PDA

View Full Version : Cheaper resources at warpgate


brinkdadrink
2012-11-19, 07:01 PM
The only times I really feel restricted with resources is usually when we have 1/4 of the map or less. It takes forever to get enough for a vehicle which is also when you need it the most.

I was wondering what people thought about having discounted vehicles if pulled from warpgate. This is mainly for the ground vehicles because you really sacrifice time for cheaper vehicle and it would only be 10 - 15%.

Air vehicles are fast and unrestricted in their path that its not really giving anything up pulling it from there.

The cool down timer has rarely been a problem after 3 decreases in time. The farther you fight in the less likely you are going to go all the way back for the vehicle.

polywomple
2012-11-19, 07:10 PM
I would like this... not totally sure on the balance ramifications

I'd like it to be easier for an empire to coordinate a counter-raid when blocked in

Littleman
2012-11-19, 07:14 PM
This is one of those tight-rope discussions that brings the inherent flaw of the resource system to light.

On one hand, if you're getting bottled in, you've pretty much lost the continent at this point.

On the other... the plan IS for every continent to be full at all times...

I think early on prices would have to be reduced or even rendered free based on the amount of remaining land (preferably NONE) and then prices are set back to normal after a threshold is met in territory gain. Later, when we have more continents and thus places to go once we get the boot, the need for WG's to offer a substantial advantage in pulling armor won't be so necessary to the game's very survival.

sylphaen
2012-11-19, 07:23 PM
I believe all vehicles should be free at sanctuary warpgates and that AA should be stronger. I'm even for no timers at sanctuary warpgates.

Why ?
- More dynamic gameplay for all vehicles (more intense A2A, balance between deployment time and cost of getting the vehicle)
- Air vehicles speed of deployment would be offset by less staying power and more concerns about enemy air, rather than farming troopers

Of course, this opinion is only valid until we get cross-continent warfare where the population of an empire who gets kicked out of a continent can actually overflow somewhere else.

brinkdadrink
2012-11-19, 08:04 PM
I believe all vehicles should be free at sanctuary warpgates and that AA should be stronger. I'm even for no timers at sanctuary warpgates.

Why ?
- More dynamic gameplay for all vehicles (more intense A2A, balance between deployment time and cost of getting the vehicle)
- Air vehicles speed of deployment would be offset by less staying power and more concerns about enemy air, rather than farming troopers

Of course, this opinion is only valid until we get cross-continent warfare where the population of an empire who gets kicked out of a continent can actually overflow somewhere else.

Problem is that Air units would always pull from sanc with the reduction because you lost maybe 40 seconds compared to a nearby base but you gain more vehicles per time. Ground on the other hand takes several minutes to drive even half way across.

I think the warpgate should be cheaper but not free and have a "reserves" so if you have 3 territories or less on a continent then you get some awesome additional amount. The reserves are a spare bank that has a specific amount so once used up no extra. The timer cert would actually mean something because you wouldn't wait on resources. Once more than 3 territories are gained the reserves will fill up again.

polywomple
2012-11-19, 08:10 PM
This is one of those tight-rope discussions that brings the inherent flaw of the resource system to light.

On one hand, if you're getting bottled in, you've pretty much lost the continent at this point.

On the other... the plan IS for every continent to be full at all times...

I think early on prices would have to be reduced or even rendered free based on the amount of remaining land (preferably NONE) and then prices are set back to normal after a threshold is met in territory gain. Later, when we have more continents and thus places to go once we get the boot, the need for WG's to offer a substantial advantage in pulling armor won't be so necessary to the game's very survival.


I feel the same way. Honestly I don't see vehicle timers being above 3-5 minutes necessary and frankly it's just annoying WAITING for a vehicle to become available and then WAITING who knows how long for resources required to buy it. In fact I find it a bit game ruining.

Vehicle gameplay doesn't feel like a valid play style at least as a lonewolfer, with so many barriers. It ends up being a waste of time considering the TTK

sylphaen
2012-11-19, 08:29 PM
Problem is that Air units would always pull from sanc [...] Ground on the other hand takes several minutes to drive even half way across.

That's exactly what I meant and I do not see it as a problem:
- constant presence of air units means more focus on A2A for air units and a more dynamic air control situation. There would be less A2G or those would have to be better protected.
- if tanks take too long to deploy from the sanc, then you have incentives to use up resources and buy them at the outpost closest to the frontline. If it is fast to deploy from sanc, it means enemy empires are already too close to your sanc.

Constant spawning for free is already what takes place with troops.

The OP's problem was about feeling too restricted by resources when his empire is getting gangbanged. My solution is about making time the true resource when your empire runs out of everything.

Of course, it entails a change in gameplay (air units constantly balancing their own population themselves non-stop and A2G being more difficult due to all the A2A going on) and is not F2P friendly, revenue wise.
:)

The realistic solution to the OP's problem already exists and is already being offered by SOE:
buy the premium membership so you get more breathing space with your resources.