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2013-07-02, 02:55 AM | [Ignore Me] #17 | ||
Captain
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Maybe to get this rolling it should be kept more simple at first.
Instead of a classic "rts" resource system where each individual unit created / pulled costs a certain amount of resources (which should, no doubt, be the long-term goal though), a more simplified version could suffice for a start. Resources as a simple requirement to pull units; A freshly taken base starts with "x"(probably 0 would be good) "resource". You can add "resource" by ANTs (free of charge) depositing it into silos / terminals / w/e. Your base needs to have a certain amount of "resource" in order to pull certain vehicles. Basically the same requirements that are in place on an individual basis now, just without reducing the amount when pulling something. Enemies can reduce your "resource" by hacking / attacking storage silos placed around the base and therefore deny you vehicles / equipment. You can refill them with ANTs. Let's say your base only has 300 "resource" in its storage. You want to pull a sundy, which costs 400 resource, so you can't pull one from this base. You get an ANT (allways free), harvest some stuff and deposit it into the base. Now your base has 500 "resource". You pull a sundy and the base still has 500 "resource" and you can keep on pulling sundys as long as the "resource" of this base is above 400. Now the enemy attacks / hacks your storage, draining your "resource" below 400. Again, you no longer can pull a sundy untill you refilled the silo to +400. This would be more easy to implement i would say and the system could still be easily expanded to a full fledged rts-style resource system (which, again, should be the goal). Also it can't be exploited by trolls draining enemy bases with alts constantly pulling shit. Tl;dr: - Resources as a simple, static requirement to pull units instead of a full fledged RTS resource system - ANTs can harvest resources (At certain spots on the map) and deposit them into storage silos in bases, thus enabling certain units - Enemies can hack / attack storage silos, thus disabling certain units - ANTs are free of charge |
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2013-07-02, 07:31 AM | [Ignore Me] #18 | ||||||
Master Sergeant
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The way I see ANT’s being fun is:
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2013-07-02, 08:10 AM | [Ignore Me] #19 | |||
Private
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Again you could replace the shield module with say a heavy EMP turret module that uses the RUs as fuel/ammo and it can fire focussed EMP blasts disabling vehicle weaponary or base turrets for 5 seconds. Loads of possibilities |
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2013-07-02, 10:41 AM | [Ignore Me] #20 | ||
Sergeant Major
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I gotta say, ANTS/harvesters and silos dont excite me. They sound boring and force the players to micro manage. I am all for a meaningful resources system (see my sig) but it should be an extension of tactical battle management, not making players play farmville planetside. Also allowing hackable silos will just make it so that people have to sit around watching for invisible infiltrators just screwing around. Baby sitting silos isn't fun.
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>>Make resources matter!<< |
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2013-07-02, 03:24 PM | [Ignore Me] #21 | ||||||
Major
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So the Catalysts were for Heavy Combat Vehicles like MBTs and Liberators, while Polymers were for ESFs and Lightnings.
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2013-07-21, 06:36 AM | [Ignore Me] #22 | ||
Master Sergeant
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My new edit to the OP based on Malorns resource ideas. Edits in red to compare ideas with my original idea.
PLANETSIDE 2 RESOURCE UNITS BASE RESOURCE POOLS, WARPGATE POWER, AND ANTS: Warp gates channel energy through rudimentary pipelines installed by humans between bases. This energy can be turned into nanites to fuel the war effort in Planetside 2. Any faction has the ability to use the resources from their warp gate to power the facilities/bases they own as long as they are connected to their warpgate. These nanites come in packages referred to as Resource Units (RU’s) Bases drain RU’s as they as resupply troops. However his happens indirectly - nanites from a base are transmitted to any ally troops in the bases territory who have a resource deficit. Different bases have different sized pools of RU’s at their disposal, and the amount of RU’s the base has stored is known as the bases Power Level. Facilities have a whopping 10000 RU capacity. Towers can store 2500 RU’s and small outposts and bases 1000 RU’s. All bases regenerate RU’s from lattice links to the warpgate. However, due to bases on the pipeline drawing power, the further the base from the home warpgate, the lower the 'pressure' of nanites and the slower it regenerates RU's. Facilities (Amp stations/Bio Labs/Tech plants) will provide powerful continent wide facility benefits to the faction that owns them. These benefits are only online when a facility’s power level is above 60%. Being their own power source, Warpgates are always at full power. Infantry carry RU’s on them. They can carry a maximum of 200, and this store is slowly recharged via arrays on the nearest allied base with power to spare. This rate resources are transmitted from the base's array is directly related to the power level of that base.
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New resource system with base nanite pools and ANTS. Designs on making an epic fight for a base, not just spawn camping. Last edited by Jonny; 2013-07-21 at 10:28 AM. |
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