Also, can't believe no one's posted this yet:|
Resources are reduced to a single currency and acquisition timers are removed.
Inventory for infantry items is removed - changed to pay on use.
Individual Bases/Facilities supply Resources for local players.
Bases/Facilities have a power level that is drained by providing resources to local players.
There is a passive power regen to offset the cost of small skirmishes and to restore full power when no combat is taking place.
Full powered bases provide more resources than low powered ones.
The more players being given resources, the faster the power drain.
Addition of Auraxium Crystals/Mines as a power source.
These are resource nodes added in between facilities.
Vehicles fitted with appropriate equipment can load up auraxium at these nodes.
This auraxium can be transported to a base to manually refill it’s power reserves.
When a base is totally out of power, no resources are provided to the friendly troops in the area. This allows the attacker cut off entrenched defenders from using resources if they can keep supply vehicles from breaking their blockade.
Each of our current continents (Indar, Esamir, Amerish) becomes a home continent for an Empire.
Each empire has a single “Home Warpgate” on their home continent that can never be taken from them.
All other warpgates can now change hands like regular territory (details here still being worked out, so let us know if you have ideas).
By taking control of a warpgate, your empire can now advance along any continental lattice connected to it.
Hossin is given three warpgates, one connected to Indar, one to Esamir, and one to Amerish. >There is no home warpgate on Hossin.
Battle Islands fall between continents on all the links not leading to Hossin.
Few clarifications to some questions here and on other feedback channels:
There are two resources: Facility resource (power), and Personal Resource (nanites). Personal resource income is affected by power level. So a facility at 50% power will have half the resource income to players being supplied by that facility.
Power is drained based on players being supplied, not their actions. So one player pulling a vehicle is not going to be harmful. The more players being supplied the more power is drained (it's a stepwise function, not linear). Idea is that small groups will have little or no effect on power drain but it is a much more significant factor in larger battles. The 'steps' closely map to the activity levels - squad, 2 squads, platoon, 2 platoons, etc.
Warpgates provide a small amount of power inflow to connected facilities. This is enough to offset any drain for small groups, and empty facilities will slowly recharge over time on their own (so no running around fueling up bases). Severing lattice where possible can be very impactful to the facilities that are cut off.
How players spend their resulting resources does not affect other players. That part of the system works the same as it does today - players have resources and they spend them on vehicles and consumables. Instead of having 3 separate resources there will be one resource.
Roughly speaking you should be able to go from empty to full resources in about 10 minutes in ideal conditions. That may change but that's the ballpark. The goal is that if you want to do one thing like drive tanks or fly aircraft, you can do that if you save your resources for those things. We also don't want to have too much save-up power so you are affected when resource income is reduced. Deep pockets insulates that so we don't want pockets to be too deep.
Acquisition timer certs will likely be refunded. This seems like the most fair way to handle it.
The power-fetching aspect is intended to be focused around large battles to spread them out. Power-carrying vehicles would show up on the continent map so they would be mobile objectives, primarily for vehicle combat. This isn't intended to be a boring tedious thing so much as a sort of capture-the-flag style gameplay where the power carrier is highly likely to see action.
Warpgates are facilities that do not suffer power drain, so they are always available as a recharge point.