Ive been thinking a lot about the THMPR encounter in Em8ER compared to the FF BETA THMPR encounter. Ive noticed a few things.
In the FF THMPR encounter it was our job to protect the THMPR while continually larger waves of creatures tried to destroy it. In Em8ER I am assuming this will eventually take place also as the Devs update the AI and add more creatures etc.
BUT, in FF the fun exciting part of the THMPR encounter was accomplished because of certain game mechanics that I am not sure Em8ER will have. In FF the THMPR was the carrier of the resources, it also had a percentage counter that made you fight until 100% full in order to get ALL the resources. If you sent the THMPR away to soon you would only receive a small percentage of the resources it mined.
In Em8ER, as far as we know ATM, the THMPR is just a tool that throws up the resources and it is our job to collect them.
The problem with this, as I see it, having the player collect the resources in Em8ER takes away that old excitement felt in FF of fighting against not only the mobs of creatures, but the percentage timer on the THMPR also.
In Em8ER with the player collecting the resources it kinda feels like the THMPR is expendable.
I know game mechanic are coming in Em8ER where the THMPR will have a health bar and the longer you protect your THMPR the quality of resources will go up. BUT without any worry of losing your already collected resources (meaning the player already has picked them up) I see players just continuing the THMPR encounter until the THMPR itself is destroyed and just picking up the higher quality resources it dug before it was destroyed.
I personally would LOVE to replicate the FF THMPR experience in Em8ER with the THMPR holding the resources instead of the player picking them up. Having a storage capacity percentage counting up to 100% until your THMPR is full. Give the player the option to send the THMPR back so you can fight and push your luck to not only get ALL the resources but the higher quality ones that are dug up from 90%-100% on the THMPR capacity meter.
The excitement of FF Thumping was pushing yourself during the encounter then slamming that SEND THMPR AWAY button at the very last second possible. In order for this to work In Em8ER the THMPR would need to rocket up out of harms way when you send it away and hover until picked up by the dropship.
These are just some ideas on how the excitement felt in FF THMPing could be replicated in Em8ER. I know these are 2 different games, but there is a reason many of us spent countless hundreds of hours THMPing in FF BETA. It was the design of the game mechanics during the encounter that made it addicting, exciting and replayable.
In the FF THMPR encounter it was our job to protect the THMPR while continually larger waves of creatures tried to destroy it. In Em8ER I am assuming this will eventually take place also as the Devs update the AI and add more creatures etc.
BUT, in FF the fun exciting part of the THMPR encounter was accomplished because of certain game mechanics that I am not sure Em8ER will have. In FF the THMPR was the carrier of the resources, it also had a percentage counter that made you fight until 100% full in order to get ALL the resources. If you sent the THMPR away to soon you would only receive a small percentage of the resources it mined.
In Em8ER, as far as we know ATM, the THMPR is just a tool that throws up the resources and it is our job to collect them.
The problem with this, as I see it, having the player collect the resources in Em8ER takes away that old excitement felt in FF of fighting against not only the mobs of creatures, but the percentage timer on the THMPR also.
In Em8ER with the player collecting the resources it kinda feels like the THMPR is expendable.
I know game mechanic are coming in Em8ER where the THMPR will have a health bar and the longer you protect your THMPR the quality of resources will go up. BUT without any worry of losing your already collected resources (meaning the player already has picked them up) I see players just continuing the THMPR encounter until the THMPR itself is destroyed and just picking up the higher quality resources it dug before it was destroyed.
I personally would LOVE to replicate the FF THMPR experience in Em8ER with the THMPR holding the resources instead of the player picking them up. Having a storage capacity percentage counting up to 100% until your THMPR is full. Give the player the option to send the THMPR back so you can fight and push your luck to not only get ALL the resources but the higher quality ones that are dug up from 90%-100% on the THMPR capacity meter.
The excitement of FF Thumping was pushing yourself during the encounter then slamming that SEND THMPR AWAY button at the very last second possible. In order for this to work In Em8ER the THMPR would need to rocket up out of harms way when you send it away and hover until picked up by the dropship.
These are just some ideas on how the excitement felt in FF THMPing could be replicated in Em8ER. I know these are 2 different games, but there is a reason many of us spent countless hundreds of hours THMPing in FF BETA. It was the design of the game mechanics during the encounter that made it addicting, exciting and replayable.
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