2012-04-18, 02:59 PM
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[Ignore Me]
#12
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Contributor
PlanetSide 2 Game Designer
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Re: Balancing Factor: Resource Storage Limit
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Originally Posted by Xyntech
I've said several times. It solves the problem of players not getting rewarded by a system that is meant to reward.
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How does it solve that problem? All it does is expand the potential resource limit while retaining an "effective" resource cap. By definition things past the soft cap are not worthwhile. So why bother having them?
And the system isn't meant to reward players.
It's intended to motivate players to attacking all sorts of different types of territory and to help make all types of territory valuable. It gives reason to take a particular piece of territory. High resource cap can mean many players don't care about a particular piece of territory because they feel they have enough of it. Reward is part of the motivation, but it is the means, not the end.
It's intended to make resource denial an effective tactic. Not having a cap severely impairs this design intent, and having a high cap limits the effectiveness of resource denial. The deeper the pocket of the player the less likely they are to be impacted by shortages of a particular resource. Too large of a resource supply cap and the tactic is completely ineffective. Think of a tech plant in PS1 - no tech means vehicles severely limited and disadvantaged. Resources replace that functionality in PS1. If you lose a resource to pull a tank for an hour and it doesn't interrupt your ability to pull tanks the tactic is ineffective and the design has failed.
It's intended to provide another axis for balance - economics. Not having a cap also impacts this design intent. I gave the orbital strike example earlier. Having a higher cap lowers the effectiveness.
Strictly speaking sure they could add a soft cap. But it doesn't solve anything. There's no reason to do it.
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