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.