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2012-04-12, 12:43 PM | [Ignore Me] #17 | ||
Sergeant
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What about adding resource depots to certain resource spawns? Add in an ANT-like vehicle that you can drive to the depot, wait for a bit while it loads up on resources, then drive it back to your foothold and boost everyone's resources a bit. Get a line of trucks going and you get to increase the resource gain by quite a bit for a certain amount of time. Add a timer to the depot spawn so it's not just a permanent increase perhaps, or make the depot spawn jump around so it's in a different location each time. Of course, this sort of resource conga line will attract many opportunists looking for some easy XP truck kills, not to mention the strategic value of denying the enemy the increase from depot runs.
This might create the sort of logistics mini-game type thing many have been asking for. Defending and attacking depot runs to gain or deny resources. Just a thought. Last edited by The Janitor; 2012-04-12 at 12:47 PM. |
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2012-04-12, 12:55 PM | [Ignore Me] #18 | |||
Private
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I like this idea. Adds another support role which is not vital but very beneficial |
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2012-04-12, 01:01 PM | [Ignore Me] #19 | ||
Lieutenant Colonel
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Likely won't happen. They seem to be removing anything that requires others. Denial of resources, other than from direct deposit accounts on hexes, does not match with that philosophy.
Last edited by MrBloodworth; 2012-04-12 at 01:02 PM. |
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2012-04-12, 02:20 PM | [Ignore Me] #20 | |||
First Sergeant
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__________________
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2012-04-12, 07:26 PM | [Ignore Me] #21 | ||||
First Lieutenant
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Imagine an outfit that has a tank rank and aircav rank as well as a support rank. The entire outfit could apply be taxed regardless of where they stand, and members of the outfit can pull their ranks equipment for cheap or for free. Meaning the outfit might never be in a situation where it can't field it's specialty equipment. Depending of course on how well the outfit leadership does in managing it's resources.
I could be totally wrong, just how I understand it working. |
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2012-04-12, 07:39 PM | [Ignore Me] #22 | |||
Private
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What I'd prefer to see is a situation where the critical resource is based on the class/vehicle type (with Auraxium being a "need a bit for everything" resource). So for example maybe a plane costs 30 Auraxium, 50 Catalyst, 25 X and 25 Y whereas a MBT costs 30 Auraxium, 25 Catalyst, 50 X and 25 Y. This would help keep all resources valuable across all factions and introduce the possibility of trading resources between players. |
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2012-04-12, 07:46 PM | [Ignore Me] #23 | |||
Major General
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2012-04-12, 07:48 PM | [Ignore Me] #24 | |||
Staff Sergeant
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__________________
Want to browse through hundreds of PlanetSide 2 images? Or just see what Higby eats for lunch? Then click here |
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2012-04-12, 10:13 PM | [Ignore Me] #26 | ||
Corporal
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In addition to the Eve resource system I would suggest an Empire resource pool. With the intent of encouraging people to play on empires with low populations on continents.
I think I heard, when your pop is low the resource rate increases for your empire. With an outfit pool you could afk a guy on the under poped cont from your outfit. This empire resource pool discounts what you buy and increases the discount as your pop lowers. I would prefer no discount when the pops are even or a small discount until the resource pool runs out like 1%. This way you gain resources at a normal rate despite the continent you are on, and can't exploit by AFKing on a cont then switching to the one with the larger pop. |
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2012-04-13, 08:38 AM | [Ignore Me] #27 | ||
Contributor PlanetSide 2
Game Designer |
They need to be use-it-or-lose-it or resources lose value. So players at max need to spend. Maybe they buy a ton of grenades or a cert but they must never feel like they have enough. Taxation or generation must be how outfits get resources.
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2012-04-13, 10:00 AM | [Ignore Me] #29 | ||
Contributor PlanetSide 2
Game Designer |
Thinking on it more, an outfit bank would potentially throw off the resource balance by giving some individuals a much larger resource pool than they might otherwise have. Some individuals could use the outfit bank as a near-limitless supply of resources.
I can see why they may have held off on that feature until they see how the rest of the resource system plays out. Get that balanced first then they can see how an outfit bank would work in the mix, and if it is even necessary. |
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2012-04-13, 10:03 PM | [Ignore Me] #30 | ||
While we're on the subject of taxation, I'd like to know a bit more about what an outfit is going to do for the people generating that income.
All I can recall hearing about in terms of ingame mechanics that would reward a player to actually contribute to an outfit that is taxing them is the way that the leadership of that outfit specializes into specific roles. Eve online has been mentioned, there's many a noob friendly corporation in that game that has a CEO and his buddies getting fat off the mind numbing boringness of corporate mining ops and endless PvE missioning being carried out by a couple dozen con victims. I'd like to see a simple democratic mechanic available to a corporation that considers itself for the people/by the people to allow voting on how to spend resources and enforcement on the spending of those resources instead of the cool club hoarding and frivolously spending resources while the people on the bottom get taxed outrageously. What I'm suggesting is an optional voting mechanic that would allocate resources down the outfit level advancement paths that receive the most votes. Totalitarian outfits will always exist, protect the noobs that don't know any better! |
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