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Old 2013-02-14, 08:22 AM   [Ignore Me] #1
ringring
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Resources - purposeless


I've given my opinion of resources previously and this is why from an actual example.

I logged in and went to Esamir - with full resources.

TR was losing ouw last outpost (and had 15% pop) so myself and a couple of outfit mates went to defend. I pulled a prowler.

But, too many NC in armour and air and I couldn't get anywhere, I lost my tank to an A2G reaver.

We lost the outpost.

I pulled a lighning and returned. We won the outpost back but I lost the lightning.

We attacked Jaegers Crossing and had quite a nice fight actually.

I pulled a sundy but lost it to an NC tank.

At this point I had ended up in the warpgate, wanting to rejoin the fight at Jaegers but niether me and my outfit mate had used all our vehicles resources.

We simply decided we had to go to a different continent to replenish. And actually I went afk in the WG hopefully replenishing while I was doing something out entirely.

Honwestly, nothing would come to harm if resources were removed entirely.
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Old 2013-02-14, 08:55 AM   [Ignore Me] #2
Assist
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Re: Resources - purposeless


Agreed, it's also the reason I think resources should have been revamped in January or ASAP. If they re-do them to make them matter then it's going to change the balance of the game. If they remove them completely it just takes away another element that could have made Planetside 2 more indepth and involved. IMO, resources could have been redone so that they made territory matter quite a bit more. Right now territory only matters so you can fill up your infantry consumables, I really hope they take them a step farther and make them important to the meta game. I think that if they do that however it will change the balance of the game dramatically, similar to what the changes to render distance do to balance.
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Old 2013-02-14, 09:05 AM   [Ignore Me] #3
Kerrec
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Re: Resources - purposeless


I've already suggested this elwewhere, but I think it works here too.

My suggestion is to create a new Loadout that can't be altered. I'd call it Loadout 0 (zero).

Then I would allow people to pull UNCERTED vehicles, (IE: Loadout 0) for no resource cost from Warpgates (and only from Warpgates). Timers still apply.

The game would default to pull Loadout 1, and use up resources if you have any available. But if you don't have enough resources, then you get a bone stock vehicle. Pretty much useless for Sunderers, but a stock MBT, Lightning, ESF, Liberator is better than nothing.
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Old 2013-02-14, 10:02 AM   [Ignore Me] #4
ringring
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Re: Resources - purposeless


Originally Posted by Assist View Post
Agreed, it's also the reason I think resources should have been revamped in January or ASAP. If they re-do them to make them matter then it's going to change the balance of the game. If they remove them completely it just takes away another element that could have made Planetside 2 more indepth and involved. IMO, resources could have been redone so that they made territory matter quite a bit more. Right now territory only matters so you can fill up your infantry consumables, I really hope they take them a step farther and make them important to the meta game. I think that if they do that however it will change the balance of the game dramatically, similar to what the changes to render distance do to balance.
At the moment rsrouces add no depth whatsoever, they are simply another form of timer.
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Old 2013-02-14, 10:53 AM   [Ignore Me] #5
Mietz
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Re: Resources - purposeless


Originally Posted by ringring View Post
At the moment rsrouces add no depth whatsoever, they are simply another form of timer.
Yes, thats why fellow beta-testers called for either-or, not both.

But when we said "resources have no purpose" the developers read "auraxium has no purpose" and thats how we never got this resolved.

Resource-play can only work if the system underlying it is structured like an RTS (or grand strategy). If you can't bleed the opponent dry, you might as well not have resources in the first place.

The current system is only there as a limiter for individuals not empires and as such doesn't need to be there at all. Timers fulfill that function just fine.

If we ever get the grand strategy play, -then- timers should be removed and the system switched to resources as it fulfills both functions of personal and empire limiter.
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Old 2013-02-14, 11:11 AM   [Ignore Me] #6
Rahabib
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Re: Resources - purposeless


agreed. However SOE has stated they want people to infinitely spawn their vehicle of choice - so resources will always remain meaningless.

The only way to make resources do something, and add something to the metagame is make resources a limited commodity. Empires need the ability to shut off resources to make them valuable.

http://forums.station.sony.com/ps2/i...-better.74988/
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Old 2013-02-14, 11:54 AM   [Ignore Me] #7
Ghodere
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Re: Resources - purposeless


Resources can be limiting in the current system, but they are always meaningless. Consider that, when you're warpgated, it takes two hours to accumulate enough mech resources for a MBT. That's limiting as hell, we just need to find a way to make them not be either completely irrelevant or crippling, and never anything else.
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Old 2013-02-14, 11:57 AM   [Ignore Me] #8
Tatwi
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Re: Resources - purposeless


Engineers who place a lot of stuff in busy locations are the only people who notice the resource system. Uncerted vehicle lockout timers are more than enough time to make back the resources for the vehicle.

In the end, they really add nothing to the game and no one cares. May as well remove them and just put a timer on resupplying consumables (that can be certed down per item).
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Old 2013-02-14, 12:07 PM   [Ignore Me] #9
Redshift
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Re: Resources - purposeless


Timers do the job, resources are pointless
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Old 2013-02-14, 12:11 PM   [Ignore Me] #10
Emperor Newt
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Re: Resources - purposeless


Originally Posted by Mietz View Post
But when we said "resources have no purpose" the developers read "auraxium has no purpose" and thats how we never got this resolved.
Well, Auraxium had absolutely no purpose. The others at least could have. So we have to give them that.
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Old 2013-02-14, 12:12 PM   [Ignore Me] #11
Canaris
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Re: Resources - purposeless


maybe for vehicles being pulled from the warp gate area but infantry resources are an absolute necessity imho.
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Old 2013-02-14, 12:24 PM   [Ignore Me] #12
Wahooo
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Re: Resources - purposeless


Originally Posted by Mietz View Post
Resource-play can only work if the system underlying it is structured like an RTS (or grand strategy). If you can't bleed the opponent dry, you might as well not have resources in the first place.

The current system is only there as a limiter for individuals not empires and as such doesn't need to be there at all. Timers fulfill that function just fine.

If we ever get the grand strategy play, -then- timers should be removed and the system switched to resources as it fulfills both functions of personal and empire limiter.
This. But since we are no where near having any kind of true grand strategy the resources are moot.
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Old 2013-02-14, 12:25 PM   [Ignore Me] #13
Wahooo
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Re: Resources - purposeless


Originally Posted by Canaris View Post
maybe for vehicles being pulled from the warp gate area but infantry resources are an absolute necessity imho.
Its a nice thought but doesn't everyone pull air from the WG anyway... or mostly?
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Old 2013-02-14, 12:30 PM   [Ignore Me] #14
Calisai
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Re: Resources - purposeless


Even if Resources were needed and necessary, the current system rewards the victors and punishes defenders... the more you are pushed towards your warpgate, the less resources you are getting, to the point where it will snowball.

Which is fine if we had a continent meta-game. As it stands right now, it makes it prohibitive to push back out once you've run out of resources. Causing population shift back to the stalemated conts (indar) to replenish resources over time.

I think there should be dynamic resource costs... IE, the farther you are from warpgate, the more it costs... and would cost nothing to pull from warpgate. (timers still apply to limit amount you pull from WG).
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Old 2013-02-14, 01:56 PM   [Ignore Me] #15
Rahabib
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Re: Resources - purposeless


Originally Posted by Calisai View Post
Even if Resources were needed and necessary, the current system rewards the victors and punishes defenders... the more you are pushed towards your warpgate, the less resources you are getting, to the point where it will snowball.
In my proposal, I account for manufacturing (which is the timer) be tied to populations. If your empire is out zerged, you have few people you are supplying resources for, thus can pump out vehicles/supplies at a faster rate as long as you can hold on to some resources. This helps balance the popuations better as well. If you want to farm in your air, pick a continent that you dont have a 20% population advantage on.

Originally Posted by Calisai View Post
I think there should be dynamic resource costs... IE, the farther you are from warpgate, the more it costs... and would cost nothing to pull from warpgate. (timers still apply to limit amount you pull from WG).
I feel this way as well.
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