After playing the game for quite a bit after having made a thread some time ago discussing my disappointment with the direction the game has taken over the course of the past 2 years, I decided to see if I can come up with a new gameplay core that should bring the fun back into the game and make the various content like construction and bastions actually be useful and engaging while also promoting various playstyles. I am going to break this post up into sections. First section is going to be a bit of a recap/history of the core gameplay. If I missed a detail, do mention it in the thread. Second section will be the suggestion that I have. I will add more to the thread depending on how the conversation goes and hopefully, the devs will take notice as Planetside 2 is the only game of its kind and to have it in the current state that it is in is disappointing. I am sure they are aware of the current opinions of the community but it has become abundantly clear that the devs just don't know what they want to do with this game or in which direction they want it to go. They push out content like construction and bastions, but these turn into island contents and are forgotten about within months of release. They recently tried to do Planetside: Arena and that failed. There is simply no cohesion and that is the reason why the core gameplay has become stagnant, causing the game to stop growing properly, and in the end, resulting in people leaving the game. SECTION 1A: How the game used to play Based on how the game used to play years ago, each faction would have control of around 33% of the continent when the continent would first open. Then there would be an alert and whichever faction had the most control and most objectives completed would win and lock that continent. Of course, that old system did make some things such as ghost caps a common occurrence when certain territories would not have a large presence of players and usually resulting in a handful of players flipping the alert in favor for their respective faction, therefore nullifying the war effort of the other factions involved. This was a viable strategy because if your faction wasn’t paying attention to the map, well, your faction would lose. Same thing with zergs; love them or hate them, they were sometimes needed to build up momentum. However, this older system did promote more skirmish-like engagements where players would bring galaxies and valkyries while communicating how to attack or defend a site whenever there was an opportunity. While large groups of players would fight over key territories like the Tech Amp, you would have smaller squads and outfits try to capture nearby regions to cut off the enemy and there was a lot of coordination. Therefore, there was always a fight going on near the factions' borders and you could find a decent fight even when a region had only a 24 v 24 fight. SECTION 1B: How the game plays out now When the continent opens and there is a small population, many territories cannot be captured and if an alert is triggered, only a small amount of territories are fought over by all 3 factions. Sometimes if the population numbers are really low, you could find just 1 or 2 factions in the continent. Until more players join the fight, most of the continent is locked away and the alert just becomes a small skirmish over a handful of territories. Whichever faction ends up having slightly more players manages to lock the continent, resulting in a free win for the faction and an extra bonus reward. This current system was put in place to have more players concentrated in key regions, but all this system really did is just promote the mentality to farm the main regions even more and leave other regions alone. This, in turn, results in seemingly mindless and endless farms that people complain about while also getting ghostcapped which at times, ruins farms because a Biolab ends up getting cut off. Of course, you would still find a fight here and there and the occasional attempt at a ghost cap, but whenever an alert happens, for example, in Indar, most players go to the Crown and Ti-Alloys, leaving the rest of the continent alone. The only difference between the gameplay now and before is that majority of people don't bother playing the objectives and those that do become frustrated that nobody is paying attention to the map. The reason why is very simple; people want to farm and get that instant gratification and only a handful of regions provide that. Meanwhile you have the devs trying to create stuff like construction and bastions and promote group play, but the mindset of most players is go to the Tech amp and Biolab and stay there for an hour. These days, there is very little coordination between various squads and majority of players simply concentrate on farming in the biolabs and whichever faction has the better control gets to farm while the others are farmed, causing rage quits or for people to just go somewhere else. People have varying opinions about this matter, but in the grand scheme of things, it doesn't make the game engaging and doesn't help continue to build the game. Frankly, this current core system and the way the game has become an "instant gratification larger-scale Call of Duty or whatever" hurts the game's ability to attract more people and to keep more people engaged with the game. Planetside 2 was initially promoted as a game based on strategy, tactics, and warfare where cooperation was key to success. That is what made people interested, because it was a different kind of FPS game. Now, it feels outdated and worn-out because each day is just another, "go to Biolab or Tech Amp, farm kills, try to capture, then see if you can push" kind of deal. SECTION 2A: The New Core Gameplay Not everything is all doom and gloom right now as there is a foundation to make the core gameplay better. In fact, what I suggest promotes various playstyles and makes construction, bastions, squad/platoon coordination all important ingredients to have a fun, rewarding, and engaging gameplay. Right now, the warpgates go through this “unstable” phase that results in most territories to be locked. They only unlock when an alert starts once there are enough players on all 3 factions. Instead of having this automated system, there should be an objective that results in the stabilization of the warpgates. There should be regions in each continent where there will be what I could call towers that establish connections with the warpgates to give access to nearby regions. Once a faction manages to take full control over the tower, nearby regions become available to the faction, therefore, reinforcing control over the tower. Once a certain faction manages to take control over at least half of the towers and most regions are unlocked, an alert can be triggered. SECTION 2B: An Example of the Core Gameplay Here is how this would play out. Take Amerish for example where all regions are locked except for the towers present there. The continent has a total of 6 towers and 2 towers will be closer to one of the warpgates. For example, there are two towers closer to the VS that they can reach quicker and four towers that are further away that can easily be reached by the NC and the TR respectively. These towers do not have any natural defenses to protect them, they are pretty much open from all directions. The only way to effectively defend them is to have players construct defenses around the towers. Now each tower will have 3 major computer terminals that need to be captured that would then begin feeding data to the main computer at the top of the tower that would establish a connection with a faction’s warpgate. Once the connection is successfully established, nearby regions that are connected to that tower will become available to the faction that just managed to capture the tower. So if the VS, for example, capture Tower 1, regions near that tower will connect with the warpgate, therefore, allowing easier supply of infantry, vehicles, and resources. This would be similar really to how the regions currently connect to the warpgate. The capture of Tower 1 would result in the acquisition of 50% of the territories that the VS would naturally get if the continent was opened up with a 33% split that we used to have in the past. To ensure that the tower remains under the control of the VS, the VS will need to have people build the defenses, so outfits/squads/platoons dedicated to construction will be tasked with building up the necessary defenses because they should expect the NC or the TR to attempt to attack that tower to convert the regions to their control. Now, the other factions won’t be able to simply attack the surrounding regions that the VS controls thanks to the capture of Tower 1. They will need to capture their own towers whose nearby regions will directly connect with the regions of Tower 1. So, let’s take the VS fighting the NC. Tower 1 is under the control of the VS and Tower 2 is about to be captured by the NC. After a minute, Tower 2 falls under the control of the NC and the nearby regions surrounding Tower 1 and Tower 2 become connected with one another, therefore establishing the border that we would normally see right now between all the factions. Now let’s say the VS want to attack Tower 2. They would need to capture the computers in Tower 2 and also attempt to control as much of the regions near Tower 2 as possible to prevent the supply of resources and reinforcements from NC-held territories. So effectively, two different playstyles come into play. You have those who prefer to zerg and they will most likely focus their attention on the tower and those who prefer skirmishes will deal with territories near the tower. The capture of these territories will work in a similar fashion to how things are set up now. So the VS, in this case, will have two options; either take the long way and capture each territory one by one until those VS territories link with the VS warpgate and touch the NC warpgate or focus their attention on the NC controlled Tower 2 to attempt to capture potentially 50% of the 33% of the continent the NC would have had based on the older system where each faction started out with 33% control of the continent. Once half of the towers end up being controlled, an alert can start which would play out more or less the same way. You will have smaller territories that lead up to bigger territories like the Tech Amps and Biolabs which when captured, give more advantages to the faction that is trying to capture as many territories as possible. The more towers and Tech Amps and Biolabs a faction controls, the easier the alert will be for them and the more difficult it will be for the other factions to win. Of course, the number of towers that will be available can be changed so instead of 6 towers, there can be 12 towers in total. The point is, these towers will promote construction and if a tower is deemed very important, a faction can reinforce it with a bastion. Also, when a continent first opens up, all the towers will be under neutral control and no territories besides the warpgates will be open. Nobody can spawn anywhere immediately, instead, this will make players spawn Galaxies, Valkyries, and Sunderers to get to the towers to attempt to capture them before they can start redeploying around the continent. This will result in players, outfits, and squads/platoons to coordinate and indicate which tower they want to focus on first. Zerg outfits will do what they do best and attempt to attack/defend the towers and farm certs/xp like they used to in Tech Amps and Biolabs, and those who would prefer a more objective gameplay can focus on capturing territories around the towers to cut off the enemy and reinforce their own faction’s hold on the towers. With this new core gameplay, construction will play a vital role to reinforce key positions because now, losing a tower would result in a lot of problems for a faction which could cost them an alert and also an effective farm. This new system would make the game overall more engaging and promote objective gameplay, strategy, and tactics while also giving those who just want to be in the frontlines to do their thing. There will be more air and ground combat around these towers and whichever faction manages to control the most towers and territories will win the alert. Also, of course, if some tower somehow ends up attracting all three factions, then expect pure chaos. Of course, doing so and throwing all resources at one tower can result in other squads from other factions to attempt to cut your faction off. If that is a risk your team and your faction’s command wants to take, then so be it.