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Re: :|RSA Island Resort Project - Upcoming Base Plans

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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 02:53 PM
After RSA's successful tests with our v1 project base, Outpost Salvus, we are now to begin with our larger plans of developing our new project, which has currently not been named as of yet (not really into the whole "outpost salvus 2/2.0/whatever). Anyway, to the main part. I will be describing and elaborating on our current plans for the upcoming base. I may warn you, things I have stated here may NOT be used for the project, and may alter/be removed.
:|--------------------------------------------------------------|:
Introduction:
The base will be island based, as you may have known from the project name (Island Resort Project). Some of you may be wandering "omg rsf have like already did this totally like, 2 months agoooo!" or whatever, but I can assure you that the plans were thought of before their base was released, and has no association nor intentions to be anything like theirs. Let me get this across, I am not hating on RSF's base in case you may have thought so otherwise. Anyway, the base will be highly orientated around vehicles, as you must get from each island to make your way to the main area, which I will explain further on later. The base, unlike many others, requires complete strategic planning and organisation to overcome victory on both sides, giving raiders/defenders a more realistic warfare experience on ROBLOX. The base will also look aesthetically better to the current base, Outpost Salvus, by far. We did not focus on Salvus' detail as we had no intentions to make it look pretty, but to use it as a test for our future ideas on this project, and I can assure you that 90% of the ideas have been a success.
I will now move on to separate elements of the base, first with the raid system.
:|--------------------------------------------------------------|:
Raid System:
The raid system will be the same as Salvus; using a checkpoint system. Basically, raiders must obtain certain checkpoints in a specific order, before claiming the main terminal, where as RSA have to do the opposite, pushing the opposition back. There will be 2 checkpoint areas, Checkpoint A and B (for instance). Each checkpoint will be placed on separate islands, that are required to advance nearer the main island with the terminal. The checkpoints are NOT spawn points, but do allow you to spawn nearby using smaller islands further back, which are generally closer to the island and the terminal. Each Checkpoint Island will have it's own defense systems, such as AA turrets and all that cool stuff, which have a high amount of health and an adequately decent amount of health (this way defending is not too hard), however once they are destroyed, respawn time will be long, so repairing your defenses is vital (engineering will be explained later). Vehicles are the main things to have to successfully take control of an area, as we will be introducing air and sea vehicles to the base, each having different models with different roles (again, will be elaborated on). Now, once the checkpoint is capture, you are now in control of the island, all defenses will be replenished freely for you to use and control, and the next checkpoint island is open to you to take over. Checkpoints are to be captured in order (Raiders: A, B, Terminal. RSA: Terminal, B, A). Once both checkpoints are captured, the terminal is then free to take over. The terminal island will have a slightly higher defense boost, but not too OP/hard to take over. Once taken over, you will have to maintain the terminal for 5-10 minutes (we do not know what the time should be as of yet). Once the time is up, the raid will notify the server that the raiders have won, and will restart systems in 20 seconds.
:|--------------------------------------------------------------|:
Vehicles:
Vehicles are essential to have when capturing islands; without them, you can't get far. The vehicles will be air and sea based, we will not be introducing land vehicles as it does not fit in with our intentions. Both categories of vehicles have two types; Transport and Combat (you get what I mean). Both categories have different attributes and so on. Vehicles are prone to be damaged, severely by Island Defenses. To avoid having your vehicle destroyed, engineers are essential to tag along with you. Vehicles are to be out of motion (air vehicles are to be landed, sea vehicles are to be docked), this way it prevents the vehicles healing while in motion. However, the main spawn offers a faster alternative to repairing vehicles, along with other island which are dotted around the map. These other islands are what we call "Attribute Buff Islands" (ABI). ABI's are dotted all around the map, small islands which are beneficial to helping you win. Each island has a special perk, such as:
Vehicle Damage, Weapon Damage, Vehicle Defenses, Vehicle Speed, Island Defense Boosts, etc. These are just ideas, we are not entirely sure what we will initially use for the actual project, but we will inform you when we complete it. These islands however, will not spawn you. It's highly advised you do not pay too much attention to them, but try to capture them on your way to benefit your team if you are able to.
:|--------------------------------------------------------------|:
This will be all I am going to share for now. There is so much more I can add, however I will be here for ages, and I believe I have wrote a lot already. I am open to any feedback you wish to share, anything you wish to add or just general questions, either post them here or PM me, and I will be sure to reply if it's reasonable. I thank you for reading.

Senator FrostComet of the Roblox Specialized Army, Second in Command.
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Arcarius is not online. Arcarius
Joined: 28 Jul 2012
Total Posts: 20844
02 Apr 2014 02:54 PM
frost smells
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 02:54 PM
I love you too arcypooo.
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 02:56 PM
b1
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 03:00 PM
b2
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NiceOgKarsten is not online. NiceOgKarsten
Joined: 19 Dec 2010
Total Posts: 210
02 Apr 2014 03:01 PM
oi kool
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ohno1112 is not online. ohno1112
Joined: 23 Mar 2013
Total Posts: 833
02 Apr 2014 03:03 PM
Nice. good to see the progress being made.
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 03:03 PM
It's a basic idea so far, will be elaborated further. I still got hundreds of things to explain yet, but they were some of the main ones.
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iKanawa is not online. iKanawa
Joined: 27 Feb 2014
Total Posts: 386
02 Apr 2014 03:07 PM
cool
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 03:12 PM
Yes, yes it is.
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Mortcertaine is not online. Mortcertaine
Joined: 27 Oct 2010
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02 Apr 2014 03:35 PM
yeeeeeeeeeee boiiiiiii
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 03:39 PM
b3
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djda4 is not online. djda4
Joined: 02 May 2010
Total Posts: 1533
02 Apr 2014 03:40 PM
Way too long for someone who isn't in RSA to care enough to read
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 03:42 PM
One post stating that is only needed.
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FrostComet is not online. FrostComet
Joined: 29 Jul 2012
Total Posts: 6164
02 Apr 2014 03:48 PM
b4

:| Read this or die - http://www.roblox.com/Forum/ShowPost.aspx?PostID=129647806 |:
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Sanchez6 is not online. Sanchez6
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02 Apr 2014 07:27 PM
b5
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JNICK is not online. JNICK
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02 Apr 2014 07:27 PM
oook

sieg
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FrostComet is not online. FrostComet
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03 Apr 2014 09:43 AM
b6
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