Metagame Design Idea Synopses

Disclaimer: the posts in this doc are all the ones I have found with the MDMI tag in them, I am not responsible for them being awesome, bad, reposts or not actually metagame related.  If I have missed any, sorry!

This doc is to track the ideas posted for the Metgame Design Meeting with brief descriptions of each.  This will act as a repository for ideas and will facilitate idea-creation and discussion but will also reduce the number of reposts of ideas already mentioned.  I won’t be able to find all of them, but I’ll look through at least the first 2 pages and /new of the subreddit and add them here.

If your post is not described correctly, send me a message.  I tried to remain neutral when adding the blurbs so no one is influence by my own opinions.


Contents

What is “Metagame”?

What is the Metagame Design Idea Meeting thing anyway?

Synopses

Resource

Resource Generators (Vonic_)

Resources and bases need to be REALLY IMPORTANT. (clarithium)

Vehicle Costs and Timers.... (BiggLou55)

Resource Denial and Universal Playstyle Resource Sink and Faction Redesigns (Sirisian)

New Vehicle Resource System (rockrobinoff)

How to make things meaningful (Wizzball99)

Resource Management - Supply Lines - Convoys  (Nekryyd)

Adding goals, a command structure, revamping resources and creating memorable gameplay: The Unified Metagame Concept (Mr_Drone)

Resources, Cont Locking, Base Adjustments (Cyridius)

Lots of Small Changes = Big Improvements (video inside)  (MrG4F)

A More Meaningful Resource System (ghnurbles)

Empire Resources and the Return of the ANT (-MarauderShields)

Battle Flow

Increasing Strategic Flow and adding New Objectives (NobelAT)

Objectives, Defense and Commentary (the_j4k)

Cutting off territory = huge impact on defense. (spamholderman)

Cross-continent Base Locking (AJWinky)

Gen Holds and the Lattice with a twist. (bastiVS)

Linked continents via warpgate network (AshRolls)

Fixed base capture times (AudieMurphy135)

Change base design to protect defenders. Add doors, more connected structures, and more defensive positions, similar to PS1 but improved. (tenix)

Make smaller bases important (Svant)

Defense: Mobile Shield Generators (laoss)

Two Ways to Conquer a Continent (delever)

Key Changes (gazzila)

Deployment Interference Generators (Vindicore)

The Tactical Issues (ScourgeOfTheServer)

Base Mechanics, Role Fulfillment and Tactical Hex Diversity (Crysander)

An End To 'Progress Bar Simulator' (DJSplendid)

Interface

Map Interfaces, Deployables, Growing as a Character. Simple ideas for nice meta, building on top of NobelAT (Exano)

More info about your faction (I_Dont_Get_Out_Much)

Communicating Without Talking: A Visualization (Exano)

Command, Terrain and Experience - the crux of the matter (Vindicore)

Friendly Force Indicators (Rhaive)

Make detailed game statistics available to inform and test users' metagame designs (meepmeep13)

Politics 2.0 (Thorbinator)

Communication, Information & Coordination (Cooper42)

Recruit-a-Friend system (Suffragium)

Incentives

Faction Legacies (CaesarBritannicus)

Victory Conditions (dmitchel0820)

Base Benefits Redesign (NewSith)

Change Base importance and Value. (deathcapt)

Dynamic strategic locations (BONUS: Overhauled resource gain). (vrumpt)

Major bases have more value the longer you hold them. (Goldoche)

Overworld Events (Imp_Hunter)

Real and substantial penalties for losing a continent. (dogOmatic4000)

Global Scoring and Territory Weighting (zolask)

XP bonus for cutting off territory/saving it (veryredbike)

reduce the zerg by using adjacency benefits (curly87)

Continent Conquering rewards and general lack of finality. (Quackberry)

Daily Challenges/Objectives (IplayTheGuitarBetter)

Rewards Drive Metagame (Solaries3)

Advanced Metagame, Encouraging Defense, Attacks, and End-Game (Exano)

Do not focus on the winner, focus on the losing party (GingerWithFreckles)

Votable Orders/Objectives/Missions with XP rewards (olearys)

Defense provides passive periodic experience (Wyndo)

Base Value/Types (JKwan88)

Commanders priority Attack/Defence map markers controls empire deploy locations (Vindicore)

Resources, Spawn mechanics, Base Benefits, Communications... (raiedite)

More permanent conquest and meaningful rewards (jakerake)

Territory held provides an experience bonus (nathanebht)

Other

Merge servers already! (7Seals)

PS2HardCore A Community Design Idea Submission (Monster2)

Catering To Non-Integral Support Players (Emrak)

My final compilation. Covering early to advanced meta game with a handful of videos and images. (Exano)

What is “Metagame”?

Taken from Urban Dictionary:

The highest level of strategy in many complex games, metagame refers to any aspect of strategy that involves thinking about what your opponent is thinking you are thinking.

Metagame comes into play in any game where no single strategy is dominant and opposing sides are aware of multiple strategies that can succeed dependent upon opponents' actions. In order to perform at the highest level, it then becomes necessary to think about what your opponent thinks you will do (which may depend on what he thinks you think he thinks he will do, etc.) and to make decisions based on clues regarding what level they are thinking on.

For PS2, it is what strategy a faction uses, how it affects the flow of battle and overall “victory” conditions.  It does not greatly affect a squad or a platoon, but influences it.  At the moment, the metagame is entirely player driven with very few tools to facilitate this and no real rewards for doing so.  Metagame can also greatly influence player retention.

What is the Metagame Design Idea Meeting thing anyway?

The creative directors of Planetside 2 have created an event on the 26th of January to discuss what changes to the Metagame should be made.  They will be inviting 5 players that are active in the community that have good ideas (based on upvotes) to join them live on a twitch stream (provided by AzureTwilight).  Those not invited can watch and communicate through the chat window.  These meetings will be happening periodically with different focuses in order to get the community involved in the game’s development.


Synopses

Each MDMI is assigned to a category based on its primary change/idea.

Resource

Resource Generators (Vonic_)

Resources and bases need to be REALLY IMPORTANT. (clarithium)

Vehicle Costs and Timers.... (BiggLou55)

Resource Denial and Universal Playstyle Resource Sink and Faction Redesigns (Sirisian)

New Vehicle Resource System (rockrobinoff)

How to make things meaningful (Wizzball99)

Resource Management - Supply Lines - Convoys  (Nekryyd)

Adding goals, a command structure, revamping resources and creating memorable gameplay: The Unified Metagame Concept (Mr_Drone)

Resources, Cont Locking, Base Adjustments (Cyridius)

Lots of Small Changes = Big Improvements (video inside)  (MrG4F)

A More Meaningful Resource System (ghnurbles)

Empire Resources and the Return of the ANT (-MarauderShields)


Battle Flow

Increasing Strategic Flow and adding New Objectives (NobelAT)

Objectives, Defense and Commentary (the_j4k)

Cutting off territory = huge impact on defense. (spamholderman)

Cross-continent Base Locking (AJWinky)

Gen Holds and the Lattice with a twist. (bastiVS)

Linked continents via warpgate network (AshRolls)

Fixed base capture times (AudieMurphy135)

Change base design to protect defenders. Add doors, more connected structures, and more defensive positions, similar to PS1 but improved. (tenix)

Make smaller bases important (Svant)

Defense: Mobile Shield Generators (laoss)

Two Ways to Conquer a Continent (delever)

Key Changes (gazzila)

Deployment Interference Generators (Vindicore)

The Tactical Issues (ScourgeOfTheServer)

Base Mechanics, Role Fulfillment and Tactical Hex Diversity (Crysander)

An End To 'Progress Bar Simulator' (DJSplendid)


Interface

Map Interfaces, Deployables, Growing as a Character. Simple ideas for nice meta, building on top of NobelAT (Exano)

More info about your faction (I_Dont_Get_Out_Much)

Communicating Without Talking: A Visualization (Exano)

Command, Terrain and Experience - the crux of the matter (Vindicore)

Friendly Force Indicators (Rhaive)

Make detailed game statistics available to inform and test users' metagame designs (meepmeep13)

Politics 2.0 (Thorbinator)

Communication, Information & Coordination (Cooper42)

Recruit-a-Friend system (Suffragium)


Incentives

Faction Legacies (CaesarBritannicus)

Victory Conditions (dmitchel0820)

Base Benefits Redesign (NewSith)

Change Base importance and Value. (deathcapt)

Dynamic strategic locations (BONUS: Overhauled resource gain). (vrumpt)

Major bases have more value the longer you hold them. (Goldoche)

Overworld Events (Imp_Hunter)

Real and substantial penalties for losing a continent. (dogOmatic4000)

Global Scoring and Territory Weighting (zolask)

XP bonus for cutting off territory/saving it (veryredbike)

reduce the zerg by using adjacency benefits (curly87)

Continent Conquering rewards and general lack of finality. (Quackberry)

Daily Challenges/Objectives (IplayTheGuitarBetter)

Rewards Drive Metagame (Solaries3)

Advanced Metagame, Encouraging Defense, Attacks, and End-Game (Exano)

Do not focus on the winner, focus on the losing party (GingerWithFreckles)

Votable Orders/Objectives/Missions with XP rewards (olearys)

Defense provides passive periodic experience (Wyndo)

Base Value/Types (JKwan88)

Commanders priority Attack/Defence map markers controls empire deploy locations (Vindicore)

Resources, Spawn mechanics, Base Benefits, Communications... (raiedite)

More permanent conquest and meaningful rewards (jakerake)

Territory held provides an experience bonus (nathanebht)

Other

Merge servers already! (7Seals)

PS2HardCore A Community Design Idea Submission (Monster2)

Catering To Non-Integral Support Players (Emrak)

My final compilation. Covering early to advanced meta game with a handful of videos and images. (Exano)