CR5, including Orbital Strikes, and the Command Chats, regardless of their actual Command Rank.

- The death of the Supreme Commander would have a negative effect to the troops within a sphere of influence, greater than if their death were just one as a Senator. Protecting the SC would accrue more merit points than just protecting a Senator.

- Supreme Commanders have an additional personal stamina, armor, and health benefit on top of their Senator benefit, for increased survival on the field as like a Senator, they too can be identified on the planetary map and have a brighter colored glow than just a regular Senator.

- If a Supreme Commander logs off the system, the position of Supreme Commander remains vacant until a new Supreme Commander is chosen by a majority of the Senators.



Friendly Fire:

Killing a Supreme Commander would be just as serious and have the same consequences as killing a regular Senator (very serious). Since accidents can happen among troops that are making a point to guard the Senator, the grief should be high enough to affect their weapons, but not disable them. If they �accidentally� kill a Senator for a second time, they should be disabled from playing for at least 24 hours.



Enemy Fire:

Greater experience and commendation track than just killing a senator.





[Planetary Commanders]



Planetary Commanders can be identified on the planetary map by friend or foe, identified on radar by friend only, and are visibly differentiated only by a different and larger uniform from other players, but no glowing (after all, we don�t want them to be an obvious glowing walking target on the frontline do we?)



The promotion, demotion, or death of a new Planetary Commander would be broadcast to friendly troops planet-wide.



Selection of Planetary Commanders:

Planetary Commanders would be chosen by the Supreme Commander at any time and retain their status until either demoted, resigned, or logged off the system, even in the event of the death, logout, or vacancy of the Supreme Commander, and until a new Supreme Commander demotes them.



Positive Effects of and Benefits for a Planetary Commander:

- Planetary Commanders would bring a small stamina benefit to troops within a sphere of influence as well as have a personal armor benefit for themselves.



Powers of a Planetary Commander:

- The Planetary Commander would have the ability to access a separate Imperial Command chat window for their own communication purposes with the Supreme Commander.

- Planetary Commanders would have the ability to create, edit, and delete Planetary Commander waypoints of the planet they have been assigned to.

- Planetary Commanders would have the same privileges and access as a CR4, including Orbital Strikes, and Command Chats.

- Planetary Commanders usually would coordinate the platoons on a planet using a platoon or squad chat channel now In Concept by Planetside Developers.





Disability of a Planetary Commander:

- None. Since Planetary Commanders are supposed to be in hot zones to bring benefits to friendly troops, and be the ones leading the attack on enemy positions, there should be no restrictions on them in driving or piloting vehicles.



Death of a Planetary Commander:

- The death of Planetary Commanders would only have the Planetary Commander temporarily lose their Planetary Commander status (and troop area benefits) for 15 minutes, but allowed to respawn anywhere normally.



Friendly Fire & Enemy Fire:

No penalty except standard grief for killing a friendly Planetary Commander, and no extra experience for killing an enemy one. The PC is just a normal player on the front lines.


Other:

- A Senator obviously could not be a Planetary Commander because of a conflict in powers and disability.


(End Part 2 of 3)

Last edited by inigma; 2005-03-06 at 03:36 AM.
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