07-19-2013, 10:06 PM
https://forums.station.sony.com/ps2/inde...amp.83018/
Basically:
- all resources are merged into one resource
- you spend this one resource like normal (inventory for nades/explosives are gone, you spend them on a need-to-buy basis now). Acquisition Timer is no longer a thing (perhaps the cert tree will be refunded, or will simply reduce the cost of X asset the farther you cert into it... ideally the latter!)
- however you can only recharge this one resource from bases/facilities instead of every 5 minutes from territory owned. Every base has a "power meter" that gets drained to refill resource pools that players require to refill their resource pools.
- when a base runs out of power, it can no longer supply resource units to the players, meaning the players eventually run out
- bases passively recharge their resources slowly, so bases that aren't being fought over with more than a small skirmish or so will generally stay pretty topped off
- under a large siege, you can outfit certain vehicles with "resource gatherers" making them basically into mining units. You then mine the territory for crystals or resources to give the base you are at a resource boost, allowing it to continue to recharge player's individual resource pools even under stress. Therefore, a key component for outlasting an opponent is to keep your resource meter topped off and prevent your miner-vehicles from getting destroyed by the enemy.
SOUNDS RAD
My only issue is that there isn't anything really to make territory relevant for the metagame except to "win it all" or get facilities. I.e. having certain types of territory or more territory is meaningless under this system, the only thing that matters is having the facilities you need (of which, the only ones that matter are the tech plants). If they overhaul the facility benefits, and give some kind of reason to want to push other than to win (it doens't have to involve resources though) then I think this would synergize with the new resource system greatly
Quote:Our primary goal for re-addressing the resource system is to make sure it does a better job making resources drive the combat taking place, make sure they have real strategic value, and generally have more meaning than they have currently.
This is a relatively complicated system - you know, a lotta ins, lotta outs, lotta what-have-you's. I've done my best to try and distill the essence of a 25 page design document down into something more easily digestible, so these are just the broad strokes of the plan we're currently mulling over.
Resources are reduced to a single currency and acquisition timers are removed.
Inventory for infantry items is removed - changed to pay on use
Individual Bases/Facilities supply Resources for local players
Bases/Facilities have a power level that is drained by providing resources to local players
There is a passive power regen to offset the cost of small skirmishes and to restore full power when no combat is taking place.
Full powered bases provide more resources than low powered ones
The more players being given resources, the faster the power drain
Addition of Auraxium Crystals/Mines as a power source
These are resource nodes added in between facilities
Vehicles fitted with appropriate equipment can load up auraxium at these nodes
This auraxium can be transported to a base to manually refill itâs power reserves
When a base is totally out of power, no resources are provided to the friendly troops in the area. This allows the attacker cut off entrenched defenders from using resources if they can keep supply vehicles from breaking their blockade
There's still a lot of other little nuances and details but I think that gives a decent overall picture. It's a pretty significant departure from the current system - do you think this plan would make resources a more interesting component of the game? Does it go too far? Let us know.
Basically:
- all resources are merged into one resource
- you spend this one resource like normal (inventory for nades/explosives are gone, you spend them on a need-to-buy basis now). Acquisition Timer is no longer a thing (perhaps the cert tree will be refunded, or will simply reduce the cost of X asset the farther you cert into it... ideally the latter!)
- however you can only recharge this one resource from bases/facilities instead of every 5 minutes from territory owned. Every base has a "power meter" that gets drained to refill resource pools that players require to refill their resource pools.
- when a base runs out of power, it can no longer supply resource units to the players, meaning the players eventually run out
- bases passively recharge their resources slowly, so bases that aren't being fought over with more than a small skirmish or so will generally stay pretty topped off
- under a large siege, you can outfit certain vehicles with "resource gatherers" making them basically into mining units. You then mine the territory for crystals or resources to give the base you are at a resource boost, allowing it to continue to recharge player's individual resource pools even under stress. Therefore, a key component for outlasting an opponent is to keep your resource meter topped off and prevent your miner-vehicles from getting destroyed by the enemy.
SOUNDS RAD
My only issue is that there isn't anything really to make territory relevant for the metagame except to "win it all" or get facilities. I.e. having certain types of territory or more territory is meaningless under this system, the only thing that matters is having the facilities you need (of which, the only ones that matter are the tech plants). If they overhaul the facility benefits, and give some kind of reason to want to push other than to win (it doens't have to involve resources though) then I think this would synergize with the new resource system greatly