I'm working on my own version of Planetside that kinda goes more back to the roots and adds in that missing RPG feel that the first game had while still incorporating all the cool changes from the second game. Idk. Bored. *shrug* [Planetside 3] 120 Battle Ranks 25 Command Ranks CHARACTER PROGRESSION: 1 Certification point awarded per battle rank / 1 cert per command rank (earned while in a squad / platoon, leadership not required for progression, however leading will increase command rank xp earned) [INFANTRY] 120 points / 6 sub tiers; Light Assault / Heavy Assault / Engineer / Medic / Infilitrator / MAX (LIGHT ASSAULT) - Points spent in light assault grant the player 1% increased movement speed per point spent (20 points max) -Rocket Rifle (3) Tier 1 *Flak Ammunition *Heat Seeking Missiles -SMG (3) Tier 1 *Underbarrel G-Launcher (Frag / Plasma / Jammer) *Surpressor -Shotgun (3) Tier 1 *Slug Ammunition *Explosive Rounds -Grenade Launcher (3) Tier 2 *Smoke Grenades *Jammer Grenades -Crossbow (3) Tier 2 *Explosive Bolt *Jamming Bolt -Jump Jets (3) Tier 2 *Drifter (short height, medium distance) *Rocket (No height, long distance, fast) *Scout (maxiumum height, minimal distance) -Light Step (no longer triggers enemy deployables) (1) Tier 3 -Rocket Man (killing enemy players increases jumpjet fuel regeneration temporarily & increases movement speed of player & nearby allies by 7% for 6 seconds; 5 stacks maximum) (1) Tier 3 (HEAVY ASSAULT) - Points spent in heavy assault grant the player 1% increased Rate of Fire per point spent (20 points max) -LMG (3) Tier 1 *Extended Magazine *Forward Grip -Decimator (3) Tier 1 *Reduced reload time *Increased range -Semi-Auto Rifle (3) Tier 1 *Extended Maganize *Armor Piercing Rounds -Auto Targeting Launcher (3) Tier 2 *Extended Range *Twin Barrels -Grenades (3) Tier 2 *Plasma *Smoke Grenade *Flashbang -Personal Shield (3) Tier 2 *Mesh Shield *Resist Shield *Adrenaline Shield -Juggernaught (killing an enemy player restores shield charge and increases damage done by the player and nearby allies by 5% for 6 seconds; 5 stacks maximum) (1) Tier 3 -Ammo Resupply Pack (provides ammo to player and nearby allies) (1) Tier 3 (ENGINEER) - Points spent in Engineer grant the player increased repair rate by 2% per point spent -Repair Tool (3) Tier 1 *Increased Range *Repair over Time instant ability -Combat Deployable (3) Tier 1 *Mines (AV & AI) *C4 & Claymore -Mana Turret (3) Tier 1 *AV Variant *AA Variant -Sticky Grenades (3) Tier 2 *AV Grenade *Jammer Grenade -Shield Generator (3) Tier 2 *Radar Jammer (stealth) *Pain Field effect added (hurts enemies inside shield) -Spitfire Turret (3) Tier 2 *AA Variant *AV Variant -Attrition (killing an enemy player will restore engineer & nearby allies (all repairables included) for 10% of their armor (5% for vehicles); 5 stacks maximum (1) Tier 3 -Engineer now passively repairs nearby friendly units for 2% of their armor / HP (vehicles) every 5 seconds (works in combat) (1) Tier 3 (MEDIC) - Points spent in medic will grant the player 20% increased shield / HP regen rates & allows for regeneration to occur during combat according to amount of points spent (20 points = 100% unhindered regen) -Medgun (3) Tier 1 *Increased Range *Instant Heal over time functionality (right click) -Medkit (3) Tier 1 *Restores increased HP over time *Reduces damage taken by 10% for 10 seconds -Barrier Shield (3) Tier 1 *Increased Size (coverage) *Regenerates shields of medic and nearby allies *Increased durability -Dart Gun (3) Tier 2 *Applies AOE effect to dart healing *Poison Dart Ammo -Syringe (3) Tier 2 *Increases player damage by 20% for 15 seconds *Increase players damage resistance by 20% for 15 seconds *Increaes players accuracy by 20% for 15 seconds -Paddles (3) Tier 2 *Revive is now instant, removes cooldown *Revived players are temporarily invulnerable after being revived -Good Doctor (killing an enemy player restores 25% Shield / HP to the medic & nearby allies instantly and an additional 10% of 6 seconds; 5 stacks maximum (1) Tier 3 -Apothecary (medic may now fire syringes from the dart gun & applies as an AOE effect additionally) (1) Tier 3 (INFILTRATOR) - Points spent in Infiltrator increase player weapon accuracy by 1% per point spent -Bolt Driver (3) Tier 1 *Spotter Scope *Increased Ammo Speed -Semi Auto Sniper (3) Tier 1 *Foward Grip (reduced sway) *Long Barrel (extended range) -Spotting Tool (3) Tier 1 *AoE spotting *Permanent Tracking Dart -Cloaking Device (3) Tier 2 *Hunter Cloak (temporary cloak / primary wep) *Stalker Cloak (permanent cloak / no primary) *Nano Cloak (partial cloak + reduced damage) -Hacking Specialist (3) Tier 2 *May now hack vehicles / turrets / terminals & increases hacking speed *May now hack occupied vehicles, ejecting occupants and giving control to the hacker, may also hack enemy deployables (IE: spitfire turrets) -Radar Device (3) Tier 2 *Increases radius of detection *Creates a small radar jamming field around device, preventing detection -Assassin (knife kills instantly from behind) (Footstep noise reduced) (melee range increased) (1) Tier 3 -Predator (killing an enemy restores cloaking device energy and temporarily increases accuracy of nearby allies by 10% for 6 seconds; 5 stack maximum) (1) Tier 3 (MAX) - Points spent in MAX grant the player increased damage resistance by 1.5% per point spent -AI Weapons (3) Tier 1 *Explosive Rounds *Slavo Secondary Fire -AV Weapons (3) Tier 1 *Heat Seeking *Increased Projectile Speed -AA Weapons (3) Tier 1 *Extended Magazine Size *Increased range -MAX Charge (3) Tier 2 - charges enemies over a short distance causing damage and concussive effects *Adds concussive effect to enemies affected by MAX charge *Increases charge duration -MAX Shield (3) Tier 2 *Resist Shield (reduces damage taken rather than blocking it outright) *Damage taken restores shield recharge -MAX Melee (3) Tier 2 *Adds circular AOE melee attack, lasts 4 seconds, weapons disabled during attack *Increases Melee Range *Increases movement speed after melee kill 30% for 6 seconds -Maximum Impact (no longer suffers fall damage,falling from height impacts deal AOE damage to enemy players / vehicles / takes less damage from vehicle collisions) (1) Tier 3 -Overdrive (Killing an enemy will restore ammo to the current magazine, delaying reload, of the MAX and nearby allies for 50% of magazine capacity; works on vehicles) (1) Tier 3 [RESOURCE EXPENIDTURE] - LAND / AIR / STRUCTURES (base building) (LAND) - Points spent in land will reduce resource cost of land vehicles by 2% per point spent -Flash 50 resources (3) Tier 1 *Cloaking Device; Hunting & Stalker & Nano variants available *Magnetic Rims (allows ATV to magnetically couple itself to metal surfaces; may drive up vertical metal walls, may attach to friendly vehicles to include aircraft) *Blink (teleport short distance) -ANT 75 resources (3) Tier 1 *EMP Blast *Cloaking Device *NTU Overcharge (may provide past 100% NTU to base silos, which decays over time, providing temporarily increased efficiency; faster spawn times, lower resource costs, increased turret damage, increased pain field damage, base shield size increased, larger radar detection) -Sunderer 150 resources (3) Tier 1 *Cloaked AMS Bubble *Shield AMS Bubble *Gate Shield Diffuser -Harasser 200 resources (3) Tier 2 *Ammo Resupply / Vehicle Repair Module *Pain Field Module *EMP Blast -Lightning 300 resources (4) Tier 2 *Deploy Mode (increases range and reduces reload time drastically) *Vehicle Shield *Muffler (greatly reduces vehicle & engine noise) *Gunner Weapon Systems (adds additional seat / gun) -MBT 450 resources (4) Tier 3 *Repair Module (heals vehicle for 20% of damage taken instantly, additional 10% over 8 seconds; 5 stacks maximum) *Extra Barrel (adds addiontional tank cannon to main weapon, doubling shots fired) *Turbo Module *Grappling Hook (attaches vehicles, Tier 1 undeployed vehicles may be "reeled" back into the MBT works on enemies and squad / platoon members vehicles) -BFR 750 resources (5) Tier 4 (Pilot weapons similar to those found in Planetside 1) *Jump Jets (allows for massive vertical jumps, deals AOE damage upon landing) (disabled by jamming effects) *Shield Module (constantly regenerating shield, regenerates faster out of combat) (jammers stop shield regen) *EMP Blast *Radar *NTU Siphon (drains NTU from nearby neutral / enemy source that can be harnessed into a powerful AOE blast out of a chest cannon) (AIR) Points spent in air will reduce resource cost of air vehicles by 2.5% per point spent -Scythe 100 resources (3) Tier 1 (repurposed to light transport, no weapons) *Cloaking Devices *Radar Jamming *MAX Passengers (can transport max units) -Mosquito 150 resources (3) Tier 1 *Flares *Afterburner *Radar -Reaver 250 resources (3) Tier 2 *A2G Smoke Screen (grenades) *Spotting System *Heat Seeking Missiles -Galaxy 350 resources (3) Tier 2 (4 gunners; 2 sides + 1 rear + 1 top) *Shield (prevents all damage for 8 seconds, 30 second cooldown) *Vehicle Bay (may transport 3 Tier 1 / 2 Tier 2 / 1 Tier 3 vehicles) *Drop Shield (units dropped from galaxy received 35% reduced damage for 20 seconds after dropping) -Liberator 450 resources (4) Tier 3 *Flares *Afterburner *Radar Jammer *Twin Barrel (adds additional barrel to main gunner weapon) -Valkyrie 750 resources (4) Tier 4 (6 gunners; 2 sides, 2 tailgun, 1 top mounted, 1 underbelly) *Flares *Shield *EMP Blast *Ammo / Repair Module (resupplies / heals nearby friendly vehicles) (STRUCTURES) Points spent in stuctures will reduce resource cost of structures by 1.5% per point spent -Generator 250 resources (3) Tier 1 *Instant Construction *Battery Backup (provides power for a short time after power failure) -Wall 25 resources (3) Tier 1 *Reinforcements, adds durability *Fast Construction, walls are instant -Equipment Terminal 50 resources (3) Tier 1 *Security (terminals take 50% longer to hack) *Solar Powered (no longer requires a generator to operate) -Pain Field 100 Resources (3) Tier 1 *Healing module (restores health and shields to friendly infantry within the field) *Slows enemy movement within pain field by 50% -Spawn Point 150 Resources (3) Tier 1 *Recall ability (allows user to save this point, allowing recall from other spawn points to this point at anytime) *Spawn Speed (faster respawns) -NTU Silo 200 resources (3) Tier 1 *Shield (adds shield that will drain remaing NTU to recharge before being depleted by damage) *NTU Efficiency (slows NTU drain rate when resources are spent) -Defense Turret 250 resources (3) Tier 2 *Auto Launcher Turret (AV / AA) *Pain Field Turret (pain field with greatly extended range) -Vpad / Airpad 300 resources (3) Tier 2 *Ammo (tower) Resupply / Repair added *Cheaper Parts (resources cost of vehicles pulled from terminals reduced 20%) -Base Shield 350 resources (3) Tier 3 *Converts damage absorbed into NTU *Resist Shield (now reduces damage taken, rather than blocking, increased shield capacity) -Long Range Radar 400 resources (3) Tier 3 *Radar Jammer *Artillery Spotting (will highlight and provide targets for long range artillery units) -Flail Long Range Artillery 650 Resources (3) Tier 4 *Crippling Shots (enemies affected by artillery fire become concussed temporarily) *Velocity (increases projectile speed) -OS Uplink 750 resources (3) Tier 4 *Reign (replaces single blast with multiple smaller orbital strikes over the target area) *RUN! (reduces firing time by 50%) [DEPOT] - Battle experience earned will award Depot Points which may be spent in the depot to buy or augment weapons for infantry, vehicles, and structures. Appearance items may also be purcahsed through the depot, subscribing as a member will greatly increase the rate of Depot Points gained in addition to increased battle experience gain. Any depot purchase will apply to any existing character and future characters across all servers (you can't lose any purchases mades) and common pool purchases are available to characters on any faction, any server. All weapons come with upgrades that may be purchased from the depot to improve their performance. Includes player studio appearance items. Members get 1 free depot purchase per month, any item. (VANU WEAPONS) Infantry - Lasher / Lancer / Pulsar / Beamer / Ghost Vehicles - Aphelion / Saron / PPA / BFR Pilot Straight Laser (AI) Turrets - (same as vehicles) (TERRAN REPUBLIC WEAPONS) Infantry - MCG / Striker / Cycler / Repeater / 99SV Vehicles - Vulcan MCG / Gate Keeper / Banshee / BFR Pilot MCGs (AI) Turrets - (same as vehicles) (NEW CONGLONMERATE WEAPONS) Infantry - Jackhammer / Phoenix / Guass Rifle / Magshot / Bolt Driver Vehicles - Enforcer / Canister / Mustang AH (shotgun) / BFR Pilot Jackhammers (AI) Turrets - (same as vehicles) (COMMON POOL) - Any faction may use these Infantry - Anihilator / G2A Launcher / G2G Launcher / Automatic Shotgun / Swords / MAX Powerfist Vehicles - Halbred / Ranger / Kobalt / Fury / Bulldog / Walker / Marauder / M96 / Proton / Skyguard / Viper Optics - 1x / 2x / 3.4x / 4x / 6x / 7x / 8x / 10x / 12x / Night Vision / Threat Detection / Thermal / Darklight / Auto targeting (missile launchers) (all scopes may change between red dot / chaffron / cross / etc) [WEAPON UPGRADES] (INFANTRY) -Missile Launchers *Heat seeking missiles *Faster projectile *Faster reload *Reduced time to lock on -Grenade Launchers *Increased clip size *Faster Reload *Larger Blast Radius *Faster Reload -Flak Weapons *Increased Rate of Fire *Increased projectile speed *Increased detonation range (explodes further from aircraft) *Increased clip size -Munitions Weapons (sights acquired on depot under optics) *Silencer *Compensator *Full Stock *Long Barrel *Faster reload -Vehicular Explosive Weapons *Increased blast radius *Increased projectile speed *Increased clip size *Faster reload *Reduced lockon time (if applicable) -Vehicular Munitions Weapons *Explosive rounds *Increased projectile velocity *Increased clip size *Faster reload *Less Recoil [IMPLANTS] - New implant awarded every 5 BR, 1 slot opens at BR 5 (first implant awarded) - next slot opens at BR 50 - final implant slot opens at BR 100; 24 implants total (all implants from Planetside 2 have been carried over largely unchanged) -Nightmare (now works on quick attack knife kills) -Vampire (now works on quick attacks, now heals over time with a smaller instant heal up activation) [INVENTORY] - All players manage their equipment through inventory, suggested templates (undeletable) will be provided for them with other slots to save their own loadouts. Lockers have been added to the game allowing for equipment to be pulled during power failures at major bases. Ammunition takes space. Medgun and repair gun use nano-energy which is interchangeable between the devices. All vehicles have some degree of trunk space, larger vehicles may accomodate more. Vehicle ammo is much more cumbersome in size, it may be stored in special lockers found in vehicle bays. Depending on where points have been spent in your character class tree determines what class of armor suits you have available to you. Lighter armor has a smaller inventory size. IE: Cloaker armor has the smallest inventory, MAX armor has the most amount of space available. The first point spent in each character class tree unlocks the appropiate armor class. Cloaking requires cloaking armor, however driving vehicles with cloaking systems does not require cloaking armor be worn by the driver. Munitions ammos (for both vehicles and infantry) come in a standard variety, armor piercing, and soft point. They do not have any requirements to use any variety of ammo. Explosive rounds however must be certified to use where applicable. You may carry different types of ammo and cycle through them as needed. Lightning and MBT now come equipped with HEAT ammo standard, and may exchange for HE rounds or AP rounds at any vehicle ammo tower. Will post another wall of text tomorrow covering the lattice system and maps and that sort of thing. You will be able to drain bases again and actually travel through warpgates rather than use terminals. Sanctuary & HART have returned. Old spice commercial has not. The way the game makes money is shifting back to subscription focus with appearance items and boosts only sold on the Depot (marketplace) rather than the focus being on the marketplace and subscription benefits are secondary. Player studio items are still available as well. Ideally the game should be really fun to play free, but more convenient / much (exponentially) faster for someone paying monthly. Also product placements and subscription perks (like hulu streaming / spotify / amazon prime / etc).