Find here all the concepts that do not fit into one of the major categories.
Find here all the concepts that do not fit into one of the major categories.
Zerg - A Large group of players with no real leadership, which usually progresses down a lattice lane until it is stopped by large enough opposing population.
Battlefield Resource Consolidation and Personal Resource Consolidation (2020) - Bewildered by the range of resources we have to manage this concept simplifies them.
Recon Update (2020) - Changes to the Recon tools to make glancing at the minimap every 3 seconds less important.
Through the links below find separate pages for older concepts I have made:
Addressing 'why' (2017) - Combination of the intercontinental lattice concept and more leader boards for player and outfit recognition.
August 2015 Update (2015) - Combined ideas of what I would like to see that month.
Auraxis on Fire (2014) - Collection of combustion concepts.
Balancing Fights (2017) - Ideas on fight balancing to improve the quality of fights.
Changing the Core Gameplay Loop (2019) - Thoughts following the emergence of the battle royale games.
Construction System Stage 2 (2016) - Some ideas on the next steps for Construction.
Direction Shift (2015) - Ideas on the general progress of the games development.
Death Screen (2015) - Changes to the death screen to make it more informative about your killer.
Early Thoughts (2013) - My ideas just after the game's release.
Embracing the Zerg (2020) - Unfinished concept.
Empire Differentiation (2015) - Ideas regarding empire specific tools, equipment and abilities.
Forward Bunker (2017) - Special construction that can be built closer to bases to provide attackers with a tougher spawn.
Goals and Rewards (2015) - Different ideas for things for players to work towards and how to reward them.
HUD Updates (2016) - Couple of ideas to improve the HUD and what it shows you.
Jump Pad and Teleporter Guides (2014) - Visible display showing where these take you.
Killing the Zerg (2015) - Medley of ideas to break up the zerg.
Multiple Auraxiums (2016) - Simple suggestion to display and reward continued dedication to a weapon.
Risk Style Map (2014) - Makes fight finding easier.
Sleek HUD (2016) - Alternative UI based on an old community concept.
Tweaks (2016) - Collection of changes that would not require a UI programmer, as the dev team was lacking one at the time.