[Suggestion] My Thoughts on what the Resource System should have

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Lorr, Aug 9, 2015.

  1. Lorr

    People all seem to have different opinions on what the Resource Update should be about, so I decided to make a compilation of items that I think the update should have for fun. I'll be assuming that whatever they use to represent "resource units" will be called nanites.


    Obtainment:
    Base:
    Nanite Generator: Found in large bases, such as bio labs and amp stations. It is the source of all the nanites and can produce an unlimited quantity for the empire who owns it. These nanites must still be transported, obviously. It also cannot be stolen from.

    Nanite Stockpile: Found in smaller bases. It will slowly fill up with nanites while a base is not under attack, but will stop filling once its lattice link has been connected with that of an opposing empire. At that point it must be refilled manually. It can be stolen from, so it needs to be protected in larger fights.

    Nanite Storage: Found between certain bases and can be used as storage for the empire who controls it (captured individually, not tied to base). Unlike the stockpile and generator, it does not automatically refill under any condition and must be filled manually. It also cannot be stolen from unless captured first. Supposed to be used as a forward station for attackers so they can shorten their supply lines for large fights. It would be fun if these storage stations were inside small forts to encourage empires to fight over them.

    Harasser:
    Nanite Plunderer: Once deployed, it will steal a moderate number of nanites from enemy vehicles and transfer them to the harasser. Ment to be used a a quick hit-and-run way to gain nanites so that you can resupply friendly vehicles and, at the same time, deplete the enemy’s nanites. A bit risky considering you have to get right up close to the enemy.

    Transport:
    All Class:
    Nanite Pouch: Allows infantry to carry a small number of nanites from any location and drop them off at any object that accepts nanites (such as spawn points or other transports). In addition, the infiltrator class can use it to steal nanites from the enemy and bring the nanites over to their side.

    Sunderer, Galaxy, MSS (below):
    Mobile Nanite Dispenser: Sacrifices the vehicle’s ability to be used as a mobile spawn point for the ability to resupply any vehicle or object that uses or carries nanites. Comes with a smaller nanite carrying capacity so that you cannot just refill a vehicle in one shipment. This could also be an alternative to ANTS if they are not added.

    Use:

    All Class (or maybe just infiltrator):
    Personal Spawn Unit (PSU): A small consumable that only the user can spawn at (the owner must keep it in their loadout). Can be used 1-3 times before it has to be recharged with more nanites. One thing to note is that it does not resupply you with consumables, so it cannot just be spammed every life (and makes other spawn methods prefered).

    Medic:
    Deployable Infantry Station: A tiny consumable that a small number of nearby troops can quickly respawn at. Can only spawn in 5-10 soldiers before it has to be resupplied or replaced. Also does not resupply consumables.

    Engineer:
    Deployable Infantry Terminal: A small infantry terminal that can resupply consumables to friendly infantry as long as it holds nanites to operate.

    Deployable Spawn Unit: A medium-sized object that replaces the turret slot. It acts as a spawn point more similar to the Sunderer, but is very vulnerable to fire. It would also have a lengthy setup time before it can be used.

    Mobile Spawning Station (MSS): Similar to a Sunderer, but much faster and more maneuverable. Probably something a little bigger than a harasser. Its downsides would be that it is much more fragile and doesn’t carry nearly as many nanites, so this would be more for smaller outfits to use when they need more mobility.


    Other:
    Infiltrator:

    Nanite Tracker: Once deployed onto an enemy vehicle, will constantly scan it and keep track of how many nanites the vehicle has left, either as a HUD on the player's screen or as a bar above the vehicle that anyone in their empire can see. It can be shot off by the enemy if they notice it.