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Old 2013-02-14, 02:45 PM   [Ignore Me] #16
ringring
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Re: Resources - purposeless


Originally Posted by Rahabib View Post
In my proposal, I account for manufacturing (which is the timer) be tied to populations. If your empire is out zerged, you have few people you are supplying resources for, thus can pump out vehicles/supplies at a faster rate as long as you can hold on to some resources. This helps balance the popuations better as well. If you want to farm in your air, pick a continent that you dont have a 20% population advantage on.



I feel this way as well.
My issue is stuff like this at best add complications but doesn't add much depth if any.

And this is already a very complicated game, all the weapons and certs and base and outpost layouts, to such an extent that there is a high entry barrier.

Any new content should first pass the test of being simple but adding to depth.

I exclude adding new weapons to this since they are obviously a means to generate needed revenue.
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Old 2013-02-14, 02:58 PM   [Ignore Me] #17
PoisonTaco
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Re: Resources - purposeless


Resources should be allocated to bases instead of players. Each facility, tower and outpost should have a finite number of resources which are gained by connection to other owned territories.

Say a Tech Plant has 20,000 Mechanized resources. You can only pull x number of tanks before it's depleted. If depleted you can't pull out any vehicles. Having something like that would make resources a lot more important by turning them into a shared resources.

But hey that's how I'd do it. You could still pull any vehicle you want so long as you're not on cooldown, but you may have to go further and further back. Maybe even have a resource pool back at the warpgate (much larger, but still finite).
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Old 2013-02-14, 03:34 PM   [Ignore Me] #18
Rothnang
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Re: Resources - purposeless


I think resources should just be removed. They obviously don't serve to make vehicles or consumables rare, everyone spams all of those at their leisure.

Instead of having a resource system where resources flow to the warp gate we should have a logistics system where consumables etc. need to flow from the warpgate to the area you're fighting in. That would strengthen macro strategy a lot. Right now it's completely irrelevant if your infantry zerg in a biolab gets cut off, it's just happy farming. If you actually ran out of respawns, vehicle ammo etc. if you're fighting while completely surrounded, and the only way to get more without a land connection is through transport vehicles it would make the game a lot deeper, and give small forces a way to bust up a big zerg just by cutting its supply lines.
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Old 2013-02-14, 04:47 PM   [Ignore Me] #19
Wahooo
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Re: Resources - purposeless


Originally Posted by PoisonTaco View Post
Resources should be allocated to bases instead of players. Each facility, tower and outpost should have a finite number of resources which are gained by connection to other owned territories.

Say a Tech Plant has 20,000 Mechanized resources. You can only pull x number of tanks before it's depleted. If depleted you can't pull out any vehicles. Having something like that would make resources a lot more important by turning them into a shared resources.

But hey that's how I'd do it. You could still pull any vehicle you want so long as you're not on cooldown, but you may have to go further and further back. Maybe even have a resource pool back at the warpgate (much larger, but still finite).
OH... and each base could have a silo that stored the resource energy... lets call them "Nanites"... and the every time a vehicle was pulled, or troop would respawn a very small amount of the resource would be pulled from the silo. You could also make things like base turrets and generators really slowly auto-repair by using small amounts of this resource pool. In order to replace the resources in the silo they could have a specific vehicle that you would have to charge up or "fill" at the warp gate and drive or somehow carry... you know in the small vehicle spot in the galaxy that isn't actually usable but looks like it is there for some odd reason. Anyway, this is another way that a stalemate at a truly defensible base could be broken is when they run out of the resource pool inside the silo... Or it would add the ability for last minute heroics re-filling the silo under heavy fire and the presence of enemy forces.

Crazy talk I guess I don't see how a system like that could actually be implemented. /fantasy
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Old 2013-02-14, 05:58 PM   [Ignore Me] #20
Rahabib
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Re: Resources - purposeless


Originally Posted by ringring View Post
My issue is stuff like this at best add complications but doesn't add much depth if any.

And this is already a very complicated game, all the weapons and certs and base and outpost layouts, to such an extent that there is a high entry barrier.

Any new content should first pass the test of being simple but adding to depth.

I exclude adding new weapons to this since they are obviously a means to generate needed revenue.
The manufacturing aspect really isn't complicated. If you have a high population, the cool down timer is longer. If you have a low population the timer is shorter. You could even see those numbers on the continent map very easy.

Regions I admit would be difficult to explain, but then again, who the hell knows how many resources each hex region gets even now??!! In fact, regions would actually be easier to explain. Lose the tech plant lose ability to spawn tanks as fast. its a single base for a single resource. Thats much easier to explain than whatever the hell we have now.
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Old 2013-02-14, 06:11 PM   [Ignore Me] #21
Sirisian
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Re: Resources - purposeless


As mentioned this is in the roadmap for the end of May.

Lot of discussion about supply line resource models like PoisonTaco mentioned with the PS1 model. I personally don't think they'd work in PS2.

Originally Posted by Kerrec View Post
The game would default to pull Loadout 1, and use up resources if you have any available. But if you don't have enough resources, then you get a bone stock vehicle. Pretty much useless for Sunderers, but a stock MBT, Lightning, ESF, Liberator is better than nothing.
That is discussed heavily. We had thread here on PSU about such models. I wrote up one implementation of the universal playstyle resource sink as I call it over at the forums in a simplified format. It's identical to your model of certs costing resources such that players build their loadouts without restrictions. (I kept the class system for simplicity since I honestly doubt they'll ever get rid of it even with a resource model to restrict players).

Originally Posted by Calisai View Post
Even if Resources were needed and necessary, the current system rewards the victors and punishes defenders... the more you are pushed towards your warpgate, the less resources you are getting, to the point where it will snowball.
Completely solved in the above model in the link using a loyalty based system.

Last edited by Sirisian; 2013-02-14 at 06:15 PM.
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Old 2013-02-14, 09:31 PM   [Ignore Me] #22
Rahabib
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Re: Resources - purposeless


The sad thing is if SOE started using resources wisely it could solve a lot of balance issues. You can have vehicles that's OP but, instead of reducing it'd functionality, increase resources so it's not used as much. This way you can have terrifying vehicles buy only spawn so often. Right now it's a game of rock paper scizzors where nobody wins.

Last edited by Rahabib; 2013-02-14 at 09:33 PM.
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Old 2013-02-14, 09:48 PM   [Ignore Me] #23
OCNSethy
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Re: Resources - purposeless


I agree with the thrust of this post. I dont mind taking potiential high reward risks as infantry but with resources as they are, I have to think twice doing that in any armour.

I tend to think resources hold you back when you are really needed.

Last edited by OCNSethy; 2013-02-14 at 09:49 PM.
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Old 2013-02-15, 08:49 AM   [Ignore Me] #24
psijaka
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Re: Resources - purposeless


Agree that the resource system is pretty broken now.

When I choose where to fight I'll be thinking:
"TI Alloys, be sure of a good infantry fight there", or if I'm thinking more strategically:
"If we attack the Pallisade, then we'll cut off the VS zerg threatening the Impact Site."

But I never ever think:
"If we capture Zurvan, we'll get X amout of extra infantry resources".

something pretty radical needs to be done; not sure what the answer is though.
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Old 2013-02-15, 09:33 AM   [Ignore Me] #25
Riekopo
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Re: Resources - purposeless


The whole game is pointless because there's no metagame. It's just a bigger Battlefield.
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Old 2013-02-15, 09:59 AM   [Ignore Me] #26
Elgareth
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Re: Resources - purposeless


Originally Posted by Riekopo View Post
The whole game is pointless because there's no metagame. It's just a bigger Battlefield.
Not that ANY game is any less pointless It's all about wasting time while having fun in the end

To Topic:
I agree that ressources are rather useless currently... or the way they are distributet. I only lack Mech Ressources, and only when I frequently pull an AMS Sundy to capture some contested area. But whenever I do, I don't think "Oh, we should capture a +mech Base to get more ressources... I just go on foot for the next ~5 spawns, and when I return I got enough to pull another Sundy.
There is no tactical thought involved when thinking of ressources, currently it's just annoying to not have enough.

The suggestions put here all sound better than the current system, let's hope May will bring salvation.
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Old 2013-02-15, 10:29 AM   [Ignore Me] #27
Sir B Smythe
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Re: Resources - purposeless


Originally Posted by Wahooo View Post
OH... and each base could have a silo that stored the resource energy... lets call them "Nanites"... and the every time a vehicle was pulled, or troop would respawn a very small amount of the resource would be pulled from the silo. You could also make things like base turrets and generators really slowly auto-repair by using small amounts of this resource pool. In order to replace the resources in the silo they could have a specific vehicle that you would have to charge up or "fill" at the warp gate and drive or somehow carry... you know in the small vehicle spot in the galaxy that isn't actually usable but looks like it is there for some odd reason. Anyway, this is another way that a stalemate at a truly defensible base could be broken is when they run out of the resource pool inside the silo... Or it would add the ability for last minute heroics re-filling the silo under heavy fire and the presence of enemy forces.

Crazy talk I guess I don't see how a system like that could actually be implemented. /fantasy
That is just ridiculous, of course it couldn't be implemented, I don't know how you could have come by such a crazy idea.
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Old 2013-02-15, 11:00 AM   [Ignore Me] #28
Babyfark McGeez
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Re: Resources - purposeless


Besides the obvious, taking the (working) resource system of Planetside 1 and, if deemed necessary, tweaking/improving it for Planetside 2, i thnk one thing is quite clear:

Resources for pulling Vehicles/Aircraft should not be player-based, but rather faction-, or location-based.

Imo that would add a whole new level of "metagame" and put a higher emphasis on defending and controlling terrain.
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Old 2013-02-15, 11:15 AM   [Ignore Me] #29
Rahabib
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Re: Resources - purposeless


Originally Posted by Babyfark McGeez View Post
Besides the obvious, taking the (working) resource system of Planetside 1 and, if deemed necessary, tweaking/improving it for Planetside 2, i thnk one thing is quite clear:

Resources for pulling Vehicles/Aircraft should not be player-based, but rather faction-, or location-based.

Imo that would add a whole new level of "metagame" and put a higher emphasis on defending and controlling terrain.
The only problem with having resources faction based instead of player based is that you will have larger clans eat up all the resources and people will rush to spawn vehicles.

I think player based resources are fine, but there needs to be metagame elements tied to how players gather them. This way, if you want to use vehicles/supplies - there is clear cut objective to get them. Right now there are not objectives to gather resources.
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Old 2013-02-15, 11:32 AM   [Ignore Me] #30
Babyfark McGeez
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Re: Resources - purposeless


Originally Posted by Rahabib View Post
The only problem with having resources faction based instead of player based is that you will have larger clans eat up all the resources and people will rush to spawn vehicles....
Good point. I would prefer "location based" anyways. Like, shocking, the (working) system of PS1.

I still believe switching from "player-based" to "location based" would be the right way though, and it would open up more gameplay possibilities (this "metagame" we keep hearing about).
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