What happened to using the hacking tool to take over a bases computer system? Planetside 2 really took away the need for specialist, namely infiltrators, to do important things in the base. Why can any grunt override a generator? Why can any grunt convert a facilities computer system just by standing around a hologram? The current capture concepts are extremely dumbed down! Not only that, we have taken away much of the importance of infiltrators. I recommend the following: 1.Hacking is done with a hacking tool that only infiltrators have 2.Sabotage can be done by infiltrators and engineers 3.Capturing points is considered a hacking action (conversion of a facilities’ systems to your faction) 4.All actions involve a minigame Minigames: Minigames depend on the facility: 1.Non competitive actions on the physical object (generators, turrets, terminals, capture points at small facilities) 2.Competitive actions on capture points (major facilities) Non-competitive minigame: The minigame would be like rewiring a circuitboard, or hacking with computer code, depending on the object. (I dislike the Mass Effect minigames as they are just matching, not even related to the actual task). Rewiring a circuitboard examples (make the flow change from normal to overload) 1.Nancy Drew puzzle example: http://www.youtube.com/watch?feature=player_detailpage&v=OcWPv7FKL2k#t=672s 2.Pipes style minigame: 3.Off topic a bit: Frequency match game from Myst (harmonics cause generator to blow) Hacking code examples (password find, replace code, etc.) 1.Codelink V2. http://www.youtube.com/watch?feature=player_detailpage&v=bYw3Qx6mWOE#t=64s 2.Deus Ex 2 minigame 3.Hacker Evolution http://www.youtube.com/watch?feature=player_detailpage&v=Vpy7mVfB5fw#t=140s 4.Fallout minigame http://www.youtube.com/watch?feature=player_detailpage&v=VPSLQ-JLEIQ#t=22s Competitive minigame The coolest thing about this, is not just adding some more depth and more importance to interacting with these objects, it also allows for protective measures. Imagine, that there is a main control room in every major base. In this control room, there are up to three stations where users can "backhack" hacking attempts by the opposition. This is illustrated in the paradroid example video. Competitive rewiring example: http://www.youtube.com/watch?feature=player_detailpage&v=OEam-zQgWcU#t=186s I say up to three, because if you have one turncoat, newbie, etc., it will frustrate everyone. If more than one player can work to slow or prevent capture, it is less likely that a single person can sabotage the defense attempt. Discussion: If the devs *insist* on allowing anyone to pop generators or take capture points, then allow infiltrators to get bonuses for performing those actions. The bonuses would be related to the mini game. Whatever makes sense to give them an edge. There would be a question of retaking hacked objects. Can the operators in the control room retake a hacked terminal, or retake the capture point? I suggest the hack is semipermanent. If the hacker succeeds, it belongs to his or her faction for at least two minutes uncontested. At that point, a control room operator can retake the terminal, turret, etc. if it is uncontested. For capture points, I suggest layers of control. Each success buys you 1 minute of control, which keeps the point from being instahacked back if your infiltrator is shot. There would be 5 layers of hack depth, for a potential of 5 minutes of uncontested control. The control point could be recovered more quickly if the defenders retake the control point by force and get an infiltrator to the control point to unhack it personally. Finally, some reconfiguration of the capture points would need to be addressed to make them more insular and defensible. Currently, it's all been about just standing there, so it's been relatively easy to kill defenders and retake the point. PS2 has notoriously undefensible buildings. With this system, it would need to be a bit more PS1 style with a physical barrier and hallway or some such. Please share your thoughts on this!