Home
DevTracker
Help
Search
Login
Register
User
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
September 02, 2010, 10:23:35 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search
Advanced search
News
Earthrise Forums
Earthrise MMORPG
General Game Discussions
"Question of the Week" forum
(QOTW 06222009) Mechas, Transit, and Loot!
Pages: [
1
]
2
3
...
5
« previous
next »
Author
Topic: (QOTW 06222009) Mechas, Transit, and Loot! (Read 7766 times)
Moll
Community Manager
Administrator
Posts: 1211
(QOTW 06222009) Mechas, Transit, and Loot!
«
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.
Logged
Noteleet
Citizen
Posts: 90
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
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?
Logged
Crafting Industries
Character Name : Cassio Sol
Thatim
Honorary Citizen
Posts: 422
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #2 on:
June 22, 2009, 04:02:38 AM »
Huzaah!
I like! Just as I hoped.
Logged
Kole
Hero of Sal Vitas
Posts: 3829
Beware my raincloud of reality!
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #3 on:
June 22, 2009, 04:26:08 AM »
Quote from: Moll on June 22, 2009, 03:33:59 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!
Logged
uh
hmmm
wha...
really?
kayeffem
Hero of Sal Vitas
Posts: 775
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #4 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
Hero of Sal Vitas
Posts: 1532
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #5 on:
June 22, 2009, 05:02:26 AM »
Quote from: Moll on June 22, 2009, 03:33:59 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?
Logged
Start, the rest is easy.
TravelingGnome
Model Citizen
Posts: 105
Give me coffee and no one gets hurt!
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #6 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!
Logged
We are an elder race: old as rock, born in a time before time...
We are wise and cunning... we stole man's fire and tried to hide it in our pockets... That was dumb and painful, so we became even MORE cunning.
http://www.youtube.com/watch?v=mSKER2Lej7g
Stricnine
Honorary Citizen
Posts: 278
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #7 on:
June 22, 2009, 08:10:36 AM »
Great QOTW.
Logged
ghstwolf
Honorary Citizen
Posts: 293
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #8 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)?
Logged
Darkoray
Citizen
Posts: 92
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #9 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.
Logged
Animosity Website
Animosity Twitter
Ironfield
Honorary Citizen
Posts: 252
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #10 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!"
Logged
Reality Deviant
Only the dead have seen the end of war. Plato
"Hope is the first step on the path to disappointment."
Librarian Isador Aki
machinator
Newcomer
Posts: 12
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #11 on:
June 22, 2009, 04:59:15 PM »
Quote from: Moll on June 22, 2009, 03:33:59 AM
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.
Logged
Abdiesus
Newcomer
Posts: 15
Hardship breeds Pessimism, Ease breeds Contempt
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #12 on:
June 22, 2009, 05:13:58 PM »
Quote from: Xyleya 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.
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.
Logged
If your actions altered His devotion, then God would not be love; indeed He would be human; for this is human love.
Mykell
Citizen
Posts: 98
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #13 on:
June 22, 2009, 06:14:13 PM »
Are you able to insure resources? Would curtail the piracy a bit i'd imagine.
Logged
Abdiesus
Newcomer
Posts: 15
Hardship breeds Pessimism, Ease breeds Contempt
Re: (QOTW 06222009) Mechas, Transit, and Loot!
«
Reply #14 on:
June 22, 2009, 07:16:18 PM »
Quote from: Mykell on June 22, 2009, 06:14:13 PM
Are you able to insure resources? Would curtail the piracy a bit i'd imagine.
We will be able to insure armor and equipment (weapons) for a fee and have a loot timer set to an undeterminded amount of time i believe it was 30sec at last count to buy back items lost due to PVP defeat prior to successful attacker looting of corpse. IMO fairminded and PvP rarely go hand in hand so this is speculative at best. Zero effect on the piracy inherent in PvPcentric combat. Treachery, deceit, all come with the territory of PvP.
Logged
If your actions altered His devotion, then God would not be love; indeed He would be human; for this is human love.
Pages: [
1
]
2
3
...
5
« previous
next »
Jump to:
Please select a destination:
-----------------------------
News
-----------------------------
=> Announcements
-----------------------------
Earthrise MMORPG
-----------------------------
=> Welcome to Sal Vitas
===> Ask the Expert
=> General Game Discussions
===> "Question of the Week" forum
=> PvP
=> Roleplay & Events
=> Club Earthrise
-----------------------------
Guilds
-----------------------------
=> Guild Forums
===> [Guild] Futilez
===> [Guild] Animosity
===> [Guild] Reality Deviant
===> [Guild] N.E.R.F.
===> [Guild] Gallóglaigh
===> [Guild] Warlords Of Exodus
===> [Guild] After Dark
===> [Guild] Crafting Industries
===> [Guild] Fist of the Empire
-----------------------------
International Forums
-----------------------------
=> Deutsch
===> "Frage der Woche" Forum
=> Български
-----------------------------
General Category
-----------------------------
=> Off-Topic
===> Other Masthead Studios Projects
=> Forum Support
Powered by SMF 1.1.11
|
SMF © 2006-2009, Simple Machines LLC
Masthead Studios
Loading...