Just food for thought. Worked this up over the last two days in boredom. (click to enlarge) FLOOR 0 (GROUND LEVEL) Main features: Shielded vehicle pad with fortified bunkers V-Pad Shield Generator behind first line of defense Lobby with Lobby Bunker 6 (to 8) ways in, 3 ways up Segmented floor plan: Bunker areas (1st line of defense) Lobby area (2nd line of defense) V-pad area (2nd line of defense) V-pad Shield Gen area (3rd line of defense) Losing the ground level to enemy forces is quite likely with this amount of entrances. However, a good defense can win each section back one at a time. Defense of the V-Pad results in defense of the Shield Generator. This means that infiltrators might have a better chance of reaching the gen than jetpacks, taking back part of their saboteur niche role. This shield generator should be possible to blow up by setting several explosive charges (4 to 6 total, should require one infil to make two runs to set enough charges). Repairs should take one engineer about 120 seconds*. *Being so close to the invading fight, it is rather inexcusable to not check this area regularly for sabotage attempts. So if it gets blown up, it's your problem for letting enemies pass through. Shielded infantry windows around the v-pad exit allow for clearing of the outer shield so vehicles can exit the shield more safely. (Inside-Outside Transition zone). Losing the lobby means losing control of the equipment terminals and thus causes a bit of attrition to the defender. If you manage to capture the room with the terminals intact, infiltrators should be able to hack into them, providing the assailant with new resources. IMPORTANT NOTICE: Infils should not TAKE OVER equipment terminals from defenders. Equipment terminals should primarily benefit the defender logistically and should have anti-virals that undo hacks in time. Infils should simply open them up for temporary use by the assaulting force. Preferably not all players can hack open terminals for character uniqueness and ensuring that by taking out specific players you can deny the assaulting force access to your terminals. The bunkers also provide a way to slowly fight your way out, next to defending your ground level entry points. Note that the shield walls as depicted in the first image have been left out for schematic simplification purposes. These are however needed to allow indoor-outdoor infantry play to be more gradual. Transition zones between types of combat are needed to mitigate the effect of heavy hardware that can be used outdoors to camp. 6 to 8 entrances (not counting the leg-tower stairs) should provide sufficient ways to break in, if not by a big assault group, then by infiltrators. It should also provide sufficient exits to not be camped too much. FLOOR 1 (MEDICAL BAY LEVEL) Main Features: Medical Bay and facilities Lobby and V-Pad walkways 4 ways to get in (including 2 Leg-Tower stairwells) V-Pad External Overwatch area (covered battlements) Segmented floor plan: Med-Bay area and stairs up Vehicle Pad Hall and stairs down Upper lobby This floor is connected strongly to the lower level. The stair provides the main choke point which can be bypassed either by taking the lobby and using the stairs to the leg-towers and then the walkways, or by using Jetpacks to reach the upper areas (of the lobby and v-pad, or directly to the external areas). The medical bay holds facilities for defenders without medics or engineers to heal up and repair their MAX units. This process is slower than using actual medics. These facilities can be opened up for temporary use by the enemy through infiltrators with hacking tools. FLOOR 2 (MAIN GENERATOR LEVEL) Main Features: Kitchen/cantine spawn exit Main Generator One double stair up One stair down Two entrances to external walkways Segmented areas: Living Quarters (Armory / Kitchen / Cantine / Toilets?) Stairs hub (X shaped crossfire) Main Generator On this level there are two more entrances to the keep, seemingly close to an exit from the spawns, but ending up opposite of it near the other stair well section that leads upstairs. On that same opposite side an enclosed area containing the main generator room can be found. The spawns have one pair of exits on this level through the armory which holds two equipment terminals. It connects to a couple of living quarter rooms: the kitchen and cantine. In this version, the armory (being connected to the spawnroom) is shielded with two shield doors. The generator room has two entrances, a splitting entrypoint on floor 2. The Main Generator can thus be held by a relatively small group covering the two entrances to the generator. Generator holds could become a viable tactic again, not just by going ahead of the chain, but also by gal dropping from upstairs since it is relatively close to the top floor. If the Main Generator goes down, all benefits generated by and passing through this lattice link will stop being transfered, all terminals and shields in the base will also power down, although the shields will remain up for about a minute until the energy reserves in the separate generators is used up. The two remaining leg-towers can be reached from this level's external walkways. It is clear that this floor would be a major and I mean, MAJOR chokepoint, what with the routes all passing through the same hall. However, the chokepoint works both ways for attackers and defenders and taking one corridor can break control over another or a particular direction. Once control of the central area is gained, the Main Generator becomes an easy target. To prevent a deadlock here, it is advised to use a Galaxy drop on the upper level or have jetpack troops scale the walls on the outside. As a sidenote, the idea of using living quarters is to make the world feel more real. Adding a Little Nublets room (toilets) somewhere near the cantine would add to the emersion that this is a real universe with people living and working in this environment. FLOOR 3 (SPAWN ROOM LEVEL) Main Features: Spawn Room Spawn Room Shield Generator Operations Terminal Segmented areas: Spawn Room area (with Spawn Room Shield Generator) Central stairwell (leading down) Security Room area with stairwell (leading up) The spawnroom has two exits on this floor, each leading by the Spawn Shield Generator. If this generator goes down, that's really your fault for not paying attention, because everyone passes by it. This generator can be destroyed with charges similar to the vehicle pad generator, the only difference is you need only two charges (it is much harder to reach and hold), but it also takes one engineer 120-150 seconds to repair. This to ensure that if an infiltrator is succesful, the effect is not immediately counteracted as in PS2 everyone can be an engineer. Once down, the spawn room is open for assault as the shields drop instantly. Spawn Tubes can then be destroyed by destroying the matrixing (base spawn binding) panels next to them. A painfield should remain active though to discourage camping, unless the Main Generator goes down, which also takes down the spawn room shields. The Security Room is a new type of room, but houses a feature known to the later veterans: the Operations Terminal ("Main Terminal" in PS1). This terminal provides the squad, platoon and outfit leader with commands to send to his or her underlings, including such things as: Binding to (home) base; once players in the squad, platoon or outfit enter the Sphere Of Influence (SOI) of the base they are asked if they want to bind to the base so they can spawn here in the future. "Homebase Recall", which asks all players in the squad, platoon or outfit to deconstruct and spawn at this base "Warpgate Recall", which asks all players in the squad, platoon or outfit to deconstruct and spawn at the selected Broadcast Warpgate. A new feature of the Operations Terminal would be allowing the player to monitor heavy fighting activity around the base, using fixed cams spread around the perimeter. Only areas under alert are shown on this monitor, for instance, if a generator is under attack, or there is heavy fighting in a particular area of the base that has a camera. This allows the player to see where he or she is needed most at that time. Enemy infiltrators with a hacking tool can use this terminal to upload some subtle virals. Only one viral can be active at any time. The more impacting a viral, the sooner it gets detected and removed by the anti-virus system and the longer it takes before it can be used again. Black-Out virus: Cameras are temporarily disabled [5 minutes / 2 minutes downtime] Open Terminals: All base terminals are opened to the enemy for a prolonged period of time [5 minutes / 2 minutes downtime] Open Turrets: All base turrets are opened to the enemy for a short period of time [1,5 minutes / 5 minutes downtime] Radar Blackout: Spotting is not communicated between players (only personal spottings show) within the base SOI [30 seconds / 10 minutes downtime] A radar blackout in PS1 was used standard to conceil all enemies, even those one spotted themselves. In fact, it even conceiled all allies, making it impossible to see where they went. It lasted many minutes and was continuously renewed, making fights very one sided (in favour of the attacker), as such it had the opposite effect of Interlink radar, but worse, because you could not coordinate anymore and lost all your radar situational awareness. The Radar Blackout virus in PS2 should be used as a tactical, timed tool in coordination with an assault. For instance a Galaxy Drop. Virals can be removed more swiftly by infiltrators of the faction that owns the base, provided the base is powered. FLOOR 4 (CONTROL CONSOLE LEVEL) Main Features: Aircraft terminals Airpad Four entry points of the keep at the CC level (2 from above, 2 near aircraft terminals) Segmented areas: Air pad / external walkways Air room / CC Tech Labs / SOI HART Jammer Antenna Controls The CC is left deliberately vulnerable to Galaxy Drops on either the rooftop or Airpad. It is somewhat incapsulated in a double ring, allowing to try for a hold by smaller groups, including Gal Drops. The CC capture method should be a pure timer in the order of 10-12 minutes. 15 minutes would be good too, but is likely too long to remain interesting in case of a ghost. 10-12 minutes is needed to attempt a resecure strike. One cannot try to defend something if one cannot reach it in time to defend it after all. Recapture timers upon a hack (aside from the hacking time) should not exist or be in the order of 30 seconds. The side trying to capture should actively try to prevent these resecure attempts, not linger randomly about the base, knowing they won't lose much time even if they do lose the point. This increases the value of the point and creates a clear win/loss situation, where the defenders (usualy being outnumbered) and even lone people get a chance to thwart/outplay the zerg in one action. They will remember such moments far more brightly than if all effort and playing against all odds turned out to be useless (and I can tell you it often has at least for me been a huge demotivator to keep playing if anything I did was going to end up useless due to capture mechanics benefetting the derpiest side with the most players). Ideally a tool should be used to hack, rather than proximity rules. The reason is proximity rules allows a player to not be preoccupied or even be aware or putting effort in the (re)capturing process. Proximity rules means that any person trying to thwart this recapture attempt does not get an increased chance. Let the player's allies protect the player hacking the CC. They should not only be thinking of kill-kill-kill, but kill-to-protect and deny/deter-enemy-access-to-area as well. This is afterall more varied and smarter (team)play and therefore more rewarding and satisfying due to not being more of the same, while getting the thanks and comrady from those you protected or helped on purpose rather than by accident because killing stuff helps. It is also vulnerable to HART drops, obviously, but only when the antenna that jams the signals from the HART squad beacons is deactivated. The controls for this antenna are in the separate section that can only be reached from the outside. It is a bit harder to regain control of, but as long as it is under control, the top section of the base is only vulnerable to air strikes. As such, it is a major tactical objective which either infiltrators, jetpacks or air droppers can go for in order to create a new way into the base. Please note that airborn spawning is too logistically zerg-friendly and should not be done. Convenience of organisation in this way is not fair to an outnumbered defender that has to protect many entry points and can't regain air control. It would be a cart blanche to win the base if you can just spawn troops in the air. At least having to collect and ferry them back and forth should be done to give defenders a bit of a break and the ability to succesfully deter an assault from above. The Tech Labs are simply places to fight through where technology can be displayed. FLOOR 5 (ROOFTOP LEVEL) Main Features: Turrets Protective roofing from air strikes The rooftop is accessible so that jetpackers can't stay out of reach and camp too much, but also provides alternative drop access points into the base and with four access points aircraft will have a harder time camping all walkway areas (including the lower ones). The defense platform and roof turrets should provide mostly AA and AV protection. The lower level turrets might include some AI turrets, but should probably be mostly AV turrets. Any thoughts on what the gameplay would be like, let me know. And yes, there are a lot of intentional chokepoints for defenders to abuse against a numerically superior force. They seem smaller on this scale drawing than they would be in reality though. And yes, I would say that any zerg worth its salt should have individuals being able to break in here and use siege tactics and sabotage to kick the butts of a defending zerg. They'll have to try a bit harder than they're used to though. For those TL;DR, I don't care. It's clearly not written for you, but for people with an actual deeper interest in level design. Just look at the images or something.