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Are the devs making something epic? |
Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2010-07-09 04:53  
alot of QQ has flowed from the new SY system. i personally love it.
now, remember a thread i made, on possibly having big long haul trade ships, with massive cargo room.
with this new update, that sort of ship would be oh so mighty usefull.
Resource-ritch planets in heavily protected behind the front line planets could be built as a mining planet and warehouse for resources.
Then, when the front line SY's are low on resources, a player could get out his/her big freighter, and bring a load or two of res to fix the problem.
Also, perhaps new mining ships are required? For this, i look at EVE.
yes, call me whatever you want, darkspace strip miners.
relatively high requirement, plus mining badge req?
Just throwing out some ideas.
Edit: what if these resource planets were at highly contested, front line areas, and could not have a SY?
that would make it very interesting, as both sides would have to escort their own freighters, and attack the other sides.
Of course, regular, SY capable planets would haver to have res lowered(or ship cost increase) in order to make the freighters a vital supply line. [ This Message was edited by: Lulzypulzy on 2010-07-09 04:56 ]
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Starcommander Marshal
Joined: December 14, 2005 Posts: 579 From: In your base, stealing your cookies
| Posted: 2010-07-09 04:56  
all of this will tie together when the MV becomes 1 map again. When that happens a lot of issues finding other players will be resolved, will also help noobs find where all the action is at.
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Rebellion Marshal Faster than Light
Joined: June 20, 2009 Posts: 730 From: sol
| Posted: 2010-07-09 10:17  
I also like the new Res Fee
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2010-07-09 10:40  
Quote:
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On 2010-07-09 04:53, Lulzypulzy wrote:
now, remember a thread i made, on possibly having big long haul trade ships, with massive cargo room.
with this new update, that sort of ship would be oh so mighty usefull.
Resource-ritch planets in heavily protected behind the front line planets could be built as a mining planet and warehouse for resources.
Then, when the front line SY's are low on resources, a player could get out his/her big freighter, and bring a load or two of res to fix the problem.
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Resource capacity per stack was raised from 1k to 5k, that means Extractors/Transports can carry 50,000 at a time instead of 10,000.
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ThePile Vice Admiral Deicide
Joined: June 27, 2010 Posts: 39 From: ThePile
| Posted: 2010-07-09 14:04  
I personally agree. It was SUCH A DRAG when people made truces in scneario left and right and QQ over engineers being attacked because that slowed down the possibillity of the other team getting dreads.
The other option, that is, to play the game "like a badass and not like a n00b LOL", is to STARE AT A PLANET for around 40mins and mining and building and - yeah basically just minng and staring -> and then you get the dreads.
And by then - when the team gets the dreads - they treat them like cannonfodder scouts. Suicidejumping straight into impossible odds. Refusing to use certain tactics because it's not fair to the opposing team that you make them lose so much prestiege. Ignoring all the players who want to do surgical strikes or some kind of tactical gameplay move - because you see - the dreads are everything. Teamplay is NOTHING.
I am so glad, that the devs have put the resource system back in action. Already people are playing the game how its meant to be played. Coordinating, teamplaying, surgical strikes with smaller groups, resource managing.
That this game was allowed to be turned into Dreadspace is beyond me.
Now we can finally play the game!
I just hope they don't cave under all the QQ and put this back inte Dreadspace-mode again to make all the dreadlovers happy.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2010-07-09 16:36  
Scenario is not the target play style, and for the past few years we've been moving further and further away from it. No system we impliment into the game is passed through a "How will it work in scenario?" filter.
Instead we're looking into ways of making the MV more fluid, and the ability for fast pased combat to occure quickly.
The new planetary redesign is fairly epic, and should re-shape the game in a way that many players are not expecting. It reinforces the fluid gameplay we want in the MV whilst retaining the persistancy and on-going war of the MV. [ This Message was edited by: BackSlash on 2010-07-09 16:38 ]
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