Torok
20/07/2013, 17:38
https://forums.station.sony.com/ps2/index.php?threads/september-resource-revamp.83018/
Our primary goal for re-addressing the resource system is to make sure it does a better job making resources drive the combat taking place, make sure they have real strategic value, and generally have more meaning than they have currently.
This is a relatively complicated system - you know, a lotta ins, lotta outs, lotta what-have-you's. I've done my best to try and distill the essence of a 25 page design document down into something more easily digestible, so these are just the broad strokes of the plan we're currently mulling over.
Resources are reduced to a single currency and acquisition timers are removed.
Inventory for infantry items is removed - changed to pay on use
Individual Bases/Facilities supply Resources for local players
Bases/Facilities have a power level that is drained by providing resources to local players
There is a passive power regen to offset the cost of small skirmishes and to restore full power when no combat is taking place.
Full powered bases provide more resources than low powered ones
The more players being given resources, the faster the power drain
Addition of Auraxium Crystals/Mines as a power source
These are resource nodes added in between facilities
Vehicles fitted with appropriate equipment can load up auraxium at these nodes
This auraxium can be transported to a base to manually refill it’s power reserves
When a base is totally out of power, no resources are provided to the friendly troops in the area. This allows the attacker cut off entrenched defenders from using resources if they can keep supply vehicles from breaking their blockade
There's still a lot of other little nuances and details but I think that gives a decent overall picture. It's a pretty significant departure from the current system - do you think this plan would make resources a more interesting component of the game? Does it go too far? Let us know.
Sunderer ANT!!! :D :D miniereeeehhhh, caravaneeee, attacchi alle diligenzeee :love::love::love::love:
poi ancora Malorn dice:
1. The idea of PS1-style neutrality is a possibility, but it isn't essential for the core mechanics. The running thought on this is that we want to see how a pure-resource loss system works. If we are successful in making resources matter then the 100% loss of them should be crippling enough. Neutrality offers other tradeoffs though. It does make for a more extreme consequence and can up the stakes.
2. Yes, inventory refers to the stockpile of infantry consumables which completely insulates players from shortages. The goal is that resources are generally constant and predictable, but they are subject to local acute shortages that are impactful. Inventory hurts that and is also tedious and unnecessary. Removal of it opens more skill of resource management for veterans while making it easier for new players to explore the game and be more spendy (they start with only grenades and vehicles to spend resources on, so they can afford to try out vehicles more...lot better than current 20 minute cooldowns).
3. Mechanic is very ant-like: Deploy, charge up, transport, deploy to dispense. And yes, ground vehicles. Air vehicles would circumvent the geography and detract from the desired gameplay.
4. The resource nodes will be placed, not random. Think of them like charging stations. Drive up, deploy, charge up, leave. Some will charge faster than others as part of a risk/reward tradefoff. They'll be placed in remote parts of the continents to get more interesting gameplay in the more unused areas and make geography more of a factor. The number and placement is TBD, but that's the goal. Oh and every warpgate would have one nearby so you always have a power source even if backed up.
5. I had envisioned AMP stations having a power-related role but that moved to the Warpgate. AMP stations have another important benefit planned.
INB4
questo invece è d'obbligo guardarlo tutto ghgh
Our primary goal for re-addressing the resource system is to make sure it does a better job making resources drive the combat taking place, make sure they have real strategic value, and generally have more meaning than they have currently.
This is a relatively complicated system - you know, a lotta ins, lotta outs, lotta what-have-you's. I've done my best to try and distill the essence of a 25 page design document down into something more easily digestible, so these are just the broad strokes of the plan we're currently mulling over.
Resources are reduced to a single currency and acquisition timers are removed.
Inventory for infantry items is removed - changed to pay on use
Individual Bases/Facilities supply Resources for local players
Bases/Facilities have a power level that is drained by providing resources to local players
There is a passive power regen to offset the cost of small skirmishes and to restore full power when no combat is taking place.
Full powered bases provide more resources than low powered ones
The more players being given resources, the faster the power drain
Addition of Auraxium Crystals/Mines as a power source
These are resource nodes added in between facilities
Vehicles fitted with appropriate equipment can load up auraxium at these nodes
This auraxium can be transported to a base to manually refill it’s power reserves
When a base is totally out of power, no resources are provided to the friendly troops in the area. This allows the attacker cut off entrenched defenders from using resources if they can keep supply vehicles from breaking their blockade
There's still a lot of other little nuances and details but I think that gives a decent overall picture. It's a pretty significant departure from the current system - do you think this plan would make resources a more interesting component of the game? Does it go too far? Let us know.
Sunderer ANT!!! :D :D miniereeeehhhh, caravaneeee, attacchi alle diligenzeee :love::love::love::love:
poi ancora Malorn dice:
1. The idea of PS1-style neutrality is a possibility, but it isn't essential for the core mechanics. The running thought on this is that we want to see how a pure-resource loss system works. If we are successful in making resources matter then the 100% loss of them should be crippling enough. Neutrality offers other tradeoffs though. It does make for a more extreme consequence and can up the stakes.
2. Yes, inventory refers to the stockpile of infantry consumables which completely insulates players from shortages. The goal is that resources are generally constant and predictable, but they are subject to local acute shortages that are impactful. Inventory hurts that and is also tedious and unnecessary. Removal of it opens more skill of resource management for veterans while making it easier for new players to explore the game and be more spendy (they start with only grenades and vehicles to spend resources on, so they can afford to try out vehicles more...lot better than current 20 minute cooldowns).
3. Mechanic is very ant-like: Deploy, charge up, transport, deploy to dispense. And yes, ground vehicles. Air vehicles would circumvent the geography and detract from the desired gameplay.
4. The resource nodes will be placed, not random. Think of them like charging stations. Drive up, deploy, charge up, leave. Some will charge faster than others as part of a risk/reward tradefoff. They'll be placed in remote parts of the continents to get more interesting gameplay in the more unused areas and make geography more of a factor. The number and placement is TBD, but that's the goal. Oh and every warpgate would have one nearby so you always have a power source even if backed up.
5. I had envisioned AMP stations having a power-related role but that moved to the Warpgate. AMP stations have another important benefit planned.
INB4
questo invece è d'obbligo guardarlo tutto ghgh