2nd Resource Type

spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
Too lazy to check archives.

<b>Concept:</b> two types of resources.

<b>Why:</b> Strategic diversity.

<b>How:</b> Either two types collectible (Similar to StarCraft) thus forcing the two sides to fight over specific areas for certain purposes, or generate one (DoW Energy is generated using generators). Other idea is one replaces the res-for-kill mechanic and this res is a separate type.

<b>Issues: </b> Will there be conversion rates? What will they help limit (upgrades only, only high level tech? a bit for everything not basic loadout?). Will this overburden the tech tree / RTS complexity of the game? Map complexity?

<b>Example: </b> Let's take the gathering situation, and have minerals and gas. Modeling on SC, the minerals are good for basic buildings and weapons, but more interesting types such as the MASC, proto tech, and upgrades take a decent amount of gas. So, maps only have a few gas spots, forcing both teams to try and hold them if they want to progress in the tech tree. However, you can temporarily ignore them to try and gain a quick combat advantage and then secure them when the enemy is weaker. For example, let's say the Shotgun only requires minerals. Spamming several shotguns and getting more mineral locations can help give a quick boost which can carry into capturing the gas resources, thus opening up Arms Lab Upgrades or specialized ammo.

This should also help diversify strategies since you can try to balance the two, or only emphasize one of the resource types, giving a different style of play.

Discuss.

Comments

  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    This is the first time I've seen this idea, and its an interesting one.

    Though it could be implemented in a million different ways, I'd say its a good idea as long as it isn't too complicated.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I imagine it shouldn't be too difficult to figure out. The big question is what the devs want it for. For example, if it's purely for tech, that's completely different than only for weapons, and these change how it gets generated.

    It also could simply be a simple way to differentiate between personal and shared res, but I hope it's much more integrated than that.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    I had the idea of having diffrent resource nodes, but all pooling to a single resource...like metal and nanite canisters, nothing like this though.


    I personly don't like making the game more SC like, this isnt a rip off FPS of SC.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited September 2008
    One way could be having the basic res just as now, but also add a nanite energy or something. The nanites would be used for commander spells and they'd be created in some kind of generators. At that point good commanders could invest more on their spells while new players didn't lose that much by being slow on micro.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Gah, sorry Spellman, but I started replying here and went a bit nuts. Didn't want to hijack your thread, so I started my <a href="http://www.unknownworlds.com/forums/index.php?showtopic=104821" target="_blank"><u>own</u></a>. Its about a second resource system that is much more akin to a secondary objectives system.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1688527:date=Sep 21 2008, 06:38 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Sep 21 2008, 06:38 AM) <a href="index.php?act=findpost&pid=1688527"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One way could be having the basic res just as now, but also add a nanite energy or something. The nanites would be used for commander spells and they'd be created in some kind of generators. At that point good commanders could invest more on their spells while new players didn't lose that much by being slow on micro.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So, instead of individual buildings having something like "Energy" for the Obs, have a pool for commander abilities, especially if the commander abilities are implemented to be more global? Not a bad idea. This does lend itself to building generators, invest more primary res to allow more commander powers.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    That is always what I kind of thought, that NS1 already had 2 resources in a sense, the 2nd being the energy, though it only really seemed to show up for the observatory. I would just hope that NS2 brings about opening up that resource to the Kharaa and expanding its uses.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    edited September 2008
    uh......... thats not what i suggested =(

    I suggested giving multiple resource looks, you mine them, and they act like a normal RT and pool it to a normal resource, but having more realistic resources!

    You can keep the White Gas, but add Metal Deposits, mining either gives you the same amount of res, and the same type, just makes it more logical.

    I'll make a thread for it to keep it more streamlined

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104828" target="_blank">Here</a>
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