Post by magnifiscent on Feb 12, 2014 15:06:54 GMT -8
There was some discussion last night on the TS3 server about the proposed resource revamp.
I did a particularly poor job of explaining it so I thought I'd post the text below from the SOE road map on the subject for easy reference.
I did a particularly poor job of explaining it so I thought I'd post the text below from the SOE road map on the subject for easy reference.
I've started a new Roadmap entry for this feature because the design has had an overhaul. The original post has been archived here.
We've had a lot of discussion on the team about what we want to do to make resources a more meaningful and understandable part of the game. What we've done is a simplification of the previous design and we've broken that down into release phases.
Resource Revamp
Status: Need Feedback
Goals: The resource revamp is intended to address player pain points with the current system while simultaneously adding strategic depth, individual freedom, and improving macro-flow.
Simple To Use: Simplify the resource model conceptually for the player and reduce maintenance tasks suffered by the player. It should be intuitive and “just work” for the typical player without really needing to know much about it at all.
Consistent and Meaningful: Create consistent localized resource income that allows for acute shortages so players can play as they want but are subject to meaningful resource denial in targeted regions.
Adds Strategic Depth: Add larger scale strategic depth via facility resource which enables vehicle-friendly strategic objectives external to facilities and also enables victory by attrition for larger fights. This has a minimal impact on smaller engagements.
Improves Macro Flow: Leverage the force-multiplier aspect of resources to provide more meaningful tradeoffs when running with a zerg vs a smaller group. Ex: Areas with fewer combatants have an easier time staying full of resources, are more insulated from shortages, and have the ability to more liberally use resources.
Summary
The purpose of resources is to moderate access to power and force multipliers and to build strategic depth around that access.
Personal Resource (Nanites)
Single resources automatically spent when doing an activity that has a resource cost.
Supplied automatically to the player by a facility/region.
Vehicles and MAX will reserve a portion of the player’s max resources while active.
In ideal conditions, empty to full in 10 minutes.
System Overview
This section is a summary of the major features of the system.
Personal Resource Unification (Nanites)
Single resource for all personal resource consumption.
Removal of inventory so all resource activities are pay-on-use.
Removal of acquisition timers.
Removal of XP generating resources.
Recalibration of resource income and costs of all resource-consuming activities.
Base income rate is assumed to be 60 resources per minute, so resource costs translate directly into a time estimate.
Vehicle maintenance costs, which reduce income and maximum reserves while vehicles are active.
Facilities Supply Personal Resources (Nanite Source)
If a player is in a friendly region, then that region’s facility is the supplying facility for the player.
If a player is not in a friendly region then the supplying facility is the nearest adjacent friendly territory. If none then resource income is 0.
The amount of resources supplied to players is directly related to the facility power level. Full power grants 60 personal resources every minute.
Warpgates are always full power and always give the maximum income to players being supplied by one.
The above is the current plan for Phase 1. For future phases we are planning to add the concept of power, power sources, and harvesting.
So, what do you think?
We've had a lot of discussion on the team about what we want to do to make resources a more meaningful and understandable part of the game. What we've done is a simplification of the previous design and we've broken that down into release phases.
Resource Revamp
Status: Need Feedback
Goals: The resource revamp is intended to address player pain points with the current system while simultaneously adding strategic depth, individual freedom, and improving macro-flow.
Simple To Use: Simplify the resource model conceptually for the player and reduce maintenance tasks suffered by the player. It should be intuitive and “just work” for the typical player without really needing to know much about it at all.
Consistent and Meaningful: Create consistent localized resource income that allows for acute shortages so players can play as they want but are subject to meaningful resource denial in targeted regions.
Adds Strategic Depth: Add larger scale strategic depth via facility resource which enables vehicle-friendly strategic objectives external to facilities and also enables victory by attrition for larger fights. This has a minimal impact on smaller engagements.
Improves Macro Flow: Leverage the force-multiplier aspect of resources to provide more meaningful tradeoffs when running with a zerg vs a smaller group. Ex: Areas with fewer combatants have an easier time staying full of resources, are more insulated from shortages, and have the ability to more liberally use resources.
Summary
The purpose of resources is to moderate access to power and force multipliers and to build strategic depth around that access.
Personal Resource (Nanites)
Single resources automatically spent when doing an activity that has a resource cost.
Supplied automatically to the player by a facility/region.
Vehicles and MAX will reserve a portion of the player’s max resources while active.
In ideal conditions, empty to full in 10 minutes.
System Overview
This section is a summary of the major features of the system.
Personal Resource Unification (Nanites)
Single resource for all personal resource consumption.
Removal of inventory so all resource activities are pay-on-use.
Removal of acquisition timers.
Removal of XP generating resources.
Recalibration of resource income and costs of all resource-consuming activities.
Base income rate is assumed to be 60 resources per minute, so resource costs translate directly into a time estimate.
Vehicle maintenance costs, which reduce income and maximum reserves while vehicles are active.
Facilities Supply Personal Resources (Nanite Source)
If a player is in a friendly region, then that region’s facility is the supplying facility for the player.
If a player is not in a friendly region then the supplying facility is the nearest adjacent friendly territory. If none then resource income is 0.
The amount of resources supplied to players is directly related to the facility power level. Full power grants 60 personal resources every minute.
Warpgates are always full power and always give the maximum income to players being supplied by one.
The above is the current plan for Phase 1. For future phases we are planning to add the concept of power, power sources, and harvesting.
So, what do you think?