Resource Changes Incoming!!!

Discussion in 'PlanetSide 2 Gameplay Discussion' started by wave, Jul 20, 2013.

  1. NC_agent00kevin

    Individual replies in red since Im too lazy to multi quote. Its late. Er - early. Whatever.

    So here is what I think.

    Right now the resource system is meh. I play with a small group of guys so typically one of us has the resources to pull a crewed vehicle. When one guy runs out of resources, the other takes over and spawns the tank or lib or whatever. It works pretty well as we typically get a lot of resources back before we die. There are times when we cant pull anything because we dont have much of the continent or we have a bad streak. Its not very common that none of us can pull what we need though - and we play Infantry too anyway so its not a big deal most of the time. That said, it still needs some tweaking. That formula only works for us because we are members, there are 3-6 of us, and we are pretty darn good at what we do.

    So right now, the resource system caters to members and players who do everything - fly, tank and put the boots on the ground. But on the flipside, it forces other players who may not like doing everything to...do everything - or sit around waiting for resources. Some will say L2P; but maybe people like to drive tanks and thats it. Im good with that - the tank play is really fun. Its not my place to tell someone else how they should play the game. (unless we are playing a srs bsns match of TF2 and you are Heavy boxing in the sewers) i dont care that people like to go farm in a vehicle of choice - it just makes it more fun to take it away from them :)

    The new system kinda seems like it will punish players who do everything. It seems like it would force you more into an RPG role as in playing a specific role. With ALL the resources in one bag, it will make it so you either cannot do anything and everything anymore OR make it possible to spam one type of vehicle constantly (ie Prowler Spam) And being able to spam vehicles defeats the purpose of changing the resource system in the first place.

    You simply cant have both worlds. Obviously, this is total speculation and could be far off point, so i remain cautiously optimistic overall - for now.
  2. Stride

    1) Bad players can troll their factions power by wasting resources.
    2) Shared resources create an environment where players are rewarded and punished based on things out of their control.
    3) Players turn into workers aka warcraft 3 peons

    Some may wonder what I mean by shared resources as it is not entirely obvious.
    Power = resource regen = shared
  3. ZephyrBurst

    Malorn stated somewhere that attackers get resources from an adjacent base they own. (Along the lattice.)
  4. starlinvf


    Theres 2 pools to contend with though. Personal pool can be squandered as quickly as the player feels like. But the base power has a direct correlation to the number of people present, not how quickly an individual is consuming personal resources.

    Thats probably the smartest way to go about it. You go in with the expectation that more people = faster drain.
  5. JudgeDeath

    Hehe TR is going to have a jolly time yet again as their power carriers are under the striker blanket. NC and VS tough luck as ours will be farmed by a swarm of mossies.

    "Power-carrying vehicles would show up on the continent map so they would be mobile objectives" - Aircraft priority farm number 1.

    Btw ... No cooldowns on vehicles == Infinite ESF. Oh well atleast the "dedicated pilots" who think this is an interactive human target flightsim wont be forced to sit on the warpgate as long as before just waiting for the cooldowns to tick.
  6. JudgeDeath

    So essentially attacking a big base from a small base is rather difficult operation ? Afterall one would think that big bases have larger resource capasity. Dont the attackers drain out their own base ? Vice versa attacking small bases from large ones would be much easier in terms on resources ?

    Dear god make the energy ferrying worth certs or we will fight with sticks and rocks from now on.
  7. HerpTheDerp

    That's like saying Battlefield 3 is a waiting game because other players can take your jet. So you have to wait for the next one to spawn...

    Do your **** without resources then.
  8. Kuklakot

    Which is a good thing IMO. This is one of the things that can help alleviate "numbers win all" problem we have right now. A lot of wasteful players will have a lot more difficult time standing against smaller in number but more efficient opponent. Plus this game could definitely use some spreading out of the populace.
  9. xen3000

    This is exciting, but it will be very hard to balance correctly. The size of the "Nanite Reserve" each player has will really dictate if this is going to promote vehicle spam again. Fully powered facilities filling the players nanites in 10 minutes sounds absurdly fast, especially considering how vehicle drivers are more capable of getting back to the front lines. Oh, I like the idea of manual energy refills from players, one more step toward ANT missions.

    One question. What energy stores are being used when infantry equipment/MAXs are pulled from a sundy at an enemy facility? I do hope they are limited in the same way facilities are...
  10. Chowley

    I like the idea of the resource vehicle, really sounds great, more variation is good and another object to split up larger forces. But, this seems more restrictive again, why? Its a pain as is, we should not have to be so damn frugal with our infantry resources, also i like to stock up on my stuff. I have a very varied playstyle so i dont think this will be good. Im glad they are trying new stuff though.
  11. Takoita

    Ok, but where is mah locker that I can stock up essentials in? If we are gonna have PS1 callbacks, please don't half-*** it.

    On a more serious note, this looks to be more interesting that biodome alerts - at the very least.
  12. Stride

    Yes, base power is directly impacted by population which mean bigger populations with bad wasteful players ruin resources for the rest of their faction due to power draining.

    Maybe this system will keep vehicles under check or simply make resources more interesting but I don't think this change is fair to individual players.

    A player may choose how to spend their personal resources but they cannot choose how successful their resource regeneration is. In a nutshell the issue I am trying to bring to light is that players will be punished or rewarded based on things out of their control. I strongly disagree with this style of gameplay.
  13. ZephyrBurst

    Luckily Lock-ons are being changed up so this may not be as much of an issue.

    I'm sure it will, everything else does. ANTs did in PS1, they wouldn't do something as sillly as not rewarding a player with resupplying a base.
  14. OriginalPodster

    Lodestar please.
  15. Goretzu

    Massive change, seems PS1-like, but hard to tell how it will play until well..... playing it.



    Does this mean ANTs will be returning?!?! :cool:
  16. JudgeDeath

    PS1 they rewarded leaders with unlockable visual items etc...
    In PS2 ... nope .. nothing .. A PL doesent even get the same tools as Squad leaders do. Glorious.
  17. HadesR

    Just hope the Tanker / Resource Truck is a high defense low offense vehicle .. Ie: No ground AV/AI weapons and maybe just 2 small A weapons .
    Would also give it a huge immunity to infantry based AV weapons.

    So it Promote vehicle combat by making it have to be escorted .. And not just boil down to Infantry sitting on a hill side with lock ons and AV turrets.
  18. Kunavi

    - You may like being stocked to full, but I like choices having impact. Play as MAX or throw Grenades, up to you.

    - Resources to Local Players = Good, agreed.

    - Power Level Drain = Good. Balance your Population.

    - Cap The Flag with Resource Carriers = Nice, it will need escorting. If you don't want to draw attention, don't pilot it. Or use it as a diversion if it shows even when it's empty ;P

    - Cut Off Defenders through Drain = Good. A tactic that has been used since FOREVER. Makes room for a lot of fun moments like trying to break a blockade ETC..

    All in all this looks great and opens up a lot of options and tactics.
  19. NC_agent00kevin



    Already did, no Max. Because thats easier to deal with than

    No Restoration Kits
    No Grenades
    No Bouncing Betties
    No EMP Grenades
    No Tank mines
    No Concussion Grenades
    No C4
    No Sticky Grenades
    No Res Grenades

    Grenades only make up half the pool of item I use, and I dont spam. (Res Grenades are arguably different as they are not offensive)

    You may like players to fit into a specific role, but I like choices.
  20. Haterade


    Base resource drain is tied to how many players are in the AO, not what they are doing with the resources they have. I had the exact same concern you did, but it looks like they've solved that.