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Author Topic: (QOTW 07212008) Materials and Logistics Within Contested Territories  (Read 6154 times)
Moll
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« on: July 20, 2008, 11:35:36 PM »

Hi there!
We hope everyone's weekend was brilliant - without further delay, let's get to the question of the week!


This week we will shred some light on Ghstwolf's pair of questions regarding materials and logistics within contested territories.

Q1: Will there be nodes for common materials that are "up for grabs" under territory control?
A: No. All common materials will be widely available from both markets of Continoma and Noir, while all rare materials will be available only from contested territories. Given the relative low price of common materials, their production from contested territories versus the risk of supporting and protecting such territory would make very little sense. Also, the separation is very important because it makes rare materials even more important when developing your guild's contested territory, and we are aiming to balance the economic impact of rare material production so that players won't lower the influx of rare materials by concentrating on common materials instead due to the limited amount of space and facilities that can be built within a contested territory.

Q2: Will there be supply chains from the "mines" to the control center of a contestable area?
A: Not in contested territories, no. As currently designed, the mines will directly send all mined resources towards the Control Center of the contested territory, and from there it can be transported for a price to Guild's Warehouse. A Guild could do it themselves for free by using Mechanoids to transfer large amounts of resource to the nearest populated territory such as the city of Sal Vitas or other smaller towns, however they will be risking an likely ambush from rival guilds. However, we are working on at least one very special resource that will almost exclusively require the need to be transported by Mechanoids. As Mechanoids presently fall in two specific groups - Harvester/Carriers with very little weaponry and destruction-heavy Combat Mecha - transportation of that resource will require at least two players to cooperate in a group in order to safely transport it.

The special resource thing sounds intriguing to me, what do you guys think? Feel free to share your comments and speculation below!
~ m.


 
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Magunnus
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« Reply #1 on: July 21, 2008, 01:14:21 AM »

Do the resources NEED to be moved?  In a previous QOTW, the option of having factory structures in contested areas was mentioned.  If this is the case, do the resources need to be moved at all?

And that NPC transportation sounds interesting.  Is it only for moving resources?  Can it go both directions?

I actually would prefer that moving rare resources have some risk, but I can live without that if the risk is just 'somewhere else'.
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Xyleya
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« Reply #2 on: July 21, 2008, 01:31:34 AM »

Great news again for us players looking forward to conquer territory.
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Joker
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« Reply #3 on: July 21, 2008, 03:35:04 AM »

So if I am getting this correct.  If an other guild takes over an territory all the resources in that control point switches over to the new guild.  hmmm... I like that.  Let some other guild do all the work than, take the territory over and WAHLA free mined resources. 
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Horizonz
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« Reply #4 on: July 21, 2008, 03:50:49 AM »

Hi there!
We hope everyone's weekend was brilliant - without further delay, let's get to the question of the week!


This week we will shred some light on Ghstwolf's pair of questions regarding materials and logistics within contested territories.

Q2: Will there be supply chains from the "mines" to the control center of a contestable area?

A: Not in contested territories, no. As currently designed, the mines will directly send all mined resources towards the Control Center of the contested territory, and from there it can be transported for a price to Guild's Warehouse. A Guild could do it themselves for free by using Mechanoids to transfer large amounts of resource to the nearest populated territory such as the city of Sal Vitas or other smaller towns, however they will be risking an likely ambush from rival guilds. However, we are working on at least one very special resource that will almost exclusively require the need to be transported by Mechanoids. As Mechanoids presently fall in two specific groups - Harvester/Carriers with very little weaponry and destruction-heavy Combat Mecha - transportation of that resource will require at least two players to cooperate in a group in order to safely transport it.

The special resource thing sounds intriguing to me, what do you guys think? Feel free to share your comments and speculation below!
~ m.


Hah! Using mechs isn't free! :p

The special resource also interests me... I wonder what it'll be used for!
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Xyleya
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« Reply #5 on: July 21, 2008, 04:20:02 AM »

So if I am getting this correct.  If an other guild takes over an territory all the resources in that control point switches over to the new guild.  hmmm... I like that.  Let some other guild do all the work than, take the territory over and WAHLA free mined resources. 

You've to build up new buildings first to get the ressources, if you did'nt manage to stop the defenders from destroying or de-assembling their own industrial buildings  Wink
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Tallath
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« Reply #6 on: July 21, 2008, 04:57:36 AM »

Oooh, the mech part sounds fun. I also really like the idea of having convoys.
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Tyrus Dark
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« Reply #7 on: July 21, 2008, 05:19:51 AM »

I'm hoping the cost of moving resources to the "warehouse" is significant enough that people will convoy with some regularity: that or that moving completed items cannot be accomplished by teleportation (more or less).  A functioning real-world economy (and thus a game-world one as well) depends a LOT on distance traveled and availability in a certain area to function. Anything else will really mess with the markets.

Edited: not to mention it will completely mess with the ability to disrupt the enemies logistics and material supply...

follow on question: as far as waging a supply chain war to deny enemy resources and strike at their industrial supply... I was hoping that convoys of items and materials would need protecting or careful travel as they'd be at risk to be lost to an ambush or hostile territory... with the system as described it seems like that will be a pretty empty profession...what options do we have in that field?
« Last Edit: July 21, 2008, 05:21:43 AM by Tyrus Dark » Logged

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Joker
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« Reply #8 on: July 21, 2008, 05:44:25 AM »

If they do hit the self-destruct sequence does that mean it also destroys the resources? 

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Xyleya
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« Reply #9 on: July 21, 2008, 07:31:43 AM »

If they do hit the self-destruct sequence does that mean it also destroys the resources? 



The ressources, ofc not, but they're to be mined first and I guess, that if someone get's engaged, that he'll carry away the allready gathered ressources. Atleast I would'nt store the ressources in the base, but in a safer zone like Sal Vitas.
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« Reply #10 on: July 21, 2008, 09:34:39 AM »

Those interested in caravan protection would simply need to agree on a price with a customer that is cheaper than the secure sounding but probably expensive automatic delivery to a guild warehouse that was mentioned. 

If its cheaper to hire some mercs than to pay the system I might go for that.  The caveat of course being that they don't get paid if the resources get stolen. 
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Tyrus Dark
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« Reply #11 on: July 21, 2008, 10:03:14 AM »

The ressources, ofc not, but they're to be mined first and I guess, that if someone get's engaged, that he'll carry away the allready gathered ressources. Atleast I would'nt store the ressources in the base, but in a safer zone like Sal Vitas.
I think he was referring to whatever resources had been mined but not yet transferred: I'd assume they would be destroyed.

Setesh: yeah, that's my point: I'm hoping that a lot of people will go for caravaning and hire protection, use overland routes, etc.... as otherwise doing any sort of economic warfare to "bleed an enemy dry" would be next to impossible.
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« Reply #12 on: July 21, 2008, 10:20:47 AM »

Sounds pretty good except for the automated transport option.  Sounds easy mode IMO.  Just one more opportunity people can exploit to buy success rather than earn it.
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Xyleya
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« Reply #13 on: July 21, 2008, 11:17:05 AM »

Sounds pretty good except for the automated transport option.  Sounds easy mode IMO.  Just one more opportunity people can exploit to buy success rather than earn it.

Depends on the price, this services will cost in the end.
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« Reply #14 on: July 21, 2008, 12:28:15 PM »

The transportation system also sounds like an excellent compromise between the enjoyment that convoys can offer (i.e. ambushes and the strategic planning involved in both carrying them out and protecting yourself from them) and the tedium of constantly having to guard haulers without event.
« Last Edit: July 21, 2008, 12:37:19 PM by Carnun » Logged

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