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Old 2012-06-21, 07:42 PM   [Ignore Me] #91
Sledgecrushr
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Re: Grenades cost resources, which is a good thing


Originally Posted by Zolan View Post
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

/signed
How do yall feel about making tank rounds cost a small amount of resources per shot. Would seem to me it would make ammo conservation a priority and something that in a long fight come back and bite you if your not careful.
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Old 2012-06-21, 07:44 PM   [Ignore Me] #92
Zolan
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sledgecrushr View Post
How do yall feel about making tank rounds cost a small amount of resources per shot. Would seem to me it would make ammo conservation a priority and something that in a long fight come back and bite you if your not careful.
Nah, that's already covered by the tank costs. Right? Or do they have unlimited ammo?

Last edited by Zolan; 2012-06-21 at 07:45 PM.
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Old 2012-06-21, 07:46 PM   [Ignore Me] #93
Sledgecrushr
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Re: Grenades cost resources, which is a good thing


Im thinking everything should have a resource cost set to it. Every clip of ammo, every med pack... These are all resources drawn but apparently not counted from the same resource pool.
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Old 2012-06-21, 07:48 PM   [Ignore Me] #94
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sledgecrushr View Post
Im thinking everything should have a resource cost set to it. Every clip of ammo, every med pack... These are all resources drawn but apparently not counted from the same resource pool.
Sounds more like a MMO-survival horror now.

Seriously though, at this point you're toeing the P2W line.

Last edited by Sephirex; 2012-06-21 at 07:51 PM.
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Old 2012-06-21, 07:52 PM   [Ignore Me] #95
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sledgecrushr View Post
Im thinking everything should have a resource cost set to it. Every clip of ammo, every med pack... These are all resources drawn but apparently not counted from the same resource pool.
That would be my ideal system if they could get it all to work well. You'd have players with their ideal loadouts after a while allowing really nice levels of customization.

I hope they keep Auraxium then for only unlocks. Having something players can horde in that way is fine as long as normal resources aren't horded. I'm still against the idea of 3 resources to buy things and having it linked to territory. If you want to deny someone resources just kill them essentially in the ideal system. Kill them enough and they won't have resources assuming they've used a lot to equip themselves.

Originally Posted by Sephirex View Post
Seriously though, at this point you're toeing the P2W line.
The player resources are earned in game, not with real life money. You can think of it as another level of customization for making a loadout. Pretty much everyone will have the same options. They just choose what they want to use for a situation and build a loadout for it. The only thing that makes it close to pay to win is the cert system, but that's impossible to stop since the developers are locked into it. Basically it would give players the option to spend real money to unlock things faster than other players. The tree is rather broad though so it's hard to get too far away from other people.

Last edited by Sirisian; 2012-06-21 at 07:56 PM.
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Old 2012-06-21, 07:54 PM   [Ignore Me] #96
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sirisian View Post

The player resources are earned in game, not with real life money.
Auraxium* can be bought with real money, and exchanged for player resources from what I heard from people who checked out the market on the E3 floor.

Last edited by Sephirex; 2012-06-21 at 07:55 PM.
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Old 2012-06-21, 07:54 PM   [Ignore Me] #97
Sledgecrushr
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Re: Grenades cost resources, which is a good thing


This could be a mechanIc to replicate wartime resource management. If you are cut off then ammo for your tank will be scarce, medical supplies wouldnt be available in abundance. This could be fun and really set a tone of desperation at the end of a long fight. This could be bad ass.
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Old 2012-06-21, 07:54 PM   [Ignore Me] #98
Turdicus
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sledgecrushr View Post
Im thinking everything should have a resource cost set to it. Every clip of ammo, every med pack... These are all resources drawn but apparently not counted from the same resource pool.
I don't think the developers are going to develop an MMO where players could potentially be reduced to having to charge enemies with knives, or do knives cost resources too?

No thanks bud, grenades are a luxury, whereas rockets are a critical part of what makes HA a HA, and engineers shouldnt have to pay resources to perform the role they are primarily designed to do.
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Old 2012-06-21, 07:58 PM   [Ignore Me] #99
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sephirex View Post
Auraxium* can be bought with real money, and exchanged for player resources from what I heard from people who checked out the market on the E3 floor.
That really sounds like pay to win to me. If I can spend a real dollar and pull a tank when realistically the other side has cut us off and should be starving us out then yeah thats pay to win and i dont like it.
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Old 2012-06-21, 07:59 PM   [Ignore Me] #100
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sephirex View Post
Auraxium* can be bought with real money, and exchanged for player resources from what I heard from people who checked out the market on the E3 floor.
yea, that sounds wrong.
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Old 2012-06-21, 08:00 PM   [Ignore Me] #101
Sledgecrushr
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Re: Grenades cost resources, which is a good thing


Originally Posted by Turdicus View Post
I don't think the developers are going to develop an MMO where players could potentially be reduced to having to charge enemies with knives, or do knives cost resources too?

No thanks bud, grenades are a luxury, whereas rockets are a critical part of what makes HA a HA, and engineers shouldnt have to pay resources to perform the role they are primarily designed to do.
Well grenades and boomers are a critical part of the LA arsenal, i believe you have to pay for those.
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Old 2012-06-21, 08:02 PM   [Ignore Me] #102
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sephirex View Post
Auraxium* can be bought with real money, and exchanged for player resources from what I heard from people who checked out the market on the E3 floor.
I can't imagine them doing that because it implies that Auraxium can be traded for other resources meaning that only major facilities (the areas that generate Auraxium) matter in a big way. I think they want the territory system to work so I don't think this would happen.

At least... I hope not...
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Old 2012-06-21, 08:03 PM   [Ignore Me] #103
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sephirex View Post
Auraxium* can be bought with real money, and exchanged for player resources from what I heard from people who checked out the market on the E3 floor.
So what i was saying would inevitably happen sooner or later is actually in game already.

Buy station cash, buy auraxium, exchange for resources, spam grenades. Problem?

So basically pay2spam, i'd rather have everyone spam at that point tbh.
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Old 2012-06-21, 08:04 PM   [Ignore Me] #104
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Re: Grenades cost resources, which is a good thing


Originally Posted by Sephirex View Post
Auraxium* can be bought with real money, and exchanged for player resources from what I heard from people who checked out the market on the E3 floor.
That doesn't sound right. That is paying for power if you can just buy a tank with real money. I think we need Higby to post now... 'cause if that's the case it's a broken system. Jon Weathers said players would never be able to trade resources with other players because they were treating them like a form of currency. If you can bypass the player resources with real cash it breaks the system. (Not talking about resources to unlock things, that's fine).
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Old 2012-06-21, 08:05 PM   [Ignore Me] #105
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Re: Grenades cost resources, which is a good thing


Originally Posted by Turdicus View Post
I don't think the developers are going to develop an MMO where players could potentially be reduced to having to charge enemies with knives, or do knives cost resources too?

No thanks bud, grenades are a luxury, whereas rockets are a critical part of what makes HA a HA, and engineers shouldnt have to pay resources to perform the role they are primarily designed to do.
I think it's in the best interests of the developers to not push people away from the support roles. I can already imagine medics using their hard-earned resources to heal other people or engineers paying to drop an ammo dispenser for a random tank... oh wait, no I can't. That will never happen and will lead to a lot more lone-wolfing.
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