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2012-01-29, 06:06 AM | [Ignore Me] #62 | |||
Major General
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2012-01-29, 07:37 AM | [Ignore Me] #63 | ||
Lieutenant Colonel
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My thoughts on this is that resources are going to ultimately end up being the restriction on these. I realize he said you can pull one as much as you want. But if you don't have the resources its just not gonna happen that is just my theory on it at least. I figure will probably see a slight increase in max pops compared to PS1. But not as bad as a lot of people are thinking.
Last edited by Hmr85; 2012-01-29 at 07:39 AM. |
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2012-01-29, 09:00 AM | [Ignore Me] #65 | ||
i like that weapons and weapon sidegrades are "unlocked" by using ressources. and when they are unlocked you don´t need ressources to get them again!
but i don´t like that this is propably not the case for the weapons i will be using since matt told us about consumable weapons that are not unlocked, but bought every time. he mentioned grenades,boomers and jammers are among these. and i assume the engineers deployables will also count as consumables and therefore eat up ressources every time you need a resupply of those. that´s good news for frontsoldiers and bad news for supporters...again. but what about ammo? will ammo be free pull or since ammo is consumable, will it eat ressources?
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! Last edited by Shogun; 2012-01-29 at 09:01 AM. |
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2012-01-29, 09:06 AM | [Ignore Me] #66 | ||
Sergeant Major
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I think Everything unique to a class will be free on spawn/resupply (MAX suits, engy deployables, ammo, etc.). Just the extra stuff like vehicles, nades and boomers (not engy only this time?) will cost resources every time.
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2012-01-29, 09:17 AM | [Ignore Me] #68 | |||
Master Sergeant
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Not necessarily strategy game level of management but something to keep certain items, esp powerful or great utility items, from flooding the battlefield. Keep the players interested in the resource aspect for both themselves and empire. |
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2012-01-29, 09:39 AM | [Ignore Me] #69 | |||
but my fear is, that the mindless zerg will not have to think about ressources to do what zerg does, but the strategic players will be limited. resulting in even more mindless zerglings because zerging gives ressources, while strategic gameplay eats up ressources. think of dedicated supporters. if mines, shieldwalls, tanktraps and turrets consume ressources, it will be a lot harder to get someone fortifying a base. if you buy a grenade for ressources, that´s ok because you are going to use it in combat when you need it. ce stuff has to be laid out in masses to be effective and is often laid out in vain. do you want to donate all your ressources to put up a minefield "just in case"?
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-01-29, 09:47 AM | [Ignore Me] #70 | |||
Lieutenant Colonel
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Last edited by Hmr85; 2012-01-29 at 09:50 AM. |
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2012-01-29, 09:52 AM | [Ignore Me] #71 | |||
Master Sergeant
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Some would say that there too many deployables in planetside because the only limiting factors were a small cert cost and # deployed per person. If there's a cost involved for aquiring deployables as well, I think it would help create more skillful combat engineers. Also, depending on how the cert trees turn out there could be a few certs or abilities to lower the resource cost for deticated engineers. Its one of those issues where well have to wait for beta I guess. |
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