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Player resources and travel times.


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#1 xlrate

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Posted 07 December 2011 - 12:40 AM

For obvious reasons we cannot have a game where you have 6-8 day recharge times between systems and week long burns from nadir points to planetside because well having nothing to do for 2 weeks would really suck.

Yet on the other hand if system travel were instantaneous that would put defenders (house and mercenary) at HUGE disadvantages.

How does one bridge this gap? What if travel times did matter, because the travel time took the mech out of your "storage" for the time needed to get where you were going, yet you could use your other mechs for planetary defense or other missions possibly (depending on how many mechs you owned) ???

Just curious if anything has been said about this especially since it seems like the developers are going for a 1 day for 1 day time scale.

#2 Helmer

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Posted 07 December 2011 - 05:43 AM

Make it cost prohibitive in ingame currency to go planet hopping all the time, or limit the number of transports a merc unit can do within a set amount of time (Which I release might end up putting a unit in a situation where they cannot fight, which would not be good)

#3 Haeso

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Posted 07 December 2011 - 08:39 AM

It's a lobby game, striking behind enemy lines probably won't even exist.

Assuming we can choose any planet to attack rather than just those on the border or just those assigned by High Command, they'd still have the exact same opportunity to defend it and we'd be at a disadvantage behind enemy lines probably unable to repair or have very limited repairs.

Everything is done through some sort of matchmaking, how this plays into picking targets, and choosing what to defend we don't know. But given that there's no PvE and it's not an open world, but a lobby game, what you're suggesting won't likely even have a chance to happen no matter how quickly one can travel.

#4 Threat Doc

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Posted 07 December 2011 - 09:17 AM

Rather than abolishing travel times, perhaps cut them down to half or third of standard, according to the lore, and then allow players to 'ghost' into battles made available through their lobby interface to offset the remaining travel time?

#5 Threat Doc

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Posted 07 December 2011 - 09:19 AM

View PostHaeso, on 07 December 2011 - 08:39 AM, said:

Everything is done through some sort of matchmaking, how this plays into picking targets, and choosing what to defend we don't know. But given that there's no PvE and it's not an open world, but a lobby game, what you're suggesting won't likely even have a chance to happen no matter how quickly one can travel.
Actually, I think the matchmaking is only for Missions play, not Conquest play. I'll try to confirm that, if the verbiage is available.

#6 Ghost

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Posted 07 December 2011 - 09:34 AM

I think it'd be interesting if it was handled like Shattered Galaxy does it. Though it would have to be different for obvious reasons: In Shattered Galaxy your avatar walks all the way to the sector being fought over. This is reflected in a longer reinforcement time the further away you are when you apply to the battlefield commander (of your side) to join the fight. If some strategy was put into place (rapid pincer movements cut the sector in question off from direct access by starting battles in adjacent ones), you had to fight your way through before you could help in the battle you really wanted to get to. If you wanted to get off the planet you were on you had to conquer the only spaceport on it, too. Those were usually the biggest fights...





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