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Old 2012-08-12, 08:24 AM   [Ignore Me] #11
JHendy
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Re: SmedBlog: Harvestable Resources


Originally Posted by Sunrock View Post
But how will that impact the strategic importance to hold hexes for resources? Or can you only harvest resources in hexes your faction control?

TBH I only see this as a way to dumb down the strategic value of owning the right hexes. If you can harvest in other factions territory that is.
Perhaps by making a separate set of resources that MUST be harvested by players and cannot be reaped simply by owning the hex that the nodes are on.

This way you're not making the game's entire economy system the players' responsibility.

These specialised rare resources could be used to spawn vehicles with increased potency (A prowler with four cannons?) in small numbers.

I really like the idea of a resource that is accrued to your outfit rather than you, which has to be manually harvested by members of your outfit using a specific vehicle, and can then be spent on the queuing of a capital ship or a mighty land unit (think Goliath from UT3).

I think that the idea has legs, but I'd agree with the people who have pointed out the potential monotony of having to ANT-style harvest every resource in game, going forward.

Last edited by JHendy; 2012-08-12 at 08:39 AM.
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