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PSU: WTH is a Mag, and why do I want to ride it?
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2012-07-15, 03:06 AM | [Ignore Me] #32 | |||
Corporal
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Also upgrading bases adds better benefits, better turret guns, maybe war game rooms for elected generals to discuss matters. I think the resources on a larger scale should be up to the players/faction leaders(To upgrade key bases or vehicle/weapon), but everyone still gets their own share of resources which they can pool together if need be to upgrade faction equipment/bases or use for their own purposes. Make the game interact-able, just gaining resources from capping a base is a bit stale. Make it so we need to go for common goals. Such as being able to add outfit outposts would be great. If the base is taken the outpost gets destroyed. It could be used for strategic reasons and for outfits to have a base of operations(Make the outfit outpost upgradable, so they have a goal to work for). Most people might have their outposts in the main quadrants, but the brave few will be on the frontier with each new hex they capture. This will promote outfits protecting an area. I think this would add a new element to the game in terms of sandbox, guild/clan/outfit unity and promote people actually sticking to an area and defending instead of zerging it up. There should be upgrade ranks that require resources, and the top teir requiring heavy resources, maybe outfit "valor" and generals of the faction's approval. Last edited by Tehroth; 2012-07-15 at 03:10 AM. |
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2012-07-15, 04:51 AM | [Ignore Me] #33 | ||
Sergeant Major
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The resource system was a verry minor role in PS1, the Nanite in the Warpgate and the ANT were ways to refill resources to maintain a base but other than that ther was no resource and everything was free.
the PS 2 system is that diffrent resources for diffrent items, they might make aricraft be verry heavy in one type of resource so if you focus is on airpower you would try to get that while tanks are on another. I hope that while the bases generate resource they still have some sort of upkeep mechanic like all bases require nanites but generate other resource. I belive the AMP station is going to be the big economic generator so the battle for amps might be more vital than before. |
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2012-07-15, 05:10 AM | [Ignore Me] #34 | ||
Second Lieutenant
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Resources will not be removed. They will be so common that nobody will care. People will whinge that they can't afford a tank, so "drop" rates will go up and up and up so that any half decent, active person (everyone on these forums) will have resources out their eyeballs.
Then they'll bring in the smedbuck resource, and price it so that any 'tard can spend any volume of resources and not worry at all. They won't be removed, but they will be useless as a control mechanism. |
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2012-07-15, 05:39 AM | [Ignore Me] #36 | ||
First Sergeant
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I would like to see how they make each of the continents interract and how direct links to hexes etc is implemented. I don't like the idea of how just being on a continent gives you resources from all the hexes on it, which is what I've looked at so far.
They have gone for the 3 beach head idea instead of sanctuaries. I'm ok with that. I just hope they have something else, as well as, these to give a link to a part of another continent to give a flow to the game and mix it up. Right now, I get the impression we have the choice do I want to play on the snow or desert or highlands continent. It's persistent world, but the overall impression to me is its giant maps independent of each other and pure preference of where you want to fight. Sort of like they might as well give you the option do you want to play on an Indar/ Amerish/ Esamir server. |
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2012-07-15, 06:48 AM | [Ignore Me] #37 | |||
Staff Sergeant
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2012-07-15, 07:07 AM | [Ignore Me] #38 | ||
Staff Sergeant
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Wrong.
It used to cost resources to spawn into a base and create vehicles. No one wanted to do the constant ANT runs for a busy base to keep powered, so they removed those costs. One arguable advantage of this current resource mechanic, is that the player doesn't have to do anything to get them... which kind of brings up the point, why bother with them in the first place? It also warrants questioning as to whether your own resource pool is 'global' or 'continent' based. If you're fighting on a cont with little resource income, what would stop you from 'farming' resources on a continent your faction is doing well on, then moving back to the other continent and spamming vehicles again with a 'global' resource counter. Conversely, how are you supposed to fight back against opposition with much higher resource income than you, with a 'continental' resource counter? |
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2012-07-15, 07:15 AM | [Ignore Me] #39 | |||
Sergeant Major
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2012-07-15, 07:31 AM | [Ignore Me] #40 | ||
Staff Sergeant
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What? Sit 4 hours on an empty map to "harvest" resources
so you can spawn 2 extra vehicles are the other map. For the Empire level game (aka Risk board game) a soldier needs to get resources from all maps. Not much, but enough to feel the pain of losing the war elsewhere. If there is no Risk play over multiple continents/planets, each planet/continent may as well be a different server. Last edited by fvdham; 2012-07-15 at 07:43 AM. |
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2012-07-15, 08:26 AM | [Ignore Me] #41 | |||
Corporal
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2012-07-15, 09:17 AM | [Ignore Me] #43 | ||
Staff Sergeant
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since the game is based on logistics, it would be cool to experiment with resource distribution based on territorial interconnection...
for example if your team caputure a hex not connected directly or indirectly to your uncappable foothold the resources that territory generates remains avaiable only from that particular hex... in other words, if the territory is split, each part will not be able to share the resources. this would be a dramatic addition strategy-wise. each empire would try not only to capure,but to cut off parts of the enemy territory so they are unable to fuel the main war. on the other and being isolated means more resources can be spent for defending that position. like in every war, you can hit the enemy directly or cut them off from their own resources striking their infrastructures (bridges,roads) or their convoys. |
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