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2013-06-24, 03:05 PM | [Ignore Me] #1 | ||
First Sergeant
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Introduction
So, we need a resource Revamp. Currently the changes to resource costs smack of a fix that was either put in place out of order, or as a bandaid to the system, while a better solution lays down the road. We have not recieved a cohesive picture of what SOE plans to do with the resource system. I have asked about this on FNO to be told that it was still in discussion. Other people have asked through other means and received the same answer. The revamp is schedueled 2-3 months out. It took 5 months to get an indar lattice, the fact that there is not even a plan in place is worrisome. With the current resource changes that were just put in place, and a lot of people getting offended therewith, I think it has become abundantly clear that a complete rework is in order. About a month ago, I proposed a resource revamp on PS2, PSU, and PS Reddit. This is the followup, taking into account what criticism I had then, and attempting to adapt it to better fit the game world. Executive Summary(TLDR): So how does this work? Well, mass extractors are scattered around the map. Mass extractors are either independent structures that are adjacent with at least 2 facilities; or a base on the lattice that has been designated a mass extraction point. Each independent extractor serves as an independent point that does not contribute to adjacency in the hex system. Instead the extractor is connected to each base it is adjacent to. Once you flip an extractor it will begin to build up mass. Adjacency of the extractors is such that, should you own an extractor adjacent to one of your faction's territories, when enough mass is built up, it will send the load on into the pipeline back towards your warpgate or another refining facility. Should you own a mass extractor that is not located adjacent to any of your territories the extractor will continue to produce mass unto it's storage tanks are full. At any time the mass can be taken from the storage unit and loaded into a converted transport, for quick transport back to a refining facility. After mass reaches the refining facility it is changed over into real grey goo (Name of course probably needs work) and can then be pumped back down the pipeline to each facility for use. Because of necessity, the pipe line has numerous stations at which it is monitored along the lanes of the lattice. As the pipelines follow closely to the lattice, most of these nodes exist at various intersections around auraxis. A certain amount of resource is allowed to troopers at respawn, which is drawn from the base they respawn at. The amount of resources they are allowed is determined by the individual soldier's loyalty to their respective faction. Loyalty is increased by performing actions that advance your faction’s cause, while it is decreased by griefing or pulling resources. Though you receive negative loyalty points for drawing more resources than allotted, the cost in loyalty is proportional to the amount of resources pulled, allowing people who pull vehicles to quickly replace the resources lost, by using the vehicles to their fullest extent. The resources can be used to pull vehicles, aircraft, resupply infantry placeables and what have you, but the cost of every one of these is determined by the distance of this base from the refinery. Further away from the refinery, means that there is a higher resource cost, since energy at those bases is at a premium. As bases are drained of resources they are drained of energy, the increased energy costs means that certain systems may not work if undersupplied. This can mean bases powering down and loosing some functionality, if not shut down entirely. Detailed Explanation Mass Extractors The key to all of this is the Mass extractor. Mass extractors can exist in multiple forms. The first and most common type is the basic outpost style extractor which is made up of a control point, a mass extractor, a storage/maintenance shed, and a silo. To take these facilities one needs stand on the point for 30 seconds, and the facility will flip. Each mass extractor will be located at a location that is adjacent to (And thus will possibly feed resources to) at least 2 bases, sometimes more. Imagine if you will Scarred Mesa Skydock and Red ridge communications. There is a ridge north of Scarred Mesa and west of Red ridge. A mass extractor in that area, could be located on that hill. If the NC hold the Skydock and the extractor, the extractor will feed into the pipeline heading back to the NC Warpgate through the Skydock. If the TR hold Red Ridge and the mass extractor, the extractor will feed into the pipeline through Red Ridge and back to the TR warpgate. Now, should the VS capture that extractor the resources will feed through neither the Skydock or Red ridge, but instead would sit in the extractor, and the VS could extract that material using a transport (A topic we will touch on more indepth later). The second type of extractor is a base on the map devoted to extraction. These facilities would be few and far between, but produce resources to feed directly to the owner of the facility. There may still be extractors adjacent to these facilities, but they are themselves steady sources of income for those who hold them. Regardless of what happens in the future of the game (Whether we go into space, into the ocean, under the ocean, onto the moon, underground, what-have you) mass extraction translates there without needing to adjust the mode or resulting product to new environments as you are simply pulling practically everything into the extractor and compressing it. This would differ from environment to environment if your resource system were to extract particular resources at different locations. That is to say, resources that are extractable from a Tundra, would be different to resources that could be extracted from a mountainous area. There could be some kind of variation on what the extractor looks like (A sea platform in one area, a drill into solid rock in another) but as long as the basic premise of: Extract Mass and compress it for transport, remains the same the mechanics don’t need shift from continent to continent (No point in reinventing the wheel for each new continent after all). Something more consistent and always recognizable will also means fewer things that need to be learned by incoming players. Not to mention less time will be spent as only one basic model for mass extractors needs to be done. Transports Now as has been seen by the harasser, adding in vehicles is not easy. Simply put, to add in a specialized vehicle for the movement of resources would mean possibly delaying development time, while a truck is designed. Instead of this, transportation of resources should be done by existing vehicles. My recommendation is to use the Sunderer and the Galaxy. In order to convert to a resource hauler, each vehicle loses all but 3 seats (1 driver and 2 gunners), but would then be able to carry a large volume of mass or grey goo. Transporting materials will be something that is required in many situations that will be related in full later in this proposal. But for now, for a 100 cert investment for the cargo space conversion will grant you what you need to begin transporting. Carrying materials to the refinery, and to bases from the refinery, can be done at a greater speed than said resources are moved through the pipeline, and is incentivized by an experience reward upon each successful transport, depending on how much of the silo you fill at your destination, up to 1000xp. Using existing vehicles will cut down on the time it would take to get this released. Also, it adds more utility to an already useful pair of vehicles, that have a significant cost. Using a more valuable vehicle, like the Sunderer or a galaxy, means that people will not be spawning an abundance of these to make quick runs to bases. You’re running something very valuable from location to location, you should have to pull something valuable to deliver it. This is in addition to the fact that Galaxies and Sunderers are the only vehicles that would posses the cargo space necessary at this point, unless you start adding trailers to MBTs and buggies. Also, by making these from existing vehicles with defenses, the trucks can potentially contribute to the battle and defend themselves, so it’s just a matter of some people pulling supplies, and some people pulling troops from site to site in the galaxies or the sunderers. Refineries Refineries take two forms, the warpgate and amp stations. This way, holding an amp station becomes very important. No longer are you fighting for a Turret Heat bonus, you are instead fighting for a facility that has a large volume of mass, supplies your war effort with new resources, and will mean faster resupply for your faction's bases in that area. Mass will always travel the shortest distance to a refinery, and once refined will travel outward to the facilities. Depending on the range the resource must travel, a certain amount of resources are lost in transit to create the energy necessary for transport. Also, it naturally takes longer for resource to reach a further away destination. The amount of resource that goes out from the refinery, is dependant on the volume of material that went into the refinery that cycle. So the more mass extractors that are owned, the more material that goes out. The storage at refineries is the greatest on the map, and resources can be picked up from stations therein, for transport wherever on the map by use of the transports. Using warpgates as one of the refining areas just makes sense. Regardless of what happens with a continental lattice in the future of the game, warpgates will always be staging areas from which you push out onto a continent. As all roads lead to the warpgates, it makes sense that almost all of the resources would go there as well. And on the topic of roads, making the pipelines follow the lanes with the same configuration as the lattice means that there is one less system to memorize when trying to figure out where nodes are, and how taking each territory will benefit your faction’s resource collection. Attaching the amp stations into the grid means that taking these stations becomes much more important to resupply the resource intensive forward positions where most of the fighting will take place. Also locking one of these refineries down means that you could potentially stall a whole front on one continent. All of the interactions you can perform with these amp stations and warpgates will likely increase the strategy involved with continent scale decisions for each faction. None of this would require the creation of new buildings as existing structures in the warpgate outside of the inclusion of silos, which could actually be incorporated into the existing pads on the amp station (considering it is a refinery, it’s one big silo pretty much), minimizing the work of the level designers, unless they are so inclined to include large silo like storage tanks around the amp stations as well (This might help clutter up amp stations, which is something people have requested on the PTS). Last edited by GeoGnome; 2013-06-24 at 03:11 PM. |
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