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(QOTW 07212008) Materials and Logistics Within Contested Territories
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Topic: (QOTW 07212008) Materials and Logistics Within Contested Territories (Read 7533 times)
Moll
Community Manager
Administrator
Posts: 1213
(QOTW 07212008) Materials and Logistics Within Contested Territories
«
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
Honorary Citizen
Posts: 297
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
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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Joker
Hero of Sal Vitas
Posts: 946
Patients is a virtue.
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #2 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
Hero of Sal Vitas
Posts: 623
Bonus Points!
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #3 on:
July 21, 2008, 03:50:49 AM »
Quote from: Moll 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.
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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Tallath
Model Citizen
Posts: 169
I be nobody!
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #4 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
Hero of Sal Vitas
Posts: 1184
Ace of Spades GL
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #5 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
»
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Tyrus Tenebros of Eve [CVA]
any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Joker
Hero of Sal Vitas
Posts: 946
Patients is a virtue.
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #6 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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Setesh
Model Citizen
Posts: 175
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #7 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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What was done to me created me. Its a basic principle of the universe.
Tyrus Dark
Hero of Sal Vitas
Posts: 1184
Ace of Spades GL
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #8 on:
July 21, 2008, 10:03:14 AM »
Quote from: Xyleya on July 21, 2008, 07:31:43 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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Tyrus Tenebros of Eve [CVA]
any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Cavadus
Hero of Sal Vitas
Posts: 1791
Wanna join my porg?
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #9 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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Carnun
Model Citizen
Posts: 111
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #10 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
»
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Quote from: Acidblood7 on January 30, 2008, 05:37:07 AM
Excuse me, while I go cry in the other room.
Aldoe Nova
Newcomer
Posts: 38
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #11 on:
July 21, 2008, 12:32:41 PM »
This sounds really interesting. I like the convoy option as opposed to just having a money drain automated transfer system. Hopefully a future development in game will be a verticle takeoff and landing mechanoid attachment or some type of helicopter vehicle.
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ghstwolf
Honorary Citizen
Posts: 293
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #12 on:
July 21, 2008, 04:22:21 PM »
Fun stuff.
I'm still paying for a weekend of camping (aka being obnoxiously drunk in the wood), so I'm hoping some of this makes sense.
The convoy/auto transport thing doesn't worry me yet. There are plenty of ways to encourage player convoys. Cost is an obvious choice, but there are some "outside the box" ways too. Time could be another factor, while the mine to comand center sounds almost instant, it's possible that transport to safe towns could take days (by the NPC shipping system). There could be a quantity cap, for example you can mine 100 resources a day but the NPC system can only "ship" 75 a day, to keep inventory out of high risk storage you'd need to convoy every 3-4 days. Or NPC shipping might only happen every few days, just infrequently enough that a guild might have to convoy to keep usable reserves up. I'm guessing any number of these could work seperately or together to keep player convoys fairly commonplace.
Magunnus- Moving resources will be a must. Even if you can build and secure all the factory space needed for production in a given territory (we don't know how much space there will be for huge structures), I'd think it very likely that you'd still need several common materials to build finished products. With common materials not existing in a territory, you'd need a way to get them out there. Many of the same limits I've proposed for getting resources to safe storage would work well in reverse.
Tyrus Dark- I'd say the worst-case scenerio for ecconomic war would be that damaging/destroying the mining facilities is the main weapon. Hopefully, the tuning on the system does encourage player convoys and not just for the special resource that's only been mentioned in passing once or twice before (IIRC it came up in an enviroment thread and in an interview answer focused on mechs). Granted, the system doesn't really sound like it encourages attacking logistics a ton yet, but the insurance system sounded like a major detriment to PKers at first too.
Dang what a wall-o-text this turned into
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Tyrus Dark
Hero of Sal Vitas
Posts: 1184
Ace of Spades GL
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #13 on:
July 21, 2008, 06:01:04 PM »
Quote from: ghstwolf on July 21, 2008, 04:22:21 PM
The convoy/auto transport thing doesn't worry me yet. There are plenty of ways to encourage player convoys. Cost is an obvious choice, but there are some "outside the box" ways too. Time could be another factor, while the mine to comand center sounds almost instant, it's possible that transport to safe towns could take days (by the NPC shipping system). There could be a quantity cap, for example you can mine 100 resources a day but the NPC system can only "ship" 75 a day, to keep inventory out of high risk storage you'd need to convoy every 3-4 days. Or NPC shipping might only happen every few days, just infrequently enough that a guild might have to convoy to keep usable reserves up. I'm guessing any number of these could work seperately or together to keep player convoys fairly commonplace.
some really good ideas here, bravo.
Quote
Tyrus Dark- I'd say the worst-case scenerio for ecconomic war would be that damaging/destroying the mining facilities is the main weapon. Hopefully, the tuning on the system does encourage player convoys and not just for the special resource that's only been mentioned in passing once or twice before (IIRC it came up in an enviroment thread and in an interview answer focused on mechs). Granted, the system doesn't really sound like it encourages attacking logistics a ton yet, but the insurance system sounded like a major detriment to PKers at first too.
Another "can't wait for beta"... something that if I'm a beta tester I'll be paying a lot of attention to.
One of the problems that Eve has (IMO) is logistics and infrastructure is extremely easy to protect: transports, freighters, and such are pretty easy to move, and protect, and the ability to "bleed the enemy dry" is nearly nonexistant, short of some lucky breaks in being able to camp trade routes 23/7 which is nearly impossible. I'd like to see a much beefier system for draining enemy resupply (or at least making it very difficult). Even something as breaking a siege because they simply can't get more equipment due to supply lines being blocked while their main bulk is at the front would add a huge level of strategy to war planning
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Tyrus Tenebros of Eve [CVA]
any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Magunnus
Honorary Citizen
Posts: 297
Re: (QOTW 07212008) Materials and Logistics Within Contested Territories
«
Reply #14 on:
July 21, 2008, 10:51:46 PM »
Quote from: ghstwolf on July 21, 2008, 04:22:21 PM
<snip>
Magunnus- Moving resources will be a must. Even if you can build and secure all the factory space needed for production in a given territory (we don't know how much space there will be for huge structures), I'd think it very likely that you'd still need several common materials to build finished products. With common materials not existing in a territory, you'd need a way to get them out there. Many of the same limits I've proposed for getting resources to safe storage would work well in reverse.
<snip>
Sure, but I guess I'm making an assumption here that since common materials will be harder to transport than rare materials. Just the names suggest that, common materials most likely get used in bulk while rare materials get used in ones and twos.
I just hope they don't make the same decision that another sandbox game made, where it's nearly impossible to produce anything in contested areas because the effort involved in moving vast amounts of common materials makes it pointless to do, because it takes 10 trips to move commons out, but only 1 small trip to move rares in. That really screwed up our ability to do any significant production in contested areas and made remote factories a waste of money and discouraged builders from going out to contested areas. Usually, the built items were easier to transport than the common materials used to create them. This caused most builders to stay in 'safe' areas because there was nothing they could do better in the contested areas except for a few jobs that usually only happened once every few months if you were lucky, and even those were 'go out, click a button, go back' type jobs.
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