[Suggestion] Possible way to bring back the concept of mini-alerts?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Talthos, Oct 18, 2020.

  1. Talthos

    (I originally posted this to the Planetside subreddit, so here's a link if you wanna see the feedback it got there)

    The mini-alerts were not a bad idea, in principle. The problem was a combination of their presentation (which often encouraged blind base cap zerging), and what they demanded players to do. Especially both versions of the old air alert.

    So perhaps a different approach is required. Below are some very rough draft examples of what I thought seemed like 'better' mini-alert concepts:


    Armored Mayhem:

    Destroy as many enemy ground vehicles as possible, before the mini-alert ends. All 3 factions will be vying for the most points here.

    • Killing ground vehicles only counts towards the mini-alert, if they are made while driving a ground vehicle, gunning for an allied ground vehicle, or while seated as a passenger in an allied ground vehicle as it kills an enemy ground vehicle.

    • Killing enemy aircraft, enemy infantry or enemy MAX suits while using ground vehicles, will not contribute score for this mini-alert.

    • Killing enemy ground vehicles while using aircraft weapons, infantry weapons or MAX suit weapons, will not contribute score for this mini-alert either.

    • Heavier ground vehicles will yield more points for the mini-alert score than lighter ones (a Flash would yield the least, while an MBT would yield the most).

    • All ground vehicles (including the Colossus) are free for the duration of this mini-alert.

    • As a bonus: A Colossus tank is worth even more points than an MBT; carelessly throwing them away will set your faction back. Don't feed the enemy tanks free Colossus kills!

    Fire in the Skies:

    Destroy as many enemy aircraft as possible, before the mini-alert ends. All 3 factions will be vying for the most points here.

    • Killing enemy aircraft only counts towards the mini-alert, if they are made while piloting an aircraft, gunning for an allied aircraft, or while seated as a passenger in an allied aircraft as it kills an enemy aircraft. This includes killing enemy aircraft while shooting with the CIWS cannons of the Bastion Fleet Carrier.

    • Killing enemy ground vehicles, enemy infantry or MAX suits while using aircraft weapons, will not contribute score for this mini-alert.

    • Killing enemy aircraft while using ground vehicles, infantry weapons or MAX suit weapons, will not contribute score for this mini-alert either.

    • Heavier aircraft will yield more points for the mini-alert score than lighter ones (an ESF would yield the least, a Galaxy would yield the most).

    • As a bonus: Killing a Bastion Fleet Carrier during this mini-alert will yield a MASSIVE amount of points, and its Interceptors are also worth more points per kill than standard ESFs. Don't waste your BFCs; protect them!

    • All aircraft are free for the duration of this mini-alert. The Bastion Fleet Carrier will not be free, nor will it get any price discounts (zergfits would simply ignore the alert, and just farm ground stuff forever, if BFCs were free; we do NOT need more of that).

    Boots on the Ground:

    Kill as many enemy infantry as possible, before the mini-alert ends. All 3 factions will be vying for the most points here.

    • Killing enemy infantry only counts towards the mini-alert, if they are made as a standard infantry class, or while in a MAX suit.

    • Certain infantry classes will yield more points when killed. (Heavy Assault, Light Assault, and Infiltrator would yield the most, Engineer and Medic would yield the least).

    • Killing enemy aircraft or enemy ground vehicles while using infantry weapons or MAX suit weapons, will not contribute score for this mini-alert.

    • Killing enemy infantry or enemy MAX suits while using aircraft weapons or vehicle weapons, will not contribute score for this mini-alert either.

    • All infantry consumables (medkits, grenades, C4, etc) and MAX suits are free for the duration of this mini-alert.

    • As a bonus: Killing an enemy MAX yields points equal to roughly 3 Heavies/Light Assaults/Infiltrators. Don't be too reckless with them, lest you unwittingly feed the enemy free progress points; stick with your allied Engineers, so they can keep you repaired and resupplied!

    Phew... quite a bit of typing here...

    But yeah, just some super rough ideas on mini-alerts, and how they might come back without the issues that the original mini-alerts had.

    Good idea, or no? Why, or why not?

    Would like to hear your thoughts, and maybe get some decent discussion going here.
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