PlanetSide Universe - View Single Post - SmedBlog: Harvestable Resources
View Single Post
Old 2012-08-11, 06:21 PM   [Ignore Me] #47
Blackwolf
First Lieutenant
 
Blackwolf's Avatar
 
Re: SmedBlog: Harvestable Resources


Originally Posted by Harasus View Post
People will go to the frontline to fight, some will try to get behind enemy lines and cap areas. With this, some will go behind enemy lines, as far away from the fighting as possible, and start killing NPCs to get more score and hurt the enemy. They might not even bother capping because it is easier to just hit-n-run the same base over and over again. You can not expect people to guard every single base, especially when they are not even on the frontline. That would require guards 24/7 everywhere, and nobody would like it.

Heck, this could become the new way of grinding!
Good points. Would also be tough in situations where your empire only has one base and your surrounded by the enemy. This would end your fight pretty quickly, which could be beneficial to the game rather then a hindrance actually.

However, making a foot hold becomes a problem if you are entirely reliant on your harvesters for resources. This would force full scale raids and well thought out plans to not only take a base as a beach head, but surrounding territory so that you can maintain a decent level of security over the harvesters while they work. Huh.

And actually, if your empire has a large area under it's control, chances are some teams running spec ops won't hinder production much. They might shut down a base or too at a time which would certainly slow the empire down. But if that empire had 4 other bases gathering resources at full speed?

There are problems with the idea, but I think it could work out well. And there is no doubt that it would add a layer of depth to the game and create more logistics for the players to handle.
Blackwolf is offline  
Reply With Quote