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Old 2012-06-21, 06:07 PM   [Ignore Me] #76
drennam
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Re: Grenades cost resources, which is a good thing


all this balancing your talking about is counterproductive to what your trying to achieve.

if your fighting off an armored line that has you tucked behind walls, your going to use HA to help fight em off. therefore, HA are going to be the class that is killed most.

so the player than runs himself outof money trying to play miles within the games mechanics (fyi, your encouraged to play PS with an unorthodox mindset) will go broke, not be able to play the HA at all
and than the attacking team has a free run to their way-point after they die from a fully operational base because there is little left to put fair pressure on the armor rolling around outside

now if you tweak the price to were they dont risk going broke, than your defeating the point of even having a price in the 1st place.

grenades are a secondary tool to all footies. rockets are one of HA's primary weapons meant for thier intended role.

their AOE is crap on footies, and anyone who dies to a direct hit should probably learn to strafe, and could have been killed much faster with an LMG...sooooo whats the point?
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Old 2012-06-21, 06:08 PM   [Ignore Me] #77
Talek Krell
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Re: Grenades cost resources, which is a good thing


Originally Posted by Toppopia View Post
I thought all side grades of anything cost resources? Like if i put a scope on my gun, my gun now costs me resources to spawn, if i put something on my tank, it now costs extra resources.

Or does that not happen with infantry weapons?
Infantry weapon customizations must be purchased with in game resources, but the purchase is one time.

Once you have bought that scope, you may fit it to your weapon at any time you wish without additional charge.

Variations of a base weapon (sidegrade weapons) also have a one time purchase, but they may be bought with station cash as well. Whether they require you to have purchased/certed the weapon you are sidegrading from and whether you must purchase separate attachments for each variant you have I cannot say.

Such is my most recent understanding, at least.

Edit: Now that I think about it, I'm not sure whether vehicles cost different amounts depending on what upgrades they have, or if they just have a base cost each time you pull one. The costs were placeholders during E3, so I can't tell from that.

Last edited by Talek Krell; 2012-06-21 at 06:12 PM.
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Old 2012-06-21, 06:12 PM   [Ignore Me] #78
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Re: Grenades cost resources, which is a good thing


Originally Posted by AzK View Post
People wouldn't go "lawl" regardless because 1) nades would be limited to 1-3 per spawn 2) the only way to refill would be to go back to a spawn point.

The only reason people go "lawl" in games like bf3 is that they get refills by ammo packs, because there's nothing like an equipment terminal mechanic there.
there are still problem's with this because spawn point's can be gal's which are mobile spawn points and people can just park them near a base and you can hide just over a hill and get larger groups of people just spaming and running back. is that a good a idea and will it help? oddly enough no it will hurt your team and it will get bombed by aircraft but it gives people the option and alot of people on the internet are dumb xD. and i don't wanna get screwed by 20 people in an assault because they are to dumb to push rather then just raking up kills.
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Old 2012-06-21, 06:14 PM   [Ignore Me] #79
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Re: Grenades cost resources, which is a good thing


Originally Posted by Talek Krell View Post
Infantry weapon customizations must be purchased with in game resources, but the purchase is one time.

Once you have bought that scope, you may fit it to your weapon at any time you wish without additional charge.

Variations of a base weapon (sidegrade weapons) also have a one time purchase, but they may be bought with station cash as well. Whether they require you to have purchased/certed the weapon you are sidegrading from and whether you must purchase separate attachments for each variant you have I cannot say.

Such is my most recent understanding, at least.

Edit: Now that I think about it, I'm not sure whether vehicles cost different amounts depending on what upgrades they have, or if they just have a base cost each time you pull one. The costs were placeholders during E3, so I can't tell from that.
One way to turn this into a resource sink, is to make it so there is the purchase cost, then every time you use it, it might cost 10 resources or something, some small amount. But some people might say this is going too far. But if resources are too easy to get, then we need new ideas.
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Old 2012-06-21, 06:16 PM   [Ignore Me] #80
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Re: Grenades cost resources, which is a good thing


Originally Posted by Talek Krell View Post
Infantry weapon customizations must be purchased with in game resources, but the purchase is one time.

Once you have bought that scope, you may fit it to your weapon at any time you wish without additional charge.

Variations of a base weapon (sidegrade weapons) also have a one time purchase, but they may be bought with station cash as well. Whether they require you to have purchased/certed the weapon you are sidegrading from and whether you must purchase separate attachments for each variant you have I cannot say.

Such is my most recent understanding, at least.

Edit: Now that I think about it, I'm not sure whether vehicles cost different amounts depending on what upgrades they have, or if they just have a base cost each time you pull one. The costs were placeholders during E3, so I can't tell from that.
Yeah it's like that, and if it goes live like that, people who can will spend station cash rather than ingame currency for ALL they can to save ingame currency for the things that you can't buy with anything else.

Which translates into, people who spend station cash can actually use more vehicles, grenades, and medikits, at the very least for few months.
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Old 2012-06-21, 06:20 PM   [Ignore Me] #81
Turdicus
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Re: Grenades cost resources, which is a good thing


Originally Posted by DjEclipse View Post
You arguing for selective no resource costs, in a resource costs game. When you play Poker you don't first hand out the Aces for free before you deal the deck. You ante up first, thats Poker. Paying with resources, thats PS2.
I'm not sure what his primary point is exactly but he also advocated a cooldown timer, which is sort of another resource cost (if time is a resource). It's all a form of currency to me though, since resources are earned over time, but then again you cant buy time with resources...or can you...
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Old 2012-06-21, 06:22 PM   [Ignore Me] #82
AzK
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Re: Grenades cost resources, which is a good thing


Originally Posted by DjEclipse View Post
You arguing for selective no resource costs, in a resource costs game. When you play Poker you don't first hand out the Aces for free before you deal the deck. You ante up first, thats Poker. Paying with resources, thats PS2.
I am not arguing for selective resource costs. The devs did, the very day they decided "ok vehicles medikits and nades are going to cost but everything else will be free once unlocked"

Nothing you unlocked/upgraded ONCE should ever cost you again to use. And that includes grenades and medikits and vehicles.

If anything i'm arguing AGAINST selective no resource costs. I'm arguing for everything to follow the same rules, with no exceptions.
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Old 2012-06-21, 06:26 PM   [Ignore Me] #83
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Re: Grenades cost resources, which is a good thing


Originally Posted by AzK View Post
I am not arguing for selective resource costs. The devs did, the very day they decided "ok vehicles medikits and nades are going to cost but everything else will be free once unlocked"

Nothing you unlocked/upgraded ONCE should ever cost you again to use. And that includes grenades and medikits and vehicles.

If anything i'm arguing AGAINST selective no resource costs. I'm arguing for everything to follow the same rules, with no exceptions.
So you are saying that once you unlock something and you pay the 'unlocking' cost, its free there on forever? That wouldn't be bad. But.. that stops resource denying being a tactic.

If this was a game that wasn't focused on resources and such, then i would say great, only 1 off cost, like COD Black Ops, but it wouldn't work in this game.
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Old 2012-06-21, 06:27 PM   [Ignore Me] #84
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Re: Grenades cost resources, which is a good thing


Originally Posted by AzK View Post
I am not arguing for selective resource costs. The devs did, the very day they decided "ok vehicles medikits and nades are going to cost but everything else will be free once unlocked"

Nothing you unlocked/upgraded ONCE should ever cost you again to use. And that includes grenades and medikits and vehicles.

If anything i'm arguing AGAINST selective no resource costs. I'm arguing for everything to follow the same rules, with no exceptions.
if nades are 1-3 per a spawn and are not insta kill's ill get behind this they have to be group clear's not a better then your gun option. chuck one into a room then move in with the guns to finish them off.

Last edited by Zar; 2012-06-21 at 06:29 PM.
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Old 2012-06-21, 06:30 PM   [Ignore Me] #85
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Re: Grenades cost resources, which is a good thing


Originally Posted by Toppopia View Post
So you are saying that once you unlock something and you pay the 'unlocking' cost, its free there on forever? That wouldn't be bad. But.. that stops resource denying being a tactic.

If this was a game that wasn't focused on resources and such, then i would say great, only 1 off cost, like COD Black Ops, but it wouldn't work in this game.
It already works like that atm, the only exceptions are nades medikits and vehicles. I can see why vehicles make sense, since resource denial translating into not allowing an empire to pull tanks, air or something else (different vehicles cost different resources) is not that different from how you denied certain vehicles to your enemies in ps1 by taking/disabling certain facilities. If only vehicles were affected by resources, resources would still play a HUGE part in the game.

But medikits and grenades? No sense whatsoever.
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Last edited by AzK; 2012-06-21 at 06:37 PM.
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Old 2012-06-21, 06:39 PM   [Ignore Me] #86
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Re: Grenades cost resources, which is a good thing


Everything explosive and deploy-able should cost resources.

- Nades/Nade Launcher rounds, C4 explosives, Mines, Rockets (not AA/AT MAX), Engineer turrets, etc. etc.

Medic/Engineer repair/heal should cost minimal resources

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Old 2012-06-21, 06:41 PM   [Ignore Me] #87
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Re: Grenades cost resources, which is a good thing


Originally Posted by AzK View Post
It already works like that atm, the only exceptions are nades medikits and vehicles. I can see why vehicles make sense, since resource denial translating into not allowing an empire to pull tanks, air or something else (different vehicles cost different resources) is not that different from how you denied certain vehicles to your enemies in ps1 by taking/disabling certain facilities.

But medikits and grenades? No sense whatsoever.
there are classes that do both those rolls actual 3 if we count max's for anti inf. medic is a walking medkit and HA is a walking anti inf anti tank *heavy weapons* now if rockets and medics heal ray's cost *resources* then fuck ya im with ya that's Bull but im not sure that's how its gonna work.
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Old 2012-06-21, 06:43 PM   [Ignore Me] #88
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Re: Grenades cost resources, which is a good thing


Originally Posted by AzK View Post
Yeah it's like that, and if it goes live like that, people who can will spend station cash rather than ingame currency for ALL they can to save ingame currency for the things that you can't buy with anything else.

Which translates into, people who spend station cash can actually use more vehicles, grenades, and medikits, at the very least for few months.
You do realize we have different types of resources? I can't find in the videos honestly what resource type grenades use. Is it really the same one as people horde for unlocking certs?

Originally Posted by AzK View Post
Mh who said this? As of e3 weapons and their upgrades still had personal resource OR station cash costs in the menus. So yeah you can avoid spending personal resource on them and their upgrades if you use real money instead so you can spend ingame resources on vehicle spawning, nades, and medikits instead, since those can't be bought with station cash for now, nevertheless, weapons and their upgrades do have costs.
I think we're all talking about per spawn costs. Not the unlock system.

Last edited by Sirisian; 2012-06-21 at 06:47 PM.
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Old 2012-06-21, 06:55 PM   [Ignore Me] #89
Talek Krell
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sirisian View Post
You do realize we have different types of resources? I can't find in the videos honestly what resource type grenades use. Is it really the same one as people horde for unlocking certs?
I think that it was the one that looked like a gear, which was the same as for vehicles. I really wouldn't put too much stock into it though, since even the names seemed to be placeholders.
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Old 2012-06-21, 07:16 PM   [Ignore Me] #90
SKYeXile
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Re: Grenades cost resources, which is a good thing


Grenades use the orange resource, the same resource as what iv seen aircraft use.

weapons are unlocked with auraxium or station cash

attachments are unlocked with resources.

certifications are unlocked with cert points.
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