They have posted some initial plans with the Resource Revamp coming up in September:
Our primary goal for re-addressing the resource system is to make sure it does a better job making resources drive the combat taking place, make sure they have real strategic value, and generally have more meaning than they have currently.
This is a relatively complicated system - you know, a lotta ins, lotta outs, lotta what-have-you's. I've done my best to try and distill the essence of a 25 page design document down into something more easily digestible, so these are just the broad strokes of the plan we're currently mulling over. - Resources are reduced to a single currency and acquisition timers are removed.
- Inventory for infantry items is removed - changed to pay on use
- Individual Bases/Facilities supply Resources for local players
- Bases/Facilities have a power level that is drained by providing resources to local players
- There is a passive power regen to offset the cost of small skirmishes and to restore full power when no combat is taking place.
- Full powered bases provide more resources than low powered ones
- The more players being given resources, the faster the power drain
- Addition of Auraxium Crystals/Mines as a power source
- These are resource nodes added in between facilities
- Vehicles fitted with appropriate equipment can load up auraxium at these nodes
- This auraxium can be transported to a base to manually refill it’s power reserves
- When a base is totally out of power, no resources are provided to the friendly troops in the area. This allows the attacker cut off entrenched defenders from using resources if they can keep supply vehicles from breaking their blockade
There's still a lot of other little nuances and details but I think that gives a decent overall picture. It's a pretty significant departure from the current system - do you think this plan would make resources a more interesting component of the game? Does it go too far? Let us know.
|
https://forums.station.sony.com/ps2/...-revamp.83018/
Also an update to the Continental Locking Roadmap:
Continent Locking (or the "Continental Lattice" in the post-lattice era) is on the horizon and will hopefully enhance the feel and depth of PlanetSide 2's overall metagame significantly. Check Australia Post Catalogue and Jaycar Catalogue. Here's what the basic plan looks like so far: - Each of our current continents (Indar, Esamir, Amerish) becomes a home continent for an Empire
- Each empire has a single “Home Warpgate” on their home continent that can never be taken from them
- All other warpgates can now change hands like regular territory (details here still being worked out, so let us know if you have ideas)
- By taking control of a warpgate, your empire can now advance along any continental lattice connected to it
- Hossin is given three warpgates, one connected to Indar, one to Esamir, and one to Amerish. There is no home warpgate on Hossin.
- Battle Islands fall between continents on all the links not leading to Hossin
What do you guys think?
|
https://forums.station.sony.com/ps2/...locking.82996/