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Author Topic: (QOTW 06222009) Mechas, Transit, and Loot!  (Read 5684 times)
Moll
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« on: June 22, 2009, 03:33:59 AM »

Hello!

This week we're going to discuss this interesting set of questions.


Q: It was said that transporting resources using mech suits has an advantage of being able to transport much greater quantities then in the player's inventory. If that's the case, should the transporters still be afraid of attackers that don't have a transporting mech? Even if you die and get looted, the attackers without a transporter mech would only be able to loot a small chunk of the resources, allowing you to come back and loot back most of it?
 

Goliaths of steel used for combat and transit, mechas are definitely not invulnerable to damage and destruction. It takes a bit of effort, but even carefully planned and armed attacks can disrupt a planned resource transportation route and destroy a mecha. It'll likely take a team effort to lift and loot the resulting destruction alone, and possibly leave the looters more vulnerable to additional opportunistic robbers as a result. (The limits of inventory holding are probably less arbitrary and we believe - more sensible than what players may be used to in 'typical MMOs', but there are still movement penalties to watch out for when you're loaded to the hilt with lots of gear!) Strategic planning in advance is essential to maximize your returns on attacking mechs but entirely possible - such limits you may encounter with a spontaneous attack can even be overcome with a bit of thinking. Even if the initial attackers have no access to a mecha they could bring large amounts of friends (or hired friends) willing to carry the goods on the attacker's behalf while being protected by armed soldiers. In an especially organized attack, this could potentially leave very little loot behind as the looted characters will likely still be in transit back to the fight site, doubly so if registered teleporters aren't located nearby.

I can already see several things you'll want to ask about and discuss in depth, so why not get to it in the thread below.

See you next week!
~ m.
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Noteleet
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« Reply #1 on: June 22, 2009, 03:58:41 AM »

Good stuff. Usually escort missions suck but something with a real goal behind it and tangible rewards sounds good.

Will attackers be able to tell how much a mech is carrying or have any idea of the contents?
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Thatim
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« Reply #2 on: June 22, 2009, 04:02:38 AM »

Huzaah!

I like! Just as I hoped.

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Xyleya
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« Reply #3 on: June 22, 2009, 04:19:22 AM »

Now we just have to do away with the automated transport of ressources from conquered territories into the safe cities and we'll see some good piracy-action going on.

Being able to disrupt supply-lines from and into your foes territory is a key imho, to guarantee for lots of interesting wars happening.

I'd be very unpleased with territorial warfare just being about attacking and conquering the HQ of your target. That's the most boring part of it.
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Kole
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« Reply #4 on: June 22, 2009, 04:26:08 AM »

The limits of inventory holding are probably less arbitrary and we believe - more sensible than what players may be used to in 'typical MMOs', but there are still movement penalties to watch out for when you're loaded to the hilt with lots of gear

Now this is interesting!
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really?
kayeffem
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« Reply #5 on: June 22, 2009, 04:38:25 AM »

yes i'm interested in that part as well.  I'm hoping this means that mass actually affects movement in the game.  Possibly even weight ranges.  Weight under a specific point will not affect attributes, but if you put too much weight on something it no longer moves.   

My other question would be can you destroy your mech to prevent it from being looted like you can with territory structures?

followup thought, can you run people over with the mechs?  Use the arms/legs for melee if attackers get too close?
« Last Edit: June 22, 2009, 05:00:39 AM by kayeffem » Logged
Felix12g
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« Reply #6 on: June 22, 2009, 05:02:26 AM »

doubly so if registered teleporters aren't located nearby.

Hmm. Public teleporters? Register the teleporter on your base for public use, for a fee?

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TravelingGnome
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« Reply #7 on: June 22, 2009, 05:05:22 AM »

Moral of the story - LOAD YOURSELF WITH STUFF TO OBLIVION!
Make those bastards that killed you work for it!
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« Reply #8 on: June 22, 2009, 08:10:36 AM »

Great QOTW.
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« Reply #9 on: June 22, 2009, 08:34:46 AM »

This has me wondering, will there be items too hefty for a player to move without a mech?  I'm thinking about building modules, large metal plates for building mechs, or complete crafting devices (I know I can't carry a CNC machine).

Or could it be too dangerous in some cases (I couldn't find it but wasn't the special resource called xyalite)?
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« Reply #10 on: June 22, 2009, 11:49:42 AM »

Good to here, gives organised guilds the option of robbing from the rich to give to the poor.
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« Reply #11 on: June 22, 2009, 04:27:44 PM »

Great QOTW many thanks Moll.

This sentence really stood out to me and I love it.
Quote
"The limits of inventory holding are probably less arbitrary and we believe - more sensible than what players may be used to in 'typical MMOs', but there are still movement penalties to watch out for when you're loaded to the hilt with lots of gear!"
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« Reply #12 on: June 22, 2009, 04:59:15 PM »

Even if the initial attackers have no access to a mecha they could bring large amounts of friends (or hired friends) willing to carry the goods on the attacker's behalf while being protected by armed soldiers.

Hmm opportunity for deception here. I like. Muahaha.
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Abdiesus
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« Reply #13 on: June 22, 2009, 05:13:58 PM »

Now we just have to do away with the automated transport of ressources from conquered territories into the safe cities and we'll see some good piracy-action going on.

Being able to disrupt supply-lines from and into your foes territory is a key imho, to guarantee for lots of interesting wars happening.

I'd be very unpleased with territorial warfare just being about attacking and conquering the HQ of your target. That's the most boring part of it.

    Now theres a series of ideas that just gets the blood pumping for some good old fashioned team work.  This may alienate the Casual gamer by forcing groups and guilds to be me more selective when forming their groups, or those more experienced with PC based MMO’s might just take the FNG under their wing and forge some lasting friendships through training!  I look forward to seeing what happens if these game mechanics actually make it through production.  Roll Eyes
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« Reply #14 on: June 22, 2009, 06:14:13 PM »

Are you able to insure resources? Would curtail the piracy a bit i'd imagine.
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