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Old 2012-08-12, 08:24 AM   [Ignore Me] #76
JHendy
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Re: SmedBlog: Harvestable Resources


Originally Posted by Sunrock View Post
But how will that impact the strategic importance to hold hexes for resources? Or can you only harvest resources in hexes your faction control?

TBH I only see this as a way to dumb down the strategic value of owning the right hexes. If you can harvest in other factions territory that is.
Perhaps by making a separate set of resources that MUST be harvested by players and cannot be reaped simply by owning the hex that the nodes are on.

This way you're not making the game's entire economy system the players' responsibility.

These specialised rare resources could be used to spawn vehicles with increased potency (A prowler with four cannons?) in small numbers.

I really like the idea of a resource that is accrued to your outfit rather than you, which has to be manually harvested by members of your outfit using a specific vehicle, and can then be spent on the queuing of a capital ship or a mighty land unit (think Goliath from UT3).

I think that the idea has legs, but I'd agree with the people who have pointed out the potential monotony of having to ANT-style harvest every resource in game, going forward.

Last edited by JHendy; 2012-08-12 at 08:39 AM.
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Old 2012-08-12, 08:34 AM   [Ignore Me] #77
sagolsun
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Re: SmedBlog: Harvestable Resources


Originally Posted by exLupo View Post
First: Fight for bases, get resources.
Next: Make the choice whether or not to send your squads off to secure harvest locations or deny them to enemies.

This makes global strategy more complex, not less.
Indeed, resource harvesting and AI-controlled harvesters and transporters are a very good idea.

Why?

1) Strategical depth
Enemy resource gathering operations can be disrupted not only by directly claiming terrain but also harrassing resource gatherers. Previously assaulting bases was all or nothing - you either muster up enough force to take a sector or you don't. With harvesters it's possible to raid enemy hexes and disrupt operations without having to zerg the enemy positions

2) Look&feel
Automated resource harvesters would add to the life and feel of the game, which is otherwise static. Real war has lots of logistics going on behind the frontlines, PS2 is so far one big frontline.

3) Persistence
The problem with PS2 is that the world has little persistence. About the only achievable/unlockable/buildable thing that's permanent is your stats. Vehicles come and go, bases change hands. PS2 lacks feedback for conquering terrain - being able to build bases, turrets, resource harvesters or NPC armies significantly increases emotional investment in terrain - it's not just a hex, it's our hex. In addition having something to lose means there's more incentive to defend, not just attack.

So yes, it's a very good idea. Anything that adds strategic depth is a good idea.

Last edited by sagolsun; 2012-08-12 at 08:38 AM.
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Old 2012-08-12, 09:30 AM   [Ignore Me] #78
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Re: SmedBlog: Harvestable Resources


Yes with certs and accolades.
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Old 2012-08-12, 10:36 AM   [Ignore Me] #79
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Re: SmedBlog: Harvestable Resources


Great idea to make the game deeper. It is like Supply in GW2 WvW - without supply you cannot effectively take/defend keeps. It means players have to think a lot more about tactics.
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Old 2012-08-12, 10:48 AM   [Ignore Me] #80
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I really like the idea of harvestable resources. Nice substitute to the ANT's absence.
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Old 2012-08-12, 10:50 AM   [Ignore Me] #81
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Re: SmedBlog: Harvestable Resources


Originally Posted by Akrasjel Lanate View Post
By proposing Harvestable resources he also wants to say that conquered space wont generate engouth resources to support a player needs for vehicles and suff. And that it require more resources, itherwise such option wouldnt have a point.
Exactly. I kinda like this idea. Will make resource control more tactical and perhaps give you a reason to actually defend a hex that isn't part of the capture system.
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Old 2012-08-12, 10:50 AM   [Ignore Me] #82
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Re: SmedBlog: Harvestable Resources


I think they need to add "harvesting lakes" that pop at random. Think global message alert in other MMOs, so you would see something like "X Resource lake now able to harvest"...to make it simple.

You could then spawn a gathering vehicle, which obviously would work like others, able to be destroyed and so on therefore you would have to defend it (make you have to cert in it or just really expensive). Cap the resource lake so people just can't farm for 9 hours, and keep the times random.

I could see good times having to fight over rare resources, and it would no doubt (if made worth it) we would see some really nice 3v3 warfare.
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Old 2012-08-12, 11:40 AM   [Ignore Me] #83
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Re: SmedBlog: Harvestable Resources


Seems like a decent idea, If it played out something like Harvesters in C&C renegade:

An NPC driven vehicle that drives from point A to point B and back again (could be resources on the ground or simply to the next friendly Hex linked up with your faction warp gate)

Then if you tie it in with resources gained insted of having so many resources per min a hex is held it would be so many resources per successful harvester run.

This would allow you to disrupt enemy supplies by destroying enemy harvesters reducing their ability to produce vehicles and possibly MAX's.
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Old 2012-08-12, 11:53 AM   [Ignore Me] #84
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Re: SmedBlog: Harvestable Resources


I like the idea of harvesting resourses.
It would deffinetly help in adding more dept to the meta game.
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Old 2012-08-12, 12:19 PM   [Ignore Me] #85
PoisonTaco
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Re: SmedBlog: Harvestable Resources


NC and TR get SCV's. VS get Probes?

All that's left is that we need to make it so the Galaxy has a heal beam. This way with a Galaxy, infantry and MAX units we'll have Marines, Marauders and Medivacs.
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Old 2012-08-12, 12:19 PM   [Ignore Me] #86
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Re: SmedBlog: Harvestable Resources


I would LOVE to see this as total filler on standard continents, done by NPC harvesters and not players.

I would also LOVE to see this in for a sandbox continent/area, NPC or Player-driven.

Aside from that, this is tedious and detracts from the fighting. Players are content, after all. Don't start removing content to add a new, super-dull or mini-game content called Mining Hero.
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Old 2012-08-12, 12:44 PM   [Ignore Me] #87
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Re: SmedBlog: Harvestable Resources


Originally Posted by Garem View Post
I would LOVE to see this as total filler on standard continents, done by NPC harvesters and not players.

I would also LOVE to see this in for a sandbox continent/area, NPC or Player-driven.

Aside from that, this is tedious and detracts from the fighting. Players are content, after all. Don't start removing content to add a new, super-dull or mini-game content called Mining Hero.
How is this not epic?
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Old 2012-08-12, 01:15 PM   [Ignore Me] #88
Duskguy
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Re: SmedBlog: Harvestable Resources


Originally Posted by Inq View Post
Seems like a decent idea, If it played out something like Harvesters in C&C renegade:

An NPC driven vehicle that drives from point A to point B and back again (could be resources on the ground or simply to the next friendly Hex linked up with your faction warp gate)

Then if you tie it in with resources gained insted of having so many resources per min a hex is held it would be so many resources per successful harvester run.

This would allow you to disrupt enemy supplies by destroying enemy harvesters reducing their ability to produce vehicles and possibly MAX's.
i suggested harvesters colelcting rare resources or augmenting/ stealing resource extration rates because the idea you are suggesting makes me feel like no one would bother fighhting over the bases and instead be based mainly around these extractors.
people are complaining about possible alien invasions ruining the game, but i think making harvesters the only way to get resources would ruin the game much faster. as it would be more beneficial to simply focus on disrupting enemy harvesters rather that advancing and taking facilities.
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Old 2012-08-12, 01:21 PM   [Ignore Me] #89
Duckforceone
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Re: SmedBlog: Harvestable Resources


i like that idea... makes for more diverse battles as well...

going out, driving a vehicle to a resource point... deploy and wait... have a few guildies to defend it...

also, make sure the stuff doesn't always spawn in the same places...
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Old 2012-08-12, 01:36 PM   [Ignore Me] #90
Inq
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Re: SmedBlog: Harvestable Resources


Originally Posted by Duskguy View Post
i suggested harvesters colelcting rare resources or augmenting/ stealing resource extration rates because the idea you are suggesting makes me feel like no one would bother fighhting over the bases and instead be based mainly around these extractors.
people are complaining about possible alien invasions ruining the game, but i think making harvesters the only way to get resources would ruin the game much faster. as it would be more beneficial to simply focus on disrupting enemy harvesters rather that advancing and taking facilities.
Well it would depend on how it is implemented, You could have a mix of factory style bases that do not require/ spawn harvesters and refinery style bases that spawn harvesters and collect rare resourses located on the map.

You are also forgetting if you defend your harvesters with 100% of your manpower then the enemy would have an easy time capturing the refinery.
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