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Resource Revamp

BeanpuieBeanpuie Norfolk, VAPosts: 812Member Uncommon

coming later this year  (september),  PS2 will be working on putting in the new Resource Revamp.  Here are the details:

 

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 it’s 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.

 

From what i see so far it looks good on paper, but we'll find out more once it is placed on Test Server to try out later

Comments

  • BeanpuieBeanpuie Norfolk, VAPosts: 812Member Uncommon
    • Vehicles fitted with appropriate equipment can load up auraxium at these nodes
    • This auraxium can be transported to a base to manually refill it’s power reserves
     
    I have been waiting for this for a long time,  even if the actual ANT doesnt make a return,  This update will benefit support outfits like  Exxon/Chevron (PS1)  to handle resources for the empire.
     
    I do have a few concerns but i will post those when i get back.
  • moosecatlolmoosecatlol Boring, TXPosts: 1,171Member Uncommon
    So no more Crown farming? Should be interesting to see.
  • PanzerbasePanzerbase Chicago, ILPosts: 423Member
    Uh whatever SMG snipers with uncanny accuracy killed it for me, way too many exploits in this game to care any more.
  • BeanpuieBeanpuie Norfolk, VAPosts: 812Member Uncommon

    Originally posted by Panzerbase
    Uh whatever SMG snipers with uncanny accuracy killed it for me, way too many exploits in this game to care any more.

    Lol, Uppercuts and Phobos all day. 

    Originally posted by moosecatlol
    So no more Crown farming? Should be interesting to see.

    Crown died around GU 10 - 12 ,  any groups that try to farm there now do it at their own peril  due to capture point changes.

  • fadisfadis funkg, GAPosts: 469Member

    This game has so many balance issues.  

     

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