Author Topic: ressource gauges  (Read 2290 times)

Offline DrBone1

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Re: ressource gauges
« Reply #15 on: November 19, 2011, 09:10:12 AM »
Maybe thinking before posting SirNuke.  ;)
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Offline MAINER

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Re: ressource gauges
« Reply #16 on: November 19, 2011, 01:08:47 PM »
+1
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Offline Noir

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Re: ressource gauges
« Reply #17 on: November 19, 2011, 05:22:19 PM »
Maybe thinking before posting SirNuke.  ;)

I'm trying to come up with something new here, while most are just thread bashing.
now posting as SirNuke

Offline guncrasher

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Re: ressource gauges
« Reply #18 on: November 19, 2011, 07:45:35 PM »
I'm trying to come up with something new here, while most are just thread bashing.

trying to figure out what you wish is, cant really figure out, not sure if it's you or my learning disability.


semp
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Offline gyrene81

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Re: ressource gauges
« Reply #19 on: November 19, 2011, 08:30:55 PM »
so according to you the MA gameplay is perfectly fine in the way its dying out of cheer boredom?
what's really boring is the number of people who blame the game for way people are playing the game.


Here is what I propose, this is not final in any way and feel free to critic in a constructive way:

- each player will have his own resource gauge (possibilities for airfields or squads to have their own gauge, possible 'local eny'). The value if the equipment that the player didn't bring back to safety (landed) will be deducted from the resource gauge. This includes 1k bombs and troops.

 - the gauge will recharge over time (thinking about 1 hour). The recharge rate and maximum could be changed by the country's factories current state (zone factories?), maybe the number of players in your country, and the player's actions (more on that later)
this idea will do nothing but reward the elite and the timid. new players and mediocre players, those who rarely if ever rtb to a successful landing, will run out of "resources" quickly. it has the potential of increasing the amount of timid and poor gameplay you see in the arenas now. what happens when a player reaches "zero resources"? does he sit in tower for an hour or log off until he can once again fly his favorite ride?

and the word is critique, just fyi.


- resource cost: this is the most delicate point IMO. 1/ENY seems like a good basis for the price of vehicles and planes, but this doesn't cover the price for ordinance and troops... 500lb bombs and sets of 3troops should be always free, 1k bombs and 10 troops a bit limited but the overall loadout destructive capability should be taken into account, otherwise everyone will fly A20's. The prices should be set to limit the bomb-bail-troops setups. Eny 10 and lower airplanes would cost a kidney, while eny 30 rides would be almost free (can't ride a P51D? take a P51B). This should put more incentive to take mid war rides.
this also rewards the elite and timid. it also prevents individuals from using what resources they need to destroy objects in order to facilitate base taking and forces the need to horde in order for a base to be taken. bombers will be forced to high alt (20k+) in order for the players to lessen the risk of losing their "resources". it could even greatly decrease the use of bombers because the risk and cost outweighs the rewards.

to be fair, you gave it a shot but your vision is a bit "short sighted". you're also not taking into account what people will do in order to not be penalized. as many "game the game" types of people there are in ah, if they aren't among the "highly skilled elite" they will log off when their resources run out or they will find different ways to circumvent the system and continue to "game the game".
jarhed  
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Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline Easyscor

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Re: ressource gauges
« Reply #20 on: November 20, 2011, 01:32:41 AM »
I'm trying to come up with something new here, while most are just thread bashing.
Not true, and personally I've stay out of here after my post expecting you to see reason.

Well thought out ideas are great, but as I implied in my post, your original post was not well thought out, and becoming defensive hasn't helped your cause going forward. I can only speak from my perspective on how it would affect my continued participation in the game.

For instance, you said, "Each time you log in your gauge is full, casual or not. In most games you can't access all the best stuff from day 1."

If re-logging in isn't a way to defeat the original post idea and game the game, then you indeed expect me to log off until the next day, or however long it takes for my resources to reset. When I get a chance to play, I might play for 30 minutes or 6 hours, but I never know in advance, when or for how long. I'd be forced to leave the game if your proposal was implemented because I'd feel like nothing but bait for your uber ride, I wouldn't come back.

Maybe the higher ranked player should be limited to the more challenging rides instead of the other way around as you suggested. It would certainly give more meaning to score and rank wouldn't it.  ;)
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Offline fbEagle

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Re: ressource gauges
« Reply #21 on: November 20, 2011, 08:50:06 AM »
« Last Edit: November 20, 2011, 08:53:11 AM by fbEagle »
<Insert witty remark here>

Offline macleod01

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Re: ressource gauges
« Reply #22 on: November 20, 2011, 09:52:36 AM »
Normally I would keep out of threads like this, I would simply roll my eyes and go on. However its been a bad day at work, so I'm going in.

If this idea was implemented, I would walk away from the game, tell HT where to put such an idea and find another addiction. I haven't played in a while, but I like the idea that when I do, I can log on and fly a Spit 1, Hurri 1, P51, LA 7, Stuka or Lancaster to my hearts content. Because I haven't played in so long, I know I am cannon fodder. I up, get shot down. Up, get shot down. Up, get a kill/assist, get shot down.

With your proposal, By me doing this, I use up my 'resources'. I would use them up rapidly and so have to log off. I wouldn't be bothered logging back in because that's a new start, I'm not too keen on new starts. If I CTD in any game, I generally go away and do something else.

As I said, I would then think 'Well, whats the point in paying HT £7.00 a month, for a game I rarely fly that's going to limit me to what I can fly and how often. Screw this'.
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Offline RTHolmes

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Re: ressource gauges
« Reply #23 on: November 20, 2011, 10:43:30 AM »
so according to you the MA gameplay is perfectly fine in the way its dying out of cheer boredom?

mmm no, I think the current perk/ENY system does pretty much what it sets out to do, and is superior to your suggestion. like I said, but thats just my opinion though.


as for improving gameplay, my top 3 would be:

 1. bring back the old zone system. spreads the fight out, gives the buffs/attack guys something to do.
 2. forget new aircraft and vehicles for a while and put the resources into making some decent new MA maps. a change is as good as a rest. variety is the spice of life. etc.
 3. double the perks/points etc for GVs which spawn into enemy territory. the current system incentivises defensive play too much.
71 (Eagle) Squadron

What most of us want to do is simply shoot stuff and look good doing it - Chilli

Offline Noir

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Re: ressource gauges
« Reply #24 on: November 21, 2011, 01:12:32 PM »
Limitations are good for mmo gameplay, no limits no objectives makes the gameplay boring, repetitive, and certainly not addictive.
now posting as SirNuke

Offline guncrasher

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Re: ressource gauges
« Reply #25 on: November 21, 2011, 01:51:13 PM »
 :rolleyes:


semp
you dont want me to ho, dont point your plane at me.

Offline Easyscor

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Re: ressource gauges
« Reply #26 on: November 21, 2011, 01:51:34 PM »
There is that.

It looks to me like HTC has chosen to provide a very steep learning curve instead of arcade style level ups. It gives the appearance of a level playing field but in truth, the more knowledgeable player has the advantage. Only a noob will fly with stall limiter enabled, or Combat trim etc. etc. It takes awhile before a player realizes the importance of add-on hardware, like throttle, rudder pedals, track-ir, extra monitors etc.

The longer you play, the more you learn and greater your advantage.

I hope they never change that basic formula. Certainly not to a player resource based system.
Easy in-game again.
Since Tour 19 - 2001