Planetside 2 Meta Game Design Idea My Goal with this suggestion piece is to provide a means to create a new Meta Game which could be implemented in stages. I realize that I wrote a pretty long post here so if you don’t have the time you can vote on my design idea by simply reading to stage 1 which is the bare bones of the full meta-game package and could be implemented the fastest. (To SOE: When thinking of this meta game idea I kept in mind that SOE must make money to fund further development and therefore I included [$] of where SOE could capitalize without touching the forbidden land of Pay to Win). Essential things that the Meta game should to look improve in PS2: Create reason to defend Boost faction pride/loyalty Boost Outfit pride/loyalty Make small groups/ lone wolfs feel useful outside of the zerg Add new type of content to keep player interest SOE Cash flow generation Provide lore as to why these three factions are battling on auraxus The Meta: Resources Add additional resources which are collected through a variety of means. The first 3 of these implemented are based on large facility control, while the last one is event based/found randomly. Three Primary resources are: Alloys: +1 Resource Gained hourly on tech plant control per tech plant Powercores: +1 resource gained hourly on amp station control Biologics: +1 resource gained hourly on bio dome control Alloys, Powercores, Biologics: are based on large facility retention (tech labs, amp stations, bio domes respectively) which produce resources every hour globally to the faction that retains the facility. A new bar or notification indicating the time required for the next faction wide bonus to be obtained from the facility appears whenever entering a resource producing zone. These resources are globally tallied up at the end of each day and given to every player (provided they have played in the past 24hour period) as well as to the faction pool for that server (faction pool receives ~50-100x the player amount [Population based]). Additionally, Continent control doubles the resource gain of a certain type of resource produced on that continent. Ex: you control Indar now biodomes produce x2 the resources. The above section is Stage 1 of the Meta Game implementation Problems tackled: Create reason to defend, New Content, Lore Creation. Resource Use: These three resources have little use to the individual player (except they can be converted to auraxium; explained later) but rather these three resources are best utilized by the player’s faction/outfit. Faction Pool purpose: When releasing new weapons/vehicle content the new content can only initially be purchased with SC[$] until your faction “unlocks” the new weapons for their side, allowing it to be purchased with certs (and debatably the new resources). The idea here is that factions controlling more big bases <may> have access to content faster. This would now encourage large base defense as well as faction pride when you gain cert access to the new content first. Ex: New quad-pod infantry rocket launcher is released. Once your faction pool acquires 200,000 biologics, 150,000 power cores and 150,000 alloys it now becomes purchasable via certs. (these are hypothetical numbers and would like need to be tweaked) Outfit usage: Outfits may now charge their members a weekly amount of these new resources (based on a per-day basis). These are collected and put into the outfit’s coffers to be spent on the needs of the outfit. Large donations by Outfits to the faction pool results in the Outfit receiving a certain amount of the new content given to their coffers which can be given to members of the outfit as the leaders see fit (say new content is a tank gun and the outfit donated 10% of total resources therefore it receives something like the %given(rounded up) so it gets 10 tank cannons to give to its members after the content is unlocked. Additionally Outfits may now create “tags” for buildings/vehicles under their factions control with their Logo at the cost of the above resources. These have standard placement spots on vehicles or are placed on facility walls by the outfit leaders at their discretion (placed like placing turret on a flat vertical wall surface). These may also be bought with SC[$] and outfits have a SC coffer you may donate to. Base Defense Use: Since defending large bases will be of much greater importance factions will now be able to purchase permanent upgrades to base defenses via these three resources at a new terminal found within large bases. These upgrades are base and faction specific and existing defenses would not remain upon base capture (but would return upon re-capture). This would lead to factions upgrading the bases near their warpgates to create strongholds that may be better able to hold off enemy attacks to ensure constant resource generation. Additionally Base defenses purchased by outfits now have their logo tagged on them or they inform the user who upgraded it (above an upgraded turret’s hp indicator it states: Upgraded by:___) To this point would be Stage 2 of implementation Problems Tackled: Faction Pride, Outfit Pride, SOE Cash Flow, Base defense, New Content Auraxium: Small nodes/meteors of this precious metal dot the landscape and are harvestable a limited number of times (~5 times) with a cooldown between each possible harvest (1-5min). Additionally large nodes/meteors occur less often as an event and the faction controlling auraxium detection station (Crown, Eisa tech plant, the Ascent) can learn the location of next meteor/node event at a terminal there. Large Meteors/nodes can appear anywhere on the map (~once every 1-3hours) Large node/meteor and can only be harvested once every ~5min by an individual and is depleted after a greater number of harvests than a small node(50-250 depending on the site) Auraxium is different from the other 3 resources and allows for smaller outfits and groups be effective and feel fulfilled as they can take part in the node event or scour the terrain for small nodes. Large Auraxium nodes can create interesting conflicts as the node may appear in the oppositions territory (without their knowledge since they don’t control the detection station) creating battles where you least expect it (WTF WHY ARE THERE 5 TR GALS AT ARC BIOENGINEERING). Auraxium is not part of faction-wide bonuses or base upgrades, but instead is more for individual upgrades/Guns/a means to purchase skins without SC (your call on this one). Auraxium may be converted into certs(Thinking 1-1). Auraxium may be bought with SC[$$]. Auraxium is tradable with 3-2 conversion of the other 3 resources (1 of each ó 2 Auraxium) Team killing near Auraxium node adds 2 mins to harvest timer (prevent greifers). Auraxium Resource is going to be the most complicated to implement/balance and what I’ve put above would likely need some tweaking after testing. This point would be the fully implemented Meta-game Problems Tackled: Small group/lone wolf game play, New Content, Additional Lore, SOE Cash Flow. Synopsis of implementation: Create reason to defend large bases: To ensure a steady gain of resources Faction Pride: Generated over being the first one to obtain weapons/new upgrades/ Outfit Pride: Over defending/assaulting large bases. Vanity tags on buildings. Base defenses upgraded. Small group missions: for Auraxium harvesting / reason to capture crown then leave it. Creation of a more diverse resource system other than certs and money. SOE Money [$] generation from: early weapon sales, outfit vanity, auraxium sales. Conflict Lore: Reason we’re battling is for the Auraxium rich territory and the technological facilities This is just a potential means to create a meta-game in PS2 that I feel could be quickly implemented via starting with stage one which would put PS2 down a path to a more comprehensive Meta game feel that PS2 needs without trying to re-make PS1. I have tons of ideas for how these resources could be spent but I’ll leave it at this as this post is already really long. Cheers, Whet P.S. Don’t forget you need to have an E-sports scene, but I’m sure that’s in the works!