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Old 2011-08-16, 02:37 PM   [Ignore Me] #16
Graywolves
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Re: Outfit Barracks: The good, the bad, the ugly.


If you're completley against housing then just view it as a resource dump so that people don't have over 9k resources floating around.

It's really up to the players if they decide whether or not they wish to use the housing or how to use it if at all.
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Old 2011-08-16, 07:05 PM   [Ignore Me] #17
Raymac
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Re: Outfit Barracks: The good, the bad, the ugly.


Originally Posted by Graywolves View Post
If you're completley against housing then just view it as a resource dump so that people don't have over 9k resources floating around.

It's really up to the players if they decide whether or not they wish to use the housing or how to use it if at all.
So simply stated. So true.
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Old 2011-08-16, 07:35 PM   [Ignore Me] #18
Crator
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Re: Outfit Barracks: The good, the bad, the ugly.


I'm really curious to see what they come up with for this. They do have experience with SWG in doing this, albeit I wasn't too impressed. In-game player housing sections always seem to be desolate. I've seen it in DAoC and SWG. I've not thought much on what could be done about it so I have no suggestions. Have there been any suggestions on this in the past that were really good? Idealab?
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Old 2011-08-17, 09:50 AM   [Ignore Me] #19
Logit
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Re: Outfit Barracks: The good, the bad, the ugly.


Originally Posted by Crator View Post
I'm really curious to see what they come up with for this. They do have experience with SWG in doing this, albeit I wasn't too impressed. In-game player housing sections always seem to be desolate. I've seen it in DAoC and SWG. I've not thought much on what could be done about it so I have no suggestions. Have there been any suggestions on this in the past that were really good? Idealab?
I loved the housing in SWG. You could build your own player cities and shit. Not too many games have this. It's always nice to have an area you call home. Since sanctuary is out, this could help fill that role.
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Old 2011-08-17, 05:12 PM   [Ignore Me] #20
kubacheski
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Re: Outfit Barracks: The good, the bad, the ugly.


I think SavageB has it right in that you note the "landing struts" and the mention of space travel and PS2 having a sandbox aspect being eventualities.

Think of it this way, when(if) space travel gets implemented, the new planets we colonize won't necessarially have bases on them. Imagine having to hold your territory on the "prime planets" to store up resources. With the resources you build a ship that you launch to other planets. The ship sets down and that's your base, kind of the keep in a castle, you gather resources to expand the base, build walls/turrets/outbuildings/etc. The locations that you "land" on should be thought out for tactical advantage and defensibility as well as expansion. Some could even be built taller, while others built outward depending on your location and desires for what you want.

Then you take the resources from your primary planets and your newly created colony and stockpile them until you can either create more on-planet bases or build another ship to keep jumping from planet to planet. Sort of your own lattice network with interconneting Gateways for travel from one to another.

Larger outfits get the benefit of having more grunts to be in more places to collect resources, so how do you reward the smaller, more specialized outfits that SOE mentions? The mission system that is getting built in. You could hire the more specialilzed outfits (MAX outfits/Reaver outfits/etc) to assist with assaults/defenses/hacks. Who knows a graded system for support roles contracted by the outfit (squad within the outfit really) with the main mission.

But all of this is done on the assumption that this will be purchased from within game by resources and probably the certs necessary to accomplish the building of said ships/bases. More likely it will be done with Station Cash so there's a supplemental revenue stream associated with it.
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Old 2011-08-19, 11:08 PM   [Ignore Me] #21
Kouza
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Re: Outfit Barracks: The good, the bad, the ugly.


Outfit barracks would be more cool if it was a little more sandbox....

Place it on the map... (Its a barracks not a BASE mind you), Then from there you can build Refineries, Turrets (bigger them spit fire smaller then wall turrets), Small Walls (Not ones you can stand on but, you can stand behind and shoot over),

Would have some cool ideas behind it.

IE: The further towards the line you put it the more resources it gains you (When your empire owns it).

All kinds of little things could come from it.

Instanced is just dumb though.
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Old 2011-08-20, 09:55 AM   [Ignore Me] #22
Crator
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Re: Outfit Barracks: The good, the bad, the ugly.


Originally Posted by Kouza View Post
Instanced is just dumb though.
They've said nothing about instancing. In fact, they made it more of a point to say, it's a seamless, open world (no more load screens).
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