[Suggestion] Specialization tickets

Discussion in 'PlanetSide 2 Gameplay Discussion' started by CipherNine, Nov 4, 2014.

  1. CipherNine

    Which vehicles require specialization tickets to spawn:
    Aerospace specialization ticket: ESF and Liberator (and maybe Galaxy)
    Mechanized specialization ticket: MBT and Lighting (and maybe Harasser)
    Infantry specialization ticket: MAX
    (And maybe another specialization ticket for Heavy Assaults)

    Rules concerning specialization tickets:
    1. All factions have specific number of specialization tickets

    2. Faction specialization tickets are spread evenly among bases. If you lose one base then its faction specialization tickets will be redistributed among other bases. If you capture a base then faction tickets are redistributed again so other bases lose few tickets each which will be used to restock newly captured base.

    3. Every base has NS specialization tickets which don't get redistributed upon base cap. Those tickets add up on your faction tickets(which are always fixed) and increase maximum vehicle count.

    4. Upon spawning one of the vehicles above you consume one specialization ticket
    5. If base has no specialization tickets left you cannot spawn vehicle
    6. When your vehicle gets destroyed the base you pulled it from receives back the specialization ticket you used

    7. You can go deep behind enemy lines, hack their terminal and consume their tickets to spawn vehicles.
    8. Sunderers, Flashes, Valkyries (and maybe Galaxies and Harassers) don't require tickets to spawn.




    How it contributes to gameplay:
    1. Helping a faction which needs help: When faction gets warpgated all of its specialization tickets will be located in their warpgate. As a result they will be able to bring more vehicles and MAXes than their enemies who warpgated them. This punishes double-teaming on one faction.

    2. Gives meaning to base capture: Capturing bases increases maximum number of vehicles you can field. When you capture a base all of its faction tickets will be returned to losing faction. However NS tickets will stay and your faction can use them to increase total vehicle count.

    3. Reinforcement interdiction: If you wish to maximize number of vehicles/MAXes on the front you will need people who are willing to go all the way to warpgate and other bases far away from the frontline to spawn tanks/MAXes and bring them back to the front. Enemies can form small interdiction teams whose role is to destroy those incoming reinforcements.

    4. Specops: Small teams can go behind enemy lines, hack their terminals and use their tickets to spawn vehicles for themselves

    5. Less vehicle spam: You can still concentrate all of your vehicles on one base but that would require time as you would have to move vehicles from other bases. On top of that vehicle zergs would make other parts of the front vulnerable to attack as number of vehicles is limited so your best bet is to evenly spread them among the frontline.

    6. Alert variety: we could have alerts or events which change the number of tickets. For example there could be an alert which completely removes aerospace/mechanized/MAX tickets so we have infantry only fights (not counting Sunderers, Flashes, Valkyries etc...). Other type of alert could be air superiority which only removes mechanized and MAX tickets. This means there will be no AA MAXes nor Skyguards and aircraft would become very powerful. Or perhaps alert without heavy assaults etc...