INTRODUCTION Zergs, ghost capping, and lack of incentive to defend lead to very wop sided battles/steam rolling at outpost. Outpost in their present state are just there to help link major facilities (amp stations, bio labs, and tech plants) back to warpgate, and provide influence over those major facilities. This provides very little to no incentive to defend these locations. With the proposed Lattice system coming in April, more players should be channeled into defending these locations. However, outpost design should be looked at and improved than what it currently is. Here are some ideas and suggestions for how Outpost can be made viable defensive locations, as well as provide attackers with objectives to pursue. NOTE: The base designs I have pictured below, are designs I came up with using Planetside 2 models. The models were obtained using the PS2Is Program. SOLUTIONS DEFENSIVE XP BONUSExperience should be increased across the board by at least 25% for Defenders, especially when they are actively defending around the control point, generator, or any other key pivotal property of an outpost. This would add to the overall incentive of defending outpost.DEFENSIVE TOOLSPhalanx TurretsPhalanx turrets as they are, suck really bad. They overheat to quickly, cool down slowly, and have weak HP/Armor wise. All those aforementioned things need to be tweaked to buff Phalanx turrets: overheat slower, cool down quicker, and have more resistance to incoming ordinance.The current damage output of the Phalanx turret is fine and doesn't need a buff. However if none of the other turret mechanics are changed then damage needs to buffed.Sentry UnitsSentry units should be introduced in conjunction with the existing turrets for a few reasons. First, assist defenders in defending an outpost from overwhelming odds. Second, counter ghost cappers. Third, provide an additional objective for Infiltrators to accomplish.Expounding on the third reason, Infiltrators would have to infiltrate the outpost, then reach the building that houses the mainframe and upload a virus to the mainframe to neutralize the sentries. In order to get the sentries back on line, defending Infiltrators would have to remove the virus, and Engineers reboot the mainframe.Sentry units could be knocked offline into a cool down state by ordinance placed by infantry. However the sentries would return to full status after the cool down state. This would make it mandatory for Infiltrators to be used in order to knock the sentries offline.There would be two main types of sentry units: Anti Air and Anti Armor. Anti Infantry sentries could be implemented, but I think this would add an extra burden on infantry not needed. Furthermore, the sentries by themselves would not insta gib any vehicle however it would keep them at bay until an Infiltrator sabotaged the mainframe.BASE DESIGNCurrent outpost design is bland, open, and not very intricate. It does not provide the proper playing field for infantry and vehicles to battle out in a combined arms effort. Most often vehicles dominate the fight. Before any vehicle enthusiast can contest this, it is a known fact that typical strategy involves locking down the spawn room with a hell storm of ordinance, while infantry stand by on the sidelines to pick off whatever unlucky bastard gets through all the explosions.Outpost battle spaces need to be organized so that infantry have the central base area to slug it out, while vehicles roam the outskirts fighting other vehicles and provide limited fire support for the infantry friendlies.Furthermore, more objectives need to added to outpost to break the current blandness of battle. As is, a player captures the control point, then goes and camps the enemy players spawn until the outpost is secured. To completely eliminate this staleness, two things should be added to outpost - one I have already mentioned.First is SCUs, these need to be added back to outpost to once and for all get rid of defenders once and for all and force defenders to fall back to the next base in line. There should be a generator, that shields the SCU, that has to be destroyed. Then the SCU would be available for arming and destroying.Second, is the aforementioned Sentry Mainframe, that Infiltrators must sabotage to bring down all sentry units at the base. Neutralizing of these units would allow attacking vehicles to come a little closer to the outpost.In addition to, cover in any shape form or fashion needs to be spammed in and around outpost. This is why vehicles come across as being extremely OP against infantry. There just isn't enough cover for infantry to move amongst.TIMER (SUDDEN DEATH)Whenever a generator or SCU is armed a timer will show upon the defenders screen counting down to the destruction of that objective. The countdown should better inform the defender how much time they have, and express the urgency in which they must act.This mechanic could also be applied to the sabotage of the Sentry Mainframe. When the virus is uploaded an alert will appear on the players HUD signifying a virus is running through the mainframe. In turn a timer will begin counting down until the virus permanently disrupts the entire system.PROVIDE ROLES FOR ALL THE CLASSESThe aforementioned changes if applied properly would boost the usefulness of all classes currently available in Planetside. EXAMPLE BASE DESIGN (GALAXY SOLAR PLANT) This is my concept of Galaxy Solar Plant. It is still a work in progress, but here are some pics of the general idea and concept. I will probably update these pictures cause they are two bright - it appears.Be sure to leave a comment, suggestion, like, etc.