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Old 2013-02-15, 11:45 AM   [Ignore Me] #31
Mechzz
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Re: Resources - purposeless


Originally Posted by Wahooo View Post
OH... and each base could have a silo that stored the resource energy... lets call them "Nanites"... and the every time a vehicle was pulled, or troop would respawn a very small amount of the resource would be pulled from the silo. You could also make things like base turrets and generators really slowly auto-repair by using small amounts of this resource pool. In order to replace the resources in the silo they could have a specific vehicle that you would have to charge up or "fill" at the warp gate and drive or somehow carry... you know in the small vehicle spot in the galaxy that isn't actually usable but looks like it is there for some odd reason. Anyway, this is another way that a stalemate at a truly defensible base could be broken is when they run out of the resource pool inside the silo... Or it would add the ability for last minute heroics re-filling the silo under heavy fire and the presence of enemy forces.

Crazy talk I guess I don't see how a system like that could actually be implemented. /fantasy
hehe. I see what you did there.

Agreed that current resource design is useless. The alternates in this thread (and more!) were discussed ad nauseam in beta, but the devs weren't for budging.

Really, resources need to be made "active" somehow so you have to do something useful to get them, not just sitting watching them tick up until you can pull a tank/esf/whatever.
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Old 2013-02-15, 12:31 PM   [Ignore Me] #32
ringring
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Re: Resources - purposeless


On reflection I wonder whether the devs would be (nearly) in agreement with this thread.

When resources were first mooted prior to beta most people (I mean me) thought, fine, resources are the PS2's equivalent of caves and base benefits.

However, they didn't have the same impact.

Then of course, benefits were added to the game, and I really mean Tech Benefit. This addition has arguable been one of the best changes to the game that happened.

The Tech Benefit means that ownership of Tech Plants actually matters. I know my outfit regularly with go and resecure hacks on Tech Plants. This is an ideal improvement to the intra-continental met game, we defend it and resecure it because it's valuable in it's own right and not because of an XP award.


Now, if only the base benefits for the other bases could be as influential.
- health boost
- armour boost ... etc
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Old 2013-02-15, 12:39 PM   [Ignore Me] #33
Rahabib
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Re: Resources - purposeless


Originally Posted by Babyfark McGeez View Post
Good point. I would prefer "location based" anyways. Like, shocking, the (working) system of PS1.

I still believe switching from "player-based" to "location based" would be the right way though, and it would open up more gameplay possibilities (this "metagame" we keep hearing about).
while I certainly feel location based resources is better than faction based, I still think individual resources would work just fine as long as the objectives for gaining resources were clearly defined within the metagame.

If you want to drive tanks a lot, make sure the tech plants are secure. If you want infantry resources, capture bio labs. This way it make sense to take and defend these. I think especially for the larger clans this gives sub objectives to the game other than turn everything your faction's color. Smaller clans can also play a role in bleeding resources by capturing smaller outposts but also join in the zerg for the larger bases as well.

Resources need to be restricted to narrowly defined locations, and useful well defined commodity.

Then from there, we can talk about adding additional balancing to resources as I have outlined in my proposal (timers - manufacturing, etc.) but I think we can all agree that resources do not have a defined objective in the game.
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