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View Full Version : Resources, how do those work?


ShowNoMercy
2011-07-21, 11:56 AM
My question is if anyone knows/would care to speculate about how the resources obtained from territories works. Im wondering if these is a certain rate of resource gain assigned to every territory or if they give you x amount. The rate makes more sense, and another question arises; are vehicle/modification/attachment resource requirements base on having a certain rate or a certain rate per person?

Scenario 1: each territory gives a certain rate of resource gain, i.e territory controlled by a base at D6 gives an auraxinium rate of 400/min and the magrider requires 1200 auraxinium, so your spawn timer is 3mins. By capturing another 200 auraxinium per min territory, the spawn timer is reduced to 2mins.

then lets say that the NC takes away their 400/min territory, and the TR take their 200/min territory, but the VS manage to capture a small territory that allots 50 auraxinium/min. So now the spawn timer on a mag is 24mins.

Scenario 2: Territory also have a rate of resource gain, but the resources gained area divided among the empire based on population.

An example is that the TR have several territories that give a total of 2000 auraxinium/min and the VS have a total of 1600 auraxinium/min from their territory. The TR have 200 people on cont and the VS have 120. So every TR player is getting 10 auraxinium/min to use and every VS is getting roughly 13.3/min. The magrider takes 120 to spawn and the prowler takes 80. So in this case even though they have different resource rates and pop, The tr have to wait 8min to spawn a prowler and the VS have to wait 9min per magrider. If auraxinium were to be taken from either empire or the pop were to increase, spawn timers would increase.

This would be a way to help empires with lower pops and less territory since they resources gained are directly reliant on the rate/pop ratio.

Scenario 3: Vehicles have a definitive spawn timer and the magrider for example requires a rate of 1200 auraxinium per min to spawn. So even if the VS have a rate of 1100/min they cannot spawn magriders. If they get 1200/min they can spawn mags every 10mins, and if they acquire a rate of 1500/min they can still only spawn mags every 10mins.

Scenario 4: A combination of 2 and 3, mags require 120 auraxinium per min to spawn, and the VS have territory making a total of 12,000 auraxinium/min. The VS wouldnt be able to spawn mags if they had a population over 100. This scenario would give an advantage to attackers, i.e. the VS respond to an attack on their cont with 400 people and their rate/person drops below the needed rate for a mag spawn even though they control a significant overall resource rate.

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Do you think that any of these scenarios seem likely to be the system implemented? Perhaps you think/know there will be a different system implemented, elaborate. Questions, comments, and constructive criticisms all welcome.

Jownzorz
2011-07-21, 12:12 PM
These are all very interesting scenarios. What about gaining resources from kills??

Kietharr
2011-07-21, 01:06 PM
These are all very interesting scenarios. What about gaining resources from kills??

Absolutely not. Encourages people to deathmatch rather than do objectives and fight for territory.

I think the game should basically play like an RTS but with the roles reversed, the big AI in the sky is telling the humans what they ought to do (though of course humans also have their input and human commanders can also make missions). AI created missions are already confirmed. How about when a tower is 'mining' for resources it creates mining drones at a rate of one every few minutes, which would be the typical worker unit and are automated. There would be a soft cap as the more workers are made, the longer between spawns, but it would keep spawning workers until it was destroyed, in a way working a lot like a Starcraft base building.

Then say your AI 'high command' detects a tower with a high saturation of worker drones and/or a low level of defense in the area, then it sends out a mission to attack said tower, kill workers, kill defenders, and as the final objective, destroy the tower.

Similarly, say AI 'high command' detects low levels of an essential resource in the faction's stockpiles, well then it'd make an 'acquire resource X' mission. Say a base is going to run dry of supplies/nanites, then it makes a 'supply x facility' mission. If it detects one of its facilities having more enemies around it than friendlies in it it creates a 'reinforce x facility' mission.

Really, it wouldn't be too terribly difficult to use some if-then programming to make plenty of missions for outfits to take out. Since there is no final victory objective you don't really need a grand strategy to 'win' the game, and that's the only real reason why RTS AI tends to be so mediocre. AI can be made to play extraordinarily well, but it doesn't tend to play to win. But again, that's not something that we have to worry about in planetside.