[b][u]Outposts[/u][/b]
-[b]massive public event to reclaim outpost[/b] on earth, then the moon, then Venus, mars, etc.
-after public event, update (hotfix) is pushed out [b]adding outpost to the area *permanently[/b]
-outpost is populated with a few [b]quest givers, guards, vehicle bays, maybe a vendor or two[/b] if it made sense
-[b]Quest givers[/b] provide [b]meaningful contextual quest chains[/b] preferably [b]tailor made to the area[/b], that make gradual, [b]visible and noticeable changes to the outposts over time[/b]. Adding new buildings or NPCs along the way.
-[b]Guards[/b] would [b]fend off incoming patrols of enemies[/b], and help out nearby guardians dragging a fight into the outpost.(xp gains are virtually dropped completely if a guard kills something for you, based on %of damage done?)
-use instancing (player pool separation?) to [b]separate players by progress along quest lines[/b] (when major events happen that would change terrain or NPCs, etc.,)
-[b]vehicles[/b] respawn on a timer and or player buys a vehicle (destroyable pikes and interceptors, etc (?hopefully more to come?)) for a small amount of glimmer.
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Yeah I had a similar idea to yours. An additional feature could be announcing certain weeks at certain outposts to be under attack, so we as a community have to defend it to some objective otherwise it'd be overrun for two weeks and we have to go through the process of re establishing the outpost. My original idea was something like this but for outer sections of the City, inspired by Twilight Gap and stuff