Yasterday we talk about AI.....
In same topic i metion next topic need be economy , this subject per se need bit breakdown
in Individual Progression , Craft , and Economy Flow
First i true believe we dont have need levels / even tiers today is most issue relay in find group or people to do content together and main issue from that is level/ilvl gear its more win/win situation if new player can join up direct to meta gaming or do as please without any invisible wall , he probably die try enter , after all is skill shooter game rigth?
Take off level a side , next section its bit more trick , what kind progression we going have?
Individual per se , be pretty much generic Skins/Title/Archivments
Except gear
To understand next section you should played Firefall before 0.7 patch , or Star Wars Galaxies , or Mortal Online1/2
First Gear have caps lets say QR1000 gear have +100 stats cap and QR100 gear have +10 stats sound unfair? rigth
Since EM8R said NO PVP , And Dynamic Resource respaw ,we can increase or decrease this gap but at same time i wish make use rare gear worth and used in special ocasion... like big invasion you have chance to lose some important battle
Back to track... with this +10 or +100 stats in mind , second about combine resources in order to produce desired effect
I leave this as example https://mortaldata.com/workbench/ / Crafting | SWG Wiki | Fandom Crafting | SWG Restoration III
as you can notice each combination of resources lead in at same item with diferent stats , in EM8R this stats can be endless Fire Rate , Ammo Count , Explosion Damage , Elemental Dmg , Less Spread , Less Bullet Drop , Reload , Recharge you name it but for each sum cant exced max stat cap
*In armor/wep you can be creative and add elemental damages beyond traditional burn/penetration/slashing to archive more biomes and horizontal progression and more materials avaible to find/extract/auction , you cant survive more that 10min in toxic biome with 0 resit however if you have 50 this time is double/triple you got it
Now We move foward Economy flow
First all , This game in any manner can have industructive items , if you use they need decay
or Otherwise... Gameplay loop is over.. however here have two way to deal
1 its over and you need make new one.....
2 its over and you can repair at 110% cost to matain skin/stats/sentimental value
Both case is work....
Second Community Goal Sink
Since we talk about AI and Possible Meta Gaming in Dynamic Warfare , you clear alred think you can donate resource to base and base itself upgrade , another Community can be expand is toward Terraforming project can be global or individual for each house plot
Third - Vechiles
All one time use , need be cheap and easy to craft but at same time need be damaged by enemy/terrain/etc etc
why its not tied with gear.... because think something above omni frames , Tanks/Mechs/Dropship that going lead massive Guild/Group effort to build and its be exclusive edge tool to push one warfront... this rule work to AI as well
we can come up with ideas other sink and improve economy flow but guess is cover basics
In same topic i metion next topic need be economy , this subject per se need bit breakdown
in Individual Progression , Craft , and Economy Flow
First i true believe we dont have need levels / even tiers today is most issue relay in find group or people to do content together and main issue from that is level/ilvl gear its more win/win situation if new player can join up direct to meta gaming or do as please without any invisible wall , he probably die try enter , after all is skill shooter game rigth?
Take off level a side , next section its bit more trick , what kind progression we going have?
Individual per se , be pretty much generic Skins/Title/Archivments
Except gear
To understand next section you should played Firefall before 0.7 patch , or Star Wars Galaxies , or Mortal Online1/2
First Gear have caps lets say QR1000 gear have +100 stats cap and QR100 gear have +10 stats sound unfair? rigth
Since EM8R said NO PVP , And Dynamic Resource respaw ,we can increase or decrease this gap but at same time i wish make use rare gear worth and used in special ocasion... like big invasion you have chance to lose some important battle
Back to track... with this +10 or +100 stats in mind , second about combine resources in order to produce desired effect
I leave this as example https://mortaldata.com/workbench/ / Crafting | SWG Wiki | Fandom Crafting | SWG Restoration III
as you can notice each combination of resources lead in at same item with diferent stats , in EM8R this stats can be endless Fire Rate , Ammo Count , Explosion Damage , Elemental Dmg , Less Spread , Less Bullet Drop , Reload , Recharge you name it but for each sum cant exced max stat cap
*In armor/wep you can be creative and add elemental damages beyond traditional burn/penetration/slashing to archive more biomes and horizontal progression and more materials avaible to find/extract/auction , you cant survive more that 10min in toxic biome with 0 resit however if you have 50 this time is double/triple you got it
Now We move foward Economy flow
First all , This game in any manner can have industructive items , if you use they need decay
or Otherwise... Gameplay loop is over.. however here have two way to deal
1 its over and you need make new one.....
2 its over and you can repair at 110% cost to matain skin/stats/sentimental value
Both case is work....
Second Community Goal Sink
Since we talk about AI and Possible Meta Gaming in Dynamic Warfare , you clear alred think you can donate resource to base and base itself upgrade , another Community can be expand is toward Terraforming project can be global or individual for each house plot
Third - Vechiles
All one time use , need be cheap and easy to craft but at same time need be damaged by enemy/terrain/etc etc
why its not tied with gear.... because think something above omni frames , Tanks/Mechs/Dropship that going lead massive Guild/Group effort to build and its be exclusive edge tool to push one warfront... this rule work to AI as well
we can come up with ideas other sink and improve economy flow but guess is cover basics
Likes:
Pandagnome