Why do so many people want to make this game exactly like Tribes?
Not sure if you're implying that Arma's suggesting the same system from Tribes or just making an off topic remark. Anyhow, Arma's inventory/spawn idea has very
little in common with the Tribes inventory/spawn system, and would play much faster.
Alright, after reading Bugs'
post and some of the other suggestions from the forums, here's Seymour's idea on a Spawn/Inventory station system:
Spawn Configuration: The player spawns with their chosen armour type, weapons (full ammunition), hand grenade type (with max grenades), and a weaker version of the energy Core-types (stream and burst, respectively).
Loadout/Inventory Screen: Can be accessed at anytime, appears automatically at the beginning of a match, and allows players to choose their spawn equipment and also allows players to save 'loadouts' (which can be chosen from this screen or via hotkey).
Inventory Station: By coming within the radius of an Inventory station, the player will automatically equip their Core type and chosen secondary items (portable inventory station, deployable turret, self-regenerating repair bot, etc).
Inventory stations cannot be destroyed.
"Generator": Powers all the base assets. Self regenerates health at a slow speed, so concentrated fire will need to be applied to destroy the generator. Once the generator's health reaches zero, it is destroyed, and the teams inventory stations will be offline. While offline, the player would be unable to access the inventory stations.
To repair the generator, a player will need to stand within its radius (perhaps there could be a glowing energy circle placed beside the generator to indicate where the player is to stand). At this point, the player will automatically begin to repair the generator (no need for a repair Core or anything) and once the generator reaches 25% health, the inventory stations come back online and the generators self regenerating aspect returns (which, alongside the player repairing the asset, increases the self generating rate). Additionally, if more players (up to 3) are near the generator, they'll also be assigned as 'repairing' the generator, so the repair will be even faster.
Munitions Cache: This structure, when destroyed, lowers the respawn ammunition to 75% of their full value, and decreases the hand grenades equipped at spawn to 1 grenade. Does not have self regenerating capabilities as the generator, but will automatically be repaired if a player is near (ala generator repair).
What I like about the above system is that it maintains Legions initial game speed; Creates importance to inventory stations (by means of equipping a full strength or different Core type and secondary items); Adds a secondary objective that's helpful to protect, but not game breaking if you fail to protect it (Munitions cache).
The reasoning to make the inventory stations invulnerable is to help reduce 'weapon spamming' the stations and also allowing map makers a more open design in their inventory placements. I figure the munitions cache and generator will likely be placed in a indoor or less open environment and help defense focus where and what they should be protecting.
The reasoning for the 'gimped' version of the Energy Core at spawn (instead of just removing it) is to give Sent's some mobility (say if they spawn in a less than ideal location) and to help lessen the 'front OD cap' spam. The gimped energy core would for the stream version is: short duration and minimal knockback effect. The burst version would be: shorter duration and minimal knockback effect.
The reasoning behind the 'auto-repair gun' aspect of the generator and munitions cache is simplify the permanent base asset process and to make recovery from a 'base rape' less frustrating. I still would like to see a 'repair core or gun or what have you', but with its primary use being to repair other players and repairing deployed assets (deployable ammo stations, turrets, etc) but
not focused to repair more permanent structures (generators, munitions cache, etc).