- Joined
- Apr 26, 2016
- Messages
- 17,433
- Nebulae
- 25,023
THE WARTIME PROGRESSION OVERHAUL
>>>>>LINK HERE<<<<<
In cooperation with @Numbers
WHAT IS THIS?
This is an economical wartime progression and tier system designed to mitigate the amount of Admin Oversight and Intervention is required on the server. The acquisition of goods will be led by the players, for the players. It will incentivize leaving your spawn and entering No Man's Land, to forge your own outposts and production facilities. It will encourage teamwork and cooperation. It will encourage Combat with Purpose. It will allow for new roleplay situations. It will create discourse amongst characters, and fuel the story through player action.
The mechanics allow for assymetric warfare between the Resistance and the Combine.
The Resistance will be encouraged to leave their spawn in order to hunt down supply crates, and smash them for construction materials (new material scripts!) which will allow them to construct buildings.
The Combine will be encouraged to leave their spawn in order to mitigate the Resistance's acquisition of construction materials, while slowly acquiring their own via Dispatch.
ASYMMETRIC WARFARE
The Resistance are a fast-growing, decentralized force, able to quickly acquire large amounts of scrappy weaponry and cobbled-together armaments for their forces. If left unchecked, the Resistance can become a powerful force, and quickly.
The Combine are slow, yet steady in their growth. Pound-for-pound, the Combine are stronger in terms of production and weaponry, but the centralized Dispatcher modules force them to create a Forward Operating Base within No Man's Land, and protect it dearly.
Each faction has their pro's and con's, and different avenues of approach, both tactically, and strategically.
Combat becomes both more costly and impactful, but is also more reliably recovered from in a loss. Instead of relying on an admin to arrive and hand out weapons, you will know that you will recover from your loss in a given amount of time, instead of hoping for the pity of an unforseen force.
Sabotage is heavily encouraged, with both factions able to destroy the other's facilities and buildings in order to prevent them from gaining more power over the other. Detonation charges will be a scripted item that is capable of destroying enemy buildings reliably and consistently, without admin intervention or oversight. The only limitation is playercount (and whether an event is ongoing).
AN EVOLVING FORM OF COMBAT
While at the moment, the system presented is barebones, showing only the core, essential facilities to both factions, there will be the means to add more depth to the system.
The system is balanced around Tier III (Tier 3) being the baseline, with factions occasionally jumping up to Tier IV, capitalizing on the bonus of it, before their opposition destroys their facility and pushes them back down to the baseline. Sometimes, you may even suffer a crippling loss, and drop to Tier II.
But there will always be a safety net. Tier II buildings and below can be built directly within your spawn. Rebels will always have guns and ammo. Combine will always be well-armed.
And when the map changes, you will get to plan a new strategy. Perhaps the Resistance will rush for production, and hope to get their expensive, high-tier facilities going quickly. Or, they will build many smaller gunsmiths, and aim to arm as many bluesuits as possible with whatever they can scrounge together.
Perhaps the Combine focus heavily on Synth support. Perhaps they push for OTA deployments. Or they simply arm every Cop with the best they can afford, and patrol endlessly, trying to stifle the Resistance's advancement, while progressing their own.
A YET UNTESTED SYSTEM
This system is brand new. Much of it is placeholder.
The prices and costs, for example, are purely, purely example, and are simply there to provide a baseline idea of how the progression system works. The highest tier things will be locked behind admin approval, at the very least initially (Larval Extract, Rebel APCs, High-Tier Synths). This is a proof of concept, not the final design.
This is only Draft 2, but Numbers pushed me to post the suggestion now, instead of further improving it, since he thought it'd be pointless perfecting the system if people didn't like it regardless.
Thank you for reading.
>>>>>LINK HERE<<<<<
In cooperation with @Numbers
WHAT IS THIS?
This is an economical wartime progression and tier system designed to mitigate the amount of Admin Oversight and Intervention is required on the server. The acquisition of goods will be led by the players, for the players. It will incentivize leaving your spawn and entering No Man's Land, to forge your own outposts and production facilities. It will encourage teamwork and cooperation. It will encourage Combat with Purpose. It will allow for new roleplay situations. It will create discourse amongst characters, and fuel the story through player action.
The mechanics allow for assymetric warfare between the Resistance and the Combine.
The Resistance will be encouraged to leave their spawn in order to hunt down supply crates, and smash them for construction materials (new material scripts!) which will allow them to construct buildings.
The Combine will be encouraged to leave their spawn in order to mitigate the Resistance's acquisition of construction materials, while slowly acquiring their own via Dispatch.
ASYMMETRIC WARFARE
The Resistance are a fast-growing, decentralized force, able to quickly acquire large amounts of scrappy weaponry and cobbled-together armaments for their forces. If left unchecked, the Resistance can become a powerful force, and quickly.
The Combine are slow, yet steady in their growth. Pound-for-pound, the Combine are stronger in terms of production and weaponry, but the centralized Dispatcher modules force them to create a Forward Operating Base within No Man's Land, and protect it dearly.
Each faction has their pro's and con's, and different avenues of approach, both tactically, and strategically.
Combat becomes both more costly and impactful, but is also more reliably recovered from in a loss. Instead of relying on an admin to arrive and hand out weapons, you will know that you will recover from your loss in a given amount of time, instead of hoping for the pity of an unforseen force.
Sabotage is heavily encouraged, with both factions able to destroy the other's facilities and buildings in order to prevent them from gaining more power over the other. Detonation charges will be a scripted item that is capable of destroying enemy buildings reliably and consistently, without admin intervention or oversight. The only limitation is playercount (and whether an event is ongoing).
AN EVOLVING FORM OF COMBAT
While at the moment, the system presented is barebones, showing only the core, essential facilities to both factions, there will be the means to add more depth to the system.
The system is balanced around Tier III (Tier 3) being the baseline, with factions occasionally jumping up to Tier IV, capitalizing on the bonus of it, before their opposition destroys their facility and pushes them back down to the baseline. Sometimes, you may even suffer a crippling loss, and drop to Tier II.
But there will always be a safety net. Tier II buildings and below can be built directly within your spawn. Rebels will always have guns and ammo. Combine will always be well-armed.
And when the map changes, you will get to plan a new strategy. Perhaps the Resistance will rush for production, and hope to get their expensive, high-tier facilities going quickly. Or, they will build many smaller gunsmiths, and aim to arm as many bluesuits as possible with whatever they can scrounge together.
Perhaps the Combine focus heavily on Synth support. Perhaps they push for OTA deployments. Or they simply arm every Cop with the best they can afford, and patrol endlessly, trying to stifle the Resistance's advancement, while progressing their own.
A YET UNTESTED SYSTEM
This system is brand new. Much of it is placeholder.
The prices and costs, for example, are purely, purely example, and are simply there to provide a baseline idea of how the progression system works. The highest tier things will be locked behind admin approval, at the very least initially (Larval Extract, Rebel APCs, High-Tier Synths). This is a proof of concept, not the final design.
This is only Draft 2, but Numbers pushed me to post the suggestion now, instead of further improving it, since he thought it'd be pointless perfecting the system if people didn't like it regardless.
Thank you for reading.
Suggestion: add the above
Why it would be worth adding: numbers thinks its a good idea
Necessary content: ron's sweat and tears
Why it would be worth adding: numbers thinks its a good idea
Necessary content: ron's sweat and tears
Last edited:
Reactions:
List