Resource sharing and NPC units?

Dracomon

Base Commander
Ark Liege
Base Commander
Jul 26, 2016
91
156
33
26
Martinique
#1
Would sharing resources between player bases be viable?

I take a french course and a classmate recommended to me a game called Subterfuge. Basically, you have bases, resource nodes and factories, you send out units to attack enemy player bases, or you can enter into alliances with other players where you agree not to attack each other and to focus another player. Actions take place over several hours so you have time to plan and strategize your moves as you're able to see the results of actions several days ahead. An full game takes week.

Game play video

I thought the concept was interesting. I know in Em8er we will be fighting an AI controlled enemy but, I think resource sharing could add another level of depth to the game. I don't know what the final plan for bases will look like but right now it's planned for there to be set areas where bases can be deployed by players and resources can be contributed in order to imporove them. What if, the base commanders could share resources with each other's bases. If our area is rich in one type of material, we could request trades with another base commander in another area for a type of resource they have a lot of. These resources could be sent via convoys that may take several hours, along the way they could be susceptible to attacks by the Tsi-hu enemy.

I was also thinking about the role NPCs could play as in how the ones at player controlled bases behave. When the Tsi-hu attack a base, would they deploy thier own Omniframes and attack? Could we potentially deploy them to other bases to help with defense there? Would base commanders be able to customize thier NPCs, maybe with thier banner logo, or other cosmetic items, like sunglasses, purchased from the in-game cash shop. That might be cool.

Alliances/Deals between base commanders would be interesting because players may not always be online, so, say, you are offline, the Tsi-hu attack a friend's base, since you are allied with them, your base automatically deploys units to defend your friend's base. A basic base could come with a few NPC units and upgrading it could allow you to ensign more. The enemy AI could attack other bases in order to draw out your units before sending the brunt of it's attack force to less defended bases.

These are just my ideas to make the game feel like we're fighting an actual war
 

Pandagnome

Kaiju Slayer
Ark Liege
Happy Kaiju
Jul 27, 2016
6,349
8,536
113
Island of Tofu
#2
I think resource sharing could add another level of depth to the game.
This would be great to encourage team to collect for something specific.

the role NPCs could play as in how the ones at player controlled bases behave. When the Tsi-hu attack a base, would they deploy thier own Omniframes and attack? Could we potentially deploy them to other bases to help with defense there? Would base commanders be able to customize thier NPCs, maybe with thier banner logo, or other cosmetic items, like sunglasses, purchased from the in-game cash shop. That might be cool.
I like this idea of npc helping out from attack to defend maybe we have some npc's around our living quarters who are part of your team if for example you were not playing with anyone an npc could fill that slot until your friend or team member returned then the npc can return back.


Alliances/Deals between base commanders would be interesting because players may not always be online, so, say, you are offline, the Tsi-hu attack a friend's base, since you are allied with them
So a bigger alliance have more chance to be attacked or would it depend on the progress they made with building and resources collected? This would be interesting to see what would the max number of npc units be for a big alliance compared to a smaller alliance i wonder hmm
 
Likes: Dracomon
Aug 14, 2016
832
1,349
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#3
In some MMOs there are things like player housing/bases and some of us use that space more as a workshop rather than a home. What if I can make a small orbital base for myself and fill it with tools to help with crafting better gear and invite other people to come to my base to craft things because the tools I have are better than what the NPCs use?

For example, in one game I play. I have set up a large work area full things to craft potions, smith metals, and craft weapons and armor at. While on the other side of the home area there are just rows of different types of herbs that you can use to craft potions with. I set all the tools and resources in my home area as open to all, so everyone can use my stuff if they come to my place. Normally in MMOs with player housing/bases when a person is offline you can't go into their home and use their stuff until they come back online. But in this game you can. As long as you have that person on your friends list or marked their home on your map you can always go back into it even if they are offline (unless they blocked you from going in). Meaning that the friends I have who are much lower level than me or are just starting the game can still go into my home and use my resources and tools to level up some even when I'm not around. And sense the resources that I allow them to use are things that regrow at the end of the day (like hurbs and wool from sheep) it is not like they can ever drain my personal bank of resources, as they would just go to wast if no one uses them by the end of each day. Better someone get a use out of them then them not being used at all if I don't log in for awhile.
 
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Drakin5

Omni Ace
Dec 15, 2016
1,010
1,837
113
#4
As far as resource pooling between base commanders, I don’t like the concept of sending resources as if they’re email attachments where you a pop up message or menu that sets the amount to send to.

What I want are actual players delivering the resources. Yes, this means there should be omniframe builds that can carry a sh*tton of resources from point A to B but sacrifices combat capability. Depending on the value of the cargo being delivered and the distance, the random AI encounter difficulty should suit whether you’re a prospector like having uranium ore to transporting valuable stuff like data encryption or blueprints or maybe doing illegal stuff like Tsi-hu trafficking.
 

Wyntyr

Omni Ace
Jul 26, 2016
6,053
11,143
113
Florida
#5
Hmmm...I know you'll have to deliver resources to the nearest base that can accept them via the THMPR. I also know that bases are going to be constructed using resources. Now how those resources make it to the location of the base being built is an interesting topic. I figured it would be similar to FF in that the resources your Reaper has collected are always at your disposal so you would just walk up to the appropriate location/device and just give it the resource amount that you wish. Adding another escort style system to move resources from a base which can take in resources to a base under construction sounds interesting I'm just not too sure on the fun factor as the THMPR encounter is already an escort mission. I am intrigued by the idea of it though.
 

Maven

Kaiju Slayer
Max Kahuna
Jul 26, 2016
257
1,171
93
#6
Well, the whole resource transfer from established base to a base under construction sounds a lot like the convoy escort missions from the AWZ in Firefall. While I do think those can work, I don't see why players would not simply start up a bunch of THMPRs nearby the location of the new base, extract the resources required and run them in. Seems a lot logical to do that instead of shovel in yet another escort mission.

Of course, this can be countered with the reasoning that the mob spawns in the vicinity of the base may be particularly aggressive to sustain a THMPR drop, and a base is required up and running on the quick, requiring a resource transfer.

If so, I'd rather have a player driven resource hauler, with player controlled weapons mounted on it, make it a full blown enemy zone infiltration mission. Make it so that the player driving the hauler gets in on the fun with telegraphed enemy ground attacks or Tremors-style worms that he/she has to dodge to keep the hauler safe, all the while ensuring that the players controlling the weapons get clear openings to fire at incoming enemy units. Adds a lot more involvement and excitement instead of just babysitting an AI controlled unit that meanders to its location.
 

Wyntyr

Omni Ace
Jul 26, 2016
6,053
11,143
113
Florida
#7
What if it's not an actual player encounter but just used to make Em.8ER appear more lively? For example: Reaper goes to a base being constructed and contributes resources...then either his/her dropship model or a generic dropship model transports the resources from the nearest functioning base to the one being constructed...place a delay on the resource transfer based on transport time...the dropship doesn't fall under attack so no resource loss for the player or the base construction. This would allow for additional traffic in the game being seen/heard other than the players themselves moving/fighting around Em.8ER and no new vehicle model needed. Once the game gets going and flying antagonists are added perhaps an encounter can be added in regards to a dropship in flight (not necessarily a player's dropship).
 
Aug 14, 2016
832
1,349
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#8
But what if it is not an escort type mission but as deference type mission? For example the amount of resources and tools needed to built a base is going to be a lot more than few THUMPERs can carry. So rather than having a line of THUMPERs running back and forth between bases they just seen a reusable orbital cargo pod. This thing would be a large simple unmanned missile-like cargo ship. The problem is that because the resources are so heavy it takes awhile for it take off and build up speed and height. It is at its most vulnerable during take off and landings. And this is where we players come in. You job is to protect the cargo pod while it is reading to take off and while it reaches a self height to be out of the range of normal enemy weapons. And when it is about to land somewhere you have to make sure that the landing area is safe and secure until the workers are able to put it into the base.

This could also add in a element of chaos to things because if the enemy blows up the pod the resources are scattered all over the place, well the ones that was not destroyed in the blast and fire at is. So now the mission switches from a defense to a search and recovery mission as you try to see to and recover as many resources as possible before the enemy can steal and/or destroy what is left. Them would mean that you have chase down some of the enemies who want the resource for themselves and take it back before they can get away.

The idea here is to also think about what could happen if things go wrong and how could still have fun with it. Because this way it is not a total and instant lost if the pod is destroyed. There is still a change to recover at least some of the resources for the base to use. They we way he don't have to start over from zero again unless players just fail to recover the resources.

There can also be random missions where a smaller pods goes off course and you have to get to landing or crash site to recover it and get it back to where it was going. Like how in FireFall some times small Thumpers would randomly fall from the sky and you would have to protect them until the engines restarted.
 

Mahdi

Firstclaimer
Jul 26, 2016
899
1,997
93
Montana, US
#11
Don't forget that the only reason a thumper goes to a base is due to a refinery being there. If the refinery isn't complete yet then it will run to the closest base with one. I see a scenario where it is a volatile area in which the base is being constructed with fortification and defensive weaponry first not having logistics and manufacturing as a priority.

My escort nightmares fo back to Mechwarrior days due to fact you needed to keep a tiny transport vehicle alive from a jump jetting 35 ton mech carrying a PPC while you are 12 kilos away fighting two 60 ton mechs already. (Insert deep face)

The approach to a small squad, player driven vehicle, is probably the best approach. Just keep in mind the AI cruelty that gets mentioned repeatedly. Some of those are going to fail. I like the idea of the tiered thumpers in firefall. Bigger the thumper, the tougher it was. The bigger the supply haul, the more people needed to see it to safety. Then enjoying the increased completion of the constructed base.
 
Aug 14, 2016
832
1,349
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#13
Given how this topic is also linked to the topic of building bases. I think it would be a good idea to pages from other games there players could make their own bases to with.

For example. WildStar is shutting down now. But the game had a lot of good idea that I have not seen in other MMOs. So we could copy some of their ideas. We could have base building kind of like this without the PvP elements of it. And replace the PvP stuff with enemy invasions and hoard modes.