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(QOTW 07132009) Player Controlled Resources
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Topic: (QOTW 07132009) Player Controlled Resources (Read 4594 times)
Moll
Community Manager
Administrator
Posts: 1211
(QOTW 07132009) Player Controlled Resources
«
on:
July 13, 2009, 09:35:15 AM »
Hey everyone!
This week, our developers take a look at player controlled resources, and what they're used for.
What game components/structures will require player controlled resources besides the mechas needed to transport those resources?
Rare resources are needed for many things – crafting advanced level of gears, building vehicles, upgrades for structures in player controlled territories etc. They are essential for developing your base on higher levels. Once you conquer a territory, it's up to you how to build your base. But within that space, there are certain choices and tradeoffs you'll have to make to be as effective as possible. Energy is not limitless, and you will need to manage your base within the available energy supplies at your disposal. This may mean choosing between many small structures that require less energy or several large ones which are much more power hungry. Will you choose between having an economic advantage over your neighbors, or strive for absolute military dominance? Balancing your holdings between mines and turrets may prove to be a tricky proposition indeed, but it is possible with a bit of planning.
Additionally these resources will further upgrade your base command center. For each building you build, there are various tiers of powers and upgrades available but because of the limited space and resources you can't have all types of structures in one base. We look forward to sharing more details about these tiers later on.
That's it for this week, swing by next week when we'll be talking a little more about terrain, and more than likely a short additional comment about teleporters.
~ m.
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kayeffem
Hero of Sal Vitas
Posts: 775
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #1 on:
July 13, 2009, 09:39:13 AM »
Nice bit of info there. Should be fun planning out base deployments.
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SK_Impolite
Honorary Citizen
Posts: 388
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #2 on:
July 13, 2009, 09:53:21 AM »
That is indeed excellent info! That does give rest to the question of whether turrets, etc. are limited, and may also give a clue to how mining and repairs, etc. can be interrupted outside of siege timers (by disrupting energy production or forcing reallocations of energy). I certainly look forward to more information about the upgrades and buildings available.
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Youngblood
Model Citizen
Posts: 202
The Infamous Legend
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #3 on:
July 13, 2009, 10:02:13 AM »
Is there any word of being able to control the layout of the wall designs for each base? if not, may I assume each base has a static design? or are they designed differently according the theme.
If they do have different designs, how is the development team working to balance the base designs between opposing factions? In many online engagements, the shape and capacity of said force engaging a single point can relate to success or failure. If we can control the layout and format of these static fortifications, it would definitely add to the quality level of game play many of us are looking for.
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Clan Leader and Founder
<WõE>Warlords of Exodus
All images and concepts displayed by this avatar are copyrighted material. All rights reserved © 2009
SK_Impolite
Honorary Citizen
Posts: 388
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #4 on:
July 13, 2009, 10:06:25 AM »
Absolutely. I want to build a star fort.
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Felix12g
Hero of Sal Vitas
Posts: 1532
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #5 on:
July 13, 2009, 10:25:02 AM »
Nice QOTW, good to know you can turret farm at risk territories to act as a front line to protect the money makers behind.
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Start, the rest is easy.
TravelingGnome
Model Citizen
Posts: 105
Give me coffee and no one gets hurt!
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #6 on:
July 13, 2009, 01:10:05 PM »
Very nice!
Thanks, Moll.
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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 07132009) Player Controlled Resources
«
Reply #7 on:
July 13, 2009, 03:15:13 PM »
Great QOTW! I'm glad that bases won't all be the same, and there will be tradeoffs and hard choices.
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Ironfield
Honorary Citizen
Posts: 252
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #8 on:
July 13, 2009, 07:02:35 PM »
Looking good! Can not wait to get my hands on the game and start designing the guild bases
Ironfield
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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
Kole
Hero of Sal Vitas
Posts: 3829
Beware my raincloud of reality!
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #9 on:
July 14, 2009, 12:00:21 AM »
Loving the RTS-ness of this system!
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uh
hmmm
wha...
really?
joshyuah
Model Citizen
Posts: 180
Re: (QOTW 07132009) Player Controlled Resources
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Reply #10 on:
July 14, 2009, 12:50:00 AM »
Agreed Kole. Nice looking system! I love how much thinking this game is turning out to require.
Now, I assume the answer to this question is "yes", but I haven't taken the time to look for it, so if it's redundant, sorry.
Will you be able to remove structures in order to make room for newer, bigger structures? Also, do energy levels rise in sync with upgrading the base, or is there a static number of energy that never changes?
Just questions is all
Thanks Moll!!
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Kole
Hero of Sal Vitas
Posts: 3829
Beware my raincloud of reality!
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #11 on:
July 14, 2009, 01:02:13 AM »
All builds except for the control building can be dismantled and moved to new locations or new bases. They can even be triggered to self destruct.
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uh
hmmm
wha...
really?
joshyuah
Model Citizen
Posts: 180
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #12 on:
July 14, 2009, 01:45:40 AM »
Kole > Right, I forgot about self-destruct. Good deal
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TravelingGnome
Model Citizen
Posts: 105
Give me coffee and no one gets hurt!
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #13 on:
July 14, 2009, 02:40:47 AM »
Moll, question.
Quote from: Moll on July 13, 2009, 09:35:15 AM
But within that space, there are certain choices and tradeoffs you'll have to make to be as effective as possible. Energy is not limitless, and you will need to manage your base within the available energy supplies at your disposal.
Where is this power coming from? The resources themselves, or the capturing party brings a "generator" with them?
In case of the second, won't amount of power depend on the quality of the generator? And, I do understand that this feature is imprelemted for balance, but why are we "limited" to only one generator?
Quote from: Moll on July 13, 2009, 09:35:15 AM
Additionally these resources will further upgrade your base command center. For each building you build, there are various tiers of powers and upgrades available but because of the limited space and resources you can't have all types of structures in one base. We look forward to sharing more details about these tiers later on.
So technically it is faster resource extraction VS better resource defense?
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
Kole
Hero of Sal Vitas
Posts: 3829
Beware my raincloud of reality!
Re: (QOTW 07132009) Player Controlled Resources
«
Reply #14 on:
July 14, 2009, 03:15:02 AM »
TG, one of the HOC chats mentionms powerplants. I'm expecting there will be buildings which generate power at the expense of taking up space and resources.
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uh
hmmm
wha...
really?
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