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Old 2012-04-12, 12:37 PM   [Ignore Me] #16
MrBloodworth
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Re: Resources


Real shame we do not have to transport them. ALA ANTS. So much for that aspect of game play. ( Logistics and security )
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Old 2012-04-12, 12:43 PM   [Ignore Me] #17
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Re: Resources


What about adding resource depots to certain resource spawns? Add in an ANT-like vehicle that you can drive to the depot, wait for a bit while it loads up on resources, then drive it back to your foothold and boost everyone's resources a bit. Get a line of trucks going and you get to increase the resource gain by quite a bit for a certain amount of time. Add a timer to the depot spawn so it's not just a permanent increase perhaps, or make the depot spawn jump around so it's in a different location each time. Of course, this sort of resource conga line will attract many opportunists looking for some easy XP truck kills, not to mention the strategic value of denying the enemy the increase from depot runs.

This might create the sort of logistics mini-game type thing many have been asking for. Defending and attacking depot runs to gain or deny resources. Just a thought.

Last edited by The Janitor; 2012-04-12 at 12:47 PM.
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Old 2012-04-12, 12:55 PM   [Ignore Me] #18
Tachyr
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Re: Resources


Originally Posted by The Janitor View Post
What about adding resource depots to certain resource spawns? Add in an ANT-like vehicle that you can drive to the depot, wait for a bit while it loads up on resources, then drive it back to your foothold and boost everyone's resources a bit. Get a line of trucks going and you get to increase the resource gain by quite a bit for a certain amount of time. Add a timer to the depot spawn so it's not just a permanent increase perhaps, or make the depot spawn jump around so it's in a different location each time. Of course, this sort of resource conga line will attract many opportunists looking for some easy XP truck kills, not to mention the strategic value of denying the enemy the increase from depot runs.

This might create the sort of logistics mini-game type thing many have been asking for. Defending and attacking depot runs to gain or deny resources. Just a thought.

I like this idea. Adds another support role which is not vital but very beneficial
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Old 2012-04-12, 01:01 PM   [Ignore Me] #19
MrBloodworth
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Re: Resources


Likely won't happen. They seem to be removing anything that requires others. Denial of resources, other than from direct deposit accounts on hexes, does not match with that philosophy.

Last edited by MrBloodworth; 2012-04-12 at 01:02 PM.
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Old 2012-04-12, 02:20 PM   [Ignore Me] #20
Naz The Eternal
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Re: Resources


Originally Posted by Zenben View Post
Auraxium is the only one I have heard thus far.
Originally Posted by Bazilx View Post
One is Catalyst I think, I don't remember what it was used for, I beleive they mentioned it in the mmorpg interview.
I believe there is a total of 4 resources? Based upon images from the interviews
  • Auraxium
  • Catalyst
  • ?
  • ?
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Old 2012-04-12, 07:26 PM   [Ignore Me] #21
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Re: Resources


Originally Posted by Templar Thano View Post
hmm interesting Idea maybe model it more like Eve's Corp tax and wallet access rather than Wow's guild bank system or maybe something different like some kind of Subsidization were certain players can pull certain vehicles with a subsidized cost dependent on the Outfits current settings for said vehicle something along these lines:

a tax system would allow the outfits leadership to set a global tax on all members of its outfit from 0%-100%, so an outfit might want to set the tax to 100% but allow all vehicles to be fully subsidized to all members allowing the outfit to pool resources or set it to something like 10-20% but only allow certain members to pull certain vehicles at a specific cost reduction paid for by the outfits pool

player A is the designated outfits Galaxy Pilot so the outfit leadership would give him/her permission to pull fully subsidized Galaxys but they also want the rest of the the Outfit to be able to pull them if needed so they can set a global subsidy of say 20% so anyone else who pulls one will only have to pay 80% of the cost. this can be done for all vehicles letting a Outfit decide were it wants its members to be spending their shared resources.
This idea is pretty much the best idea ever. I really hope the DEVs see this and put it in. It gives Outfits not only the ability to make things easier for their members shelling out for the big expensive toys, but it also allows them to control what ranks get what.

Imagine an outfit that has a tank rank and aircav rank as well as a support rank. The entire outfit could apply be taxed regardless of where they stand, and members of the outfit can pull their ranks equipment for cheap or for free. Meaning the outfit might never be in a situation where it can't field it's specialty equipment. Depending of course on how well the outfit leadership does in managing it's resources.

Originally Posted by Naz The Eternal View Post
I believe there is a total of 4 resources? Based upon images from the interviews
  • Auraxium
  • Catalyst
  • ?
  • ?
From what I've heard, there are 4. Auraxium is the common one, probably currency. The other 3 are going to be more heavily used by one particular empire or another. Catalyst for example might be used more by the VS then the TR or NC for their equipment, but all 4 will probably be required for some of the more expensive toys (or all of them), and each empire will have their own costs associated with their equipment (VS Scythe might cost 20 Auraxium, 50 Catalyst, 30 X and 10 Y while an NC Raptor might cost 30 Auraxium, 10 Catalyst, 40 X and 30 Y).

I could be totally wrong, just how I understand it working.
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Old 2012-04-12, 07:39 PM   [Ignore Me] #22
Adeon Hawkwood
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Re: Resources


Originally Posted by Blackwolf View Post
From what I've heard, there are 4. Auraxium is the common one, probably currency. The other 3 are going to be more heavily used by one particular empire or another. Catalyst for example might be used more by the VS then the TR or NC for their equipment, but all 4 will probably be required for some of the more expensive toys (or all of them), and each empire will have their own costs associated with their equipment (VS Scythe might cost 20 Auraxium, 50 Catalyst, 30 X and 10 Y while an NC Raptor might cost 30 Auraxium, 10 Catalyst, 40 X and 30 Y).

I could be totally wrong, just how I understand it working.
The problem I can see there is that if each empire has one critical resource then players of that faction are likely to end up with an over-abundance of the other two. For example if you need to spend at least two Catalyst for every 1 X or 1 Y then you'll end up with lots of spare X and Y unless your income is similarly unbalanced, it also changes incentive for fighting over an area since it will likely be only really valuable for one faction.

What I'd prefer to see is a situation where the critical resource is based on the class/vehicle type (with Auraxium being a "need a bit for everything" resource). So for example maybe a plane costs 30 Auraxium, 50 Catalyst, 25 X and 25 Y whereas a MBT costs 30 Auraxium, 25 Catalyst, 50 X and 25 Y. This would help keep all resources valuable across all factions and introduce the possibility of trading resources between players.
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Old 2012-04-12, 07:46 PM   [Ignore Me] #23
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Re: Resources


Originally Posted by Shogun View Post
since there seems to be no empire-wide ressourcepool, i have 2 ideas for outfit ressource management.

1st possibility: donation based. every soldier in the outfit can donate some of his personal ressources to the outfit bank. based on the outfit-rank soldiers can use those ressources for pulling specific vehicles. and if the giant outfit motherships or bases make it into the game, those are funded from the same bank.

the only problem is potential bankleeching, but that can be prevented by forbidding the lowest outfit ranks to draw from the bank until they have proven trustworthy.

second possibility is an outfit (ressources)subscription fee. outfits could set up a fee that every soldier will automaticly donate. but right at the moment he earns the ressources, to prevent soldiers from running low on purpose so they don´t have something to donate.
whenever the share of ressources comes in, a part goes directly into outfit bank. if the empire doesn´t get any ressources because the enemy has cut them off on 1 ressource, the outfit gets nothing, no matter how much personal ressources some soldiers may have stacked. so it is always the same amount, every soldier donates and there is no need to keep track of leechers that never donate anything.
i think you can only hold x amount of resources too, when you go over that, they could all goto the outfit.
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Old 2012-04-12, 07:48 PM   [Ignore Me] #24
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Re: Resources


Originally Posted by Naz The Eternal View Post
I believe there is a total of 4 resources? Based upon images from the interviews
  • Auraxium
  • Catalyst
  • ?
  • ?
  • Auraxium
  • Catalyst
  • Unobtanium
  • ?

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Old 2012-04-12, 07:50 PM   [Ignore Me] #25
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Re: Resources


you would think they would have titanium, been a metal/medal from PS1.
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Old 2012-04-12, 10:13 PM   [Ignore Me] #26
Pollo Jack
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Re: Resources


In addition to the Eve resource system I would suggest an Empire resource pool. With the intent of encouraging people to play on empires with low populations on continents.

I think I heard, when your pop is low the resource rate increases for your empire. With an outfit pool you could afk a guy on the under poped cont from your outfit.

This empire resource pool discounts what you buy and increases the discount as your pop lowers. I would prefer no discount when the pops are even or a small discount until the resource pool runs out like 1%.

This way you gain resources at a normal rate despite the continent you are on, and can't exploit by AFKing on a cont then switching to the one with the larger pop.
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Click here to go to the next VIP post in this thread.   Old 2012-04-13, 08:38 AM   [Ignore Me] #27
Malorn
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Re: Resources


Originally Posted by SKYeXile View Post
i think you can only hold x amount of resources too, when you go over that, they could all goto the outfit.
They need to be use-it-or-lose-it or resources lose value. So players at max need to spend. Maybe they buy a ton of grenades or a cert but they must never feel like they have enough. Taxation or generation must be how outfits get resources.
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Old 2012-04-13, 08:52 AM   [Ignore Me] #28
SKYeXile
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Re: Resources


Originally Posted by Malorn View Post
They need to be use-it-or-lose-it or resources lose value. So players at max need to spend. Maybe they buy a ton of grenades or a cert but they must never feel like they have enough. Taxation or generation must be how outfits get resources.
Those who earn more have more to account for.
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This is the last VIP post in this thread.   Old 2012-04-13, 10:00 AM   [Ignore Me] #29
Malorn
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Re: Resources


Thinking on it more, an outfit bank would potentially throw off the resource balance by giving some individuals a much larger resource pool than they might otherwise have. Some individuals could use the outfit bank as a near-limitless supply of resources.

I can see why they may have held off on that feature until they see how the rest of the resource system plays out. Get that balanced first then they can see how an outfit bank would work in the mix, and if it is even necessary.
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Old 2012-04-13, 10:03 PM   [Ignore Me] #30
Soothsayer
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Re: Resources


While we're on the subject of taxation, I'd like to know a bit more about what an outfit is going to do for the people generating that income.

All I can recall hearing about in terms of ingame mechanics that would reward a player to actually contribute to an outfit that is taxing them is the way that the leadership of that outfit specializes into specific roles.

Eve online has been mentioned, there's many a noob friendly corporation in that game that has a CEO and his buddies getting fat off the mind numbing boringness of corporate mining ops and endless PvE missioning being carried out by a couple dozen con victims.

I'd like to see a simple democratic mechanic available to a corporation that considers itself for the people/by the people to allow voting on how to spend resources and enforcement on the spending of those resources instead of the cool club hoarding and frivolously spending resources while the people on the bottom get taxed outrageously.

What I'm suggesting is an optional voting mechanic that would allocate resources down the outfit level advancement paths that receive the most votes.

Totalitarian outfits will always exist, protect the noobs that don't know any better!
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