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2013-07-01, 11:27 AM | [Ignore Me] #1 | ||
Contributor PlanetSide 2
Game Designer |
Hypothetically speaking, what sort of other uses can y'all think of for a harvester unit's resource? Fun stuff that would make it worth pulling beyond maintenance? What else might that resource be used for, or how else might the harvester unit use that resource to do cool and fun stuff?
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2013-07-01, 01:43 PM | [Ignore Me] #2 | |||
Staff Sergeant
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2013-07-01, 02:54 PM | [Ignore Me] #3 | |||
Corporal
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Increase the repair speed (not cooldown) of all engineer repair tools in x radius. Let it expend resources to generate a LARGE mobile anti-projectile shield. Like the one being tried out over the new base designs, but able to hold a small armor column inside it. (think Star Wars Gungan shield generators). It can either be timed to drain a certain amount of resources OR let each hit drain X resource to power it. Create a Spawn Jammer bubble effect for X resources per minute. This could allow a besieged base a massive reprieve. Big ass bomb? |
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2013-07-01, 03:33 PM | [Ignore Me] #4 | ||
Lieutenant Colonel
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Randomized resource veins ? What about health, mana, elixirs and flasks ? I thought this was a FPS ?
Devs are working hard enough trying to rebuild a front, adding valuable objectives spawning randomly seems counter productive. The idea of the lattice is that at any given moment, a small part of the map is being contested in an very intense fight. So if they just put it back, why add something that goes against it ? Your random resource would have to fall in contested areas. Want something original ? Want a better idea for harvesting ? Corpses... Pull a dead body from the front line and bring it back to your closest AMS: get "Salvage" (not "savage") points for it (i.e. resources back) ! And if the corpse is enemy, get extra "glory" points. Of course, the more contested the area is, the more valuable the enemy is, the more glory you get (and the opponent's dogtag too - since we might as well copy BF franchise and improve over it!). And of course, you move slowler and can't shoot (or only handgun) when you pull a body ! (with a time limit before body decays) If humans used to do that during the war of Troy, this should be in a war simulator ! It may even be fun for some ! Resource mining is for Minecraft. Last edited by sylphaen; 2013-07-01 at 03:35 PM. |
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2013-07-01, 04:06 PM | [Ignore Me] #5 | ||
Lieutenant Colonel
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Actually, I was thinking about a "finish mechanic" (NC:Scalping,VS:Soul taking,TR:Terminal Interrogation) which would be slow (5 seconds for finishing move) and if you feel brave, an extra 5 seconds to "salvage" (giving you back resources (or HP?) for every second you "salvage"). You'd get a bonus at the end (you were sitting like a duck for 10 seconds). The full thing would be channeled so that if you chicken out in the middle, you can't start again. Time would also be limited to start doing it.
That would allow you to "harvest" with some decent amount of risk (for adrenaline and because having it too easy decreases value) in the context of a war-themed game. It would also be a tribute to PS1 looting which could not be implemented because no inventories. Unfortunately, I think they would lose the PG13 over it. |
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2013-07-01, 04:18 PM | [Ignore Me] #6 | ||
Private
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Malorn. We have to look at this from a functional perspective. what we have and what it can do to benefit pur current lattice system. you mentioned a unique resourxe. Someone mentioned shields and spawns...etc. what i would like to bring to the front is acrually onvolving outfits or leaders. certs, etc. in collusion with the ANTs now here are some other ideas to use in that context.
Regular players driving or leaders driving ANTs collecting resources, this unique resource which pools either zone or continent wide from the one viable option, the warpgates. or bases. under that line of thought, a continents bases would have to share this unique resource. we are now involving every player on the continent. ANTs would be noncombat asstes to be be protexted and hunted. skittering behind battle lines. players collect, deliver to either a base or an outpost. the benefits an ANT can carry depend two fold, on that players leadetship certs and/or which accessory he has on the ANT after sufficient resources are collected. eg. shield applicator, ammo drop beacon for fights far from home, vehicle repair beacon, stealth beacon, the list goes on these, as suggested would be accessible after each level of leadership certing. so as not to be abused. another viable option would require the ANT who dropped the beacon that activated any of the bobuses be present or nearby. oe that the commanders share no resources and spend their own which are earned through combat as well as nanite collection from non commanding players just doin their job. But the idea of using ants on every level as a viable option. is what id like to see. other ideas include involving them as they were in PS1. Attached at the hip between a silo and the warpgate. but ask yourself what banusus could a silo-esque addition provide and who and how would it benefit. i beleive a unique resource would be viewed as a spending budget for leaders in battle. ill add more later |
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2013-07-01, 04:01 PM | [Ignore Me] #7 | |||
Hey MALORN. Great to see you still representing PS. Make the ANT .... FIELD-DEPLOYABLE. .... like when you went to a WG & open your wings to charge-up your ANT. But, this is a Reverse feature from harvesting nanites. In "Field-Deploy" mode you simply unload your nanites into the air ..... in the middle of the battlefield (or base) ..... and it essntially buffs everything within a 500 (?) meter radius. Health, armor, reload, ammo,..... all get proximity-buffs. 0-50m = 20% buff for duration of Nanite flow from ANT. 51-100m = 15% buff for duration of Nanite flow from ANT. 101-200m = 10% buff 201-450m = 7% buff 451-500m = 3% buff ....something along these lines. Of course, it would be more thought-out if the total number of infantry & vehicles in the 500m radius affected how long the Nanite Resource Boost lasted. 1,000 combined forces of vehicles & infantry might burn through one full ANT's Nanite Resource Boost in seconds. A small Outpost with fewer than 4o infantry and 10 vehicles might get the Nanite Resource Boost for 4 or 5 minutes ...... take this idea and run with it brother. ....and JONNY......kudos to you. You're on the right track. Last edited by Chaff; 2013-07-01 at 04:05 PM. |
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2013-07-02, 08:10 AM | [Ignore Me] #8 | |||
Private
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Again you could replace the shield module with say a heavy EMP turret module that uses the RUs as fuel/ammo and it can fire focussed EMP blasts disabling vehicle weaponary or base turrets for 5 seconds. Loads of possibilities |
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2013-07-02, 10:41 AM | [Ignore Me] #9 | ||
Sergeant Major
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I gotta say, ANTS/harvesters and silos dont excite me. They sound boring and force the players to micro manage. I am all for a meaningful resources system (see my sig) but it should be an extension of tactical battle management, not making players play farmville planetside. Also allowing hackable silos will just make it so that people have to sit around watching for invisible infiltrators just screwing around. Baby sitting silos isn't fun.
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>>Make resources matter!<< |
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2013-07-02, 03:24 PM | [Ignore Me] #10 | ||||||
Major
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So the Catalysts were for Heavy Combat Vehicles like MBTs and Liberators, while Polymers were for ESFs and Lightnings.
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