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Old 2012-10-09, 05:59 AM   [Ignore Me] #1
Raka Maru
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Resource-free Sancs


Continent specific resource gain = "meh, let's find another continent"
Global resource gain = "They got a lot of resources, let's go there and take it"

Sancs to continents could provide resource free vehicles. They would have to drive farther to get to the front, but being trapped at a warpgate is the front. When pushing out further, people will not mind spending resources to spawn closer in.

Lets face it, auraxium is the only real currency people can hoard, and as I see it, will be tied to station cash at some point. The 3 other resources just puts an artificial cap on what people can pull, but timers already do this.

I don't think we even need the 3 other resources, just the cool down timers. But since they have them, and use them as another piece of the meta game, then why not have sancs that are FREE of these useless resources?
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Old 2012-10-09, 07:19 AM   [Ignore Me] #2
EvilNinjadude
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Re: Resource-free Sancs


Resources vs. Time is a very good Argument. Inconveniencing factions instead of disabling them when they get warpgated will serve to balance out the game when it shifts one way.

It'll also allow for players to regroup, pull tanks and aircraft en masse, and then lead a coordinated push, like in PS1, the apparent "Idol" if most players currently in the game.
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Old 2012-10-09, 09:00 AM   [Ignore Me] #3
sylphaen
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Re: Resource-free Sancs


I think the idea of free equipment (i.e. free vehicles/free soldier items) in sanctuaries is worth testing. It would add more dynamics to a new meaning to the resource system.

It would create a new dynamic where resources would be more about "time until reinforcement" and "ammunition to apply offensive pressure".

My guess is it would:
- solve frustration coming from not being able to play your way: instead of being penalized by not being allowed to get a new vehicle when you run out of resources, you are still allowed to spawn but it costs more time to get back into the fight.
- deepen the meaning of resource: they would become "pressure ammunition". As long as you have resource savings (i.e. "ammunition"), you can spawn close to the battle and keep the pressure on. If you lose your first strike advantage and run out of resources without making great advance, the fight becomes even with defenders in terms of reinforcement time.
- intensified air combat since their reinforcement would be the fastest. Pilots would spend more time dogfighting and less time ground farming. Squadrons would need to pull off great maneuvers to maintain air dominance and allow liberators. Since reinforcements would come straight from the sanc, there is the possibility of intercepting reinforcements. etc...
- increase the quality of pilots and drivers since they spend more time playing with their favorite playstyle.
Better quality of players = more challenge = more exciting combat = better game


Rather than being a frustrating mechanic, resources would be an offense/defense bonus (since everyone can get their stuff from sancs for no resources but a time cost). A large group of players saving resources and deciding to use them at the same time could create a push (or defense) opportunity but which cannot be done again until enough resources are saved.

[when I say resources, I do not include Auraxium since it's more of a character unlock/reward mechanic than an actual combat mechanic.]
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Old 2012-10-09, 12:53 PM   [Ignore Me] #4
Babyfark McGeez
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Re: Resource-free Sancs


The issue here is that it can happen you get confined to infantry units at some point. Infact that just happened to TR in esamir on the eu server; We were being "warp-gated" and the other continent was locked for us. So we didn't gain any resources and thus were not able to pull any vehicles or aircraft.
Now the more continents there are the less likely this is going to happen, but if they want to release with only 3 continents (if that), then this is going to become a problem.

That being said for now i absolutely support free crap at sanc/gate. It's currently the only/most easy way to fix that "downward spiral" problem.
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Old 2012-10-09, 01:06 PM   [Ignore Me] #5
EVILPIG
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Re: Resource-free Sancs


It sounds like a good idea, but is really isn't too inconvenient to most vehicles, most of the time. It certainly would mean nothing to aircraft.
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Old 2012-10-09, 07:17 PM   [Ignore Me] #6
Gonefshn
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Re: Resource-free Sancs


What about how pulling a lib means I might not be able to pull an MBT??? Aircraft are just as affected.

And I know they are switching resouces to be pooled into, Infantry, vehicle, and aircraft resources. But thats only going to make it simpler to understand it wont change that resource gain is a limit on top of a limit when it comes to timers.
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Old 2012-10-09, 08:21 PM   [Ignore Me] #7
Raka Maru
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Timers would still be in effect for all vehicles. The coordinated assault prep would happen in the sancs again.
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Old 2012-10-09, 08:29 PM   [Ignore Me] #8
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Re: Resource-free Sancs


I think my biggest problem with Resources is if you get Tk'd you don't get them back......

I got an aircraft and landed to pick up a friend and a galaxy came and sat on top of me and blew me up :\ Other times I've gotten an ATV and a tank ran me over and one time I got a Mosq and the auto pilot flew me into another aircraft lol.

Experiences like that can be really annoying.


I also see people just standing and waiting to get more resources.
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Old 2012-10-09, 08:33 PM   [Ignore Me] #9
Whiteagle
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Re: Resource-free Sancs


Personally, I think "Static Footholds" are starting to how problematic such a system is for a "persistent world Zero-Sum game"...

Now I don't know how they made it work in the Orignal Planetside, but I'm guessing it had something to do with the far larger number of Continents and their multiple interconnecting network of Warpgates.

With only the possibility for three Continents at launch, I doubt the same will work here though...

Something that struck me as odd when I was still participating in the Second Life Military Community was how the leaders of any group with land wouldn't keep to a particular base design more then three months, especially considering the amount of effort it takes to overhaul a layout like that.

After these past couple of weeks in Planetside 2, I think I've figured that out...

Attacking/Defending the same territory and bases gets old VERY quickly, which leads to stagnation and, more importantly, boredom.

Boredom is deadly in ether situation, as you need to maintain the player bases' attention so they will invest their time and/or money into the activity!


I don't think this is something the occasional Warpgate Rotation is going to fix...
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