Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Sleep with Hamma for auto-beta invite.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-06-10, 10:53 PM | [Ignore Me] #16 | |||
Sergeant Major
|
I disagree. The resource system allows a lot of balancing that previously could only be attempted using cooldown timers, which were primitive attempts at best, and hardly accomplished the best... |
|||
|
2012-06-10, 11:02 PM | [Ignore Me] #19 | ||
Lieutenant General
|
Very nice map, I was wondering something like this myself.
But keep in mind those hex-resource combinations probly aren't final. Plus this is something they could easily change in beta, or even a weekly/monthly schedule (which I would LOVE)
__________________
Last edited by Lonehunter; 2012-06-10 at 11:03 PM. |
||
|
2012-06-10, 11:06 PM | [Ignore Me] #20 | |||
Second Lieutenant
|
The commanders can play RTS-Risk while we're shootin' stuff! This is like the Unified Theory of gaming! |
|||
|
2012-06-10, 11:13 PM | [Ignore Me] #21 | |||
First Sergeant
|
If the map stay like this I already know what I have to aim to muhahahahaha |
|||
|
2012-06-11, 02:18 PM | [Ignore Me] #22 | ||
Brigadier General
|
I really found that resource map interesting and inspiring, so I decided to work on something similar.
I wanted to have a clean hex grid to play with ideas on, so first I made one based off of the E3 footage, and from there it was relatively easy to duplicate your resource layout Craftyatom. I hope you don't mind me using yours as a cheat sheet. While it's still an approximation, I did use the best information I could gather from multiple sources, including (mostly) Craftyatom's map, as well as some E3 footage and an older hex map screenshot I had used previously for other things. Some of it is speculation as well, but overall this should be pretty accurate to what the current layout is (layout subject to change). Alloys (yellow) = Flash(10), Sunderer(150), Grenades(10) Polymers (green) = Lightning(80), Mosquito(125), Reaver(125), Scythe(125) Catalysts (orange) = Prowler(100), Magrider(100), Vanguard(100), Liberator(150) Legend provided from Craftyatom's post on the first page, again all credit to him. I just wanted to provide an even cleaner version of concept. |
||
|
2012-06-11, 03:54 PM | [Ignore Me] #28 | |||
Corporal
|
(I realized that the very bottom right orange is a triangle and the green extends one further, but that's my bad ) Definitely linking to this in the main post. Take your stupid tanks, I'll blow you up with my Mosquito! |
|||
|
2012-06-11, 03:58 PM | [Ignore Me] #29 | |||
Colonel
|
For instance, they all have around 16 hex spaces worth of orange in close proximity to the foothold, even though there are different numbers of orange territories. |
|||
|
2012-06-11, 04:03 PM | [Ignore Me] #30 | ||
Corporal
|
AWP's thread shows that, at least according to the calculations there, each area gives the same number of resources, no matter how many hexes it covers.
|
||
|
|
Bookmarks |
Tags |
denial, map, resources, strategy, tactics |
|
|