Hello, After a while of brainstorming, I came up with a few ideas to supplement continent locking and outfit bases, specifically on the benefits and requisites for either. So, here goes. Continent Locking: In it's current state, continent locking involves zerging, alert winning, and nothing of great importance except for another (better) temporary metagame. There are 2 ways to lock a continent, winning an alert or capping it old school. This, of course, has problems. There are ways to solve this, through fixing alerts and cap criteria. Alert changes: When an alert happens, it's completely unrelated to territory. It involves racing against other factions to gather the most of X resource in 2 hours. Every resource cycle will grant that many points to your faction dependent on how many resources you are gathering at the moment. The amount of resources added to your team is equivalent to the amount of resources a DEFAULT player with no boosts would be getting. Therefore, a faction earns x points every tick for each resource location it owns. If I am correct, and resources generate every 5 minutes, there should be 24 periods that generate points, which is plenty for a race. Goals: -Makes an actual struggle for resources, makes the game live up to itself. -Provides strategic gameplay for people. -Rewards effort and teamwork on the field. -Grants a complimentary meta along with continent locking. Rewards: -Your Passive Cert count (default 12, auraxium member 48) PLUS 50 certs for the winning faction. To prevent 4th factioning, your character must have put in 20 minutes to the alert to obtain a reward. Members can obtain 98 certs per alert! -A 25% resource boost for winning the alert, which lasts until (MAYBE) the next alert begins, or 1 hour passes. Continent Locking requisite changes: It takes 94% of a continent to come under ownership to lock it. That's a LOT. Shouldn't you get a large reward to compensate? Lock changes: Locking a Continent will have the same base requisite of 94% ownership. However, a faction cannot lock if one faction has 50% or more pop on the continent. Ghostzergs are now gone. Locking a continent should not be a silent wipe-out by the one faction that happens to be sneaking around at 3am. Also, default continent lock time is now 4 hours unless another continent is captured. Goals: -Discourage ghost-capping. -Discourage swarming. -Encourage tactical play on continents you want to cap. -Reward continent capture handsomely to provide an edge during future fights, making a reason for continents to be locked. Rewards: -+25% Experience for the duration of the Lock. -Alerts later on will provide your faction with an edge, because owning a continent will provide 10% more resources for your faction during an alert. This can go a long way especially due to the fact that factions earn resources 24 times during the alert. 90 resources per generation versus 99 is very significant. 2,160 versus 2,376. OWN A CONTINENT TODAY! Alerts and CL are now very tied-in with each other. You can win big on alerts if you cap a continent or two. Your faction can't zerg their way to victory, however. They need to be smart and spread out in order to secure a hard-earned victory. It makes a fairly good meta now that alerts are actually worthwhile and an integral part of the game. Who wouldn't want to miss out on resources, XP, and 62-98 certs an alert? Outfit Base Capture: Boo yah! Your outfit gets a place to call home! Now how do you get the home and what does it give you? How to Obtain: -Be in the outfit owning the base. -The outfit must contribute the most overall (SOMETHING) at the base and once they do, it's theirs. -The faction must have control of the base. Changes to the System: -You may trade bases with an outfit once every 24 hours. The outfit must be on a friendly faction and both sides must agree to the exchange. The command to trade is /tradebase (outfit goes here) for OUTFIT LEADERS ONLY. -THEORETICAL: A base may have owners from each faction if they happen to own it. Future Crew and 666 can own the same base at the same time as long as they own it. Once you get these 3 requisites down, you are good to go. Your outfit now owns the base! Goals: -Make places OTHER than the warpgate strongholds, especially bases controlled by big outfits. -Provide a challenge to people locking a continent. -Makes a strategic point on the map. -Numerous metagame goals hopefully achieved. Rewards: -All resource costs while inside a outfit-owned base are reduced by 10%. You must be in the owning outfit to get this bonus. -PERMANENT respawn option for players in the outfit. No matter where you are, the base is a safe point for you. -+10% experience boost whenever you are in the bounds of the base hex. -10% longer time to capture the base. That means a cap time of 4 minutes goes up to 4 minutes and 12 seconds. It's a tad longer, but those 12 seconds may be able to count. These boosts are minimal (except for spawn binding and capture time) but provide a little more reason to join an outfit. --------------------------------------------------- Just these small changes make the metagame that much better. Please, SOE, look into this and provide input. Thoughts [and suggestions for the requisite to obtain an outfit base]?