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All Out War 2 - View topic - TIBERIUM - Advancements
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TIBERIUM - Advancements 
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Post TIBERIUM - Advancements
Anyways, so we were discussing a bit on the topic of tiberium.

So here goes.

Blue tiberium
Basically more mature green tiberium, and so it is both much more valuable, and much more dangerous. (Thus harvesting is perhaps restricted to advanced harvesters?)
It should also be more profitable to wait for the green tiberium at your field to mature to blues, because tactics.

How it could work:
Green tiberium is there at the fields, yes. But they're actually "actors" that have quite a lot of health.
Which should then take their own radiated damage, and when they die - they turn into a sweet blue tiberium crystal.

That in turn radiate a lot more damage, and thus speed up the maturing (thus imitating the spreading).
Unshootable if possible, if that's not an option, perhaps immune to all damage but their own. (DamageType "TiberiumCrystal"?)
Actually, it's probably best to have the latter and the former at the same time. :V

Maturing:
Maturing to blues should happen in what, about 8-10 minutes from only green damage?
Then the blue crystals should blast out a lot more damage, thus maturing the greens faster.
Thus bringing the maturing time down to 2-2:30 minutes.

Economics:
Green, unmature crystals should give about 25/75 credits to self+/team, without upgrade (less?), perhaps 25/100 after? (25/125?)
Whilst blue, mature (and totally awesome) crystals should give 100/400 self+/team, without the research - and 200/550 with.

Of course there's a problem with taking SOME blue tiberium, and then waiting for new ones to mature very fast, but then again - the other team can nick them. ;)
Thus we "more or less" gain a strategical element.

The maturing times will require a shitload of hotfixes and testing, but it's probably going to be worth it. :P


Thu Mar 01, 2012 7:20 pm
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Post Re: TIBERIUM - Advancements


Thu Mar 01, 2012 8:04 pm
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Post Re: TIBERIUM - Advancements
Why not redesign the mini-refinery to produce Blue Tiberium instead of having them "mature" over time. It'd be simpler to manage if it just made a Blue every few minutes, and let's be perfectly honest; asking people to wait for money isn't going to end well. This way, we reduce the chances of people ruining blue harvests via mass harvesting and ruining it for their team.

Harvesters could just interact with the mini-refinery to grab a blue tiberium once its ready.


Thu Mar 01, 2012 8:19 pm
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Post Re: TIBERIUM - Advancements
Nah, people won't have to "wait" for any money. They can harvest Tiberium all they want and still get profit (but not as much as mass-harvesting now), but blue will simply be worth more. Green is still useful but blue's just more useful.

The point of credits or any economy in any game is to balance out spending vs. income. If you don't have to care about either of those, then what's even the point of having an economy in the game? That's my view, anyway. Make money matter. Make every credit matter.

And the Mini-Refinery is still useful. Maybe it could simply give an additional credit bonus every little while like the Refinery if you're not happy with the additional credit flow it gives.


Thu Mar 01, 2012 8:51 pm
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Post Re: TIBERIUM - Advancements
As cool as this sounds, this will never work with our players.


Thu Mar 01, 2012 11:08 pm
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Post Re: TIBERIUM - Advancements
The older tiberium crystal, which hasn't be picked up yet, will be the one in the center of the field.
If I want to go and pick it, I will walk over green tiberium, and, taking it without intending to do so, resetting it on field.
If I still want to pick the blue one, I'll have to trash first the green I picked, which was taken/reset for nothing.

Even if the implementation allowed it, and I dropped out the green for it to get back maturing in the field, there would be no way you could store its maturation in your inventory at the time he got picked.

I don't think it can work this way.

But, what Cameron said seems good :
How the hell the mini-refinery sends us money in our pockets when it isn't even in base ?
I understand the refinery is in base, and that it can actually generate "credits" on a virtual account you have, say, stored in spawnroom, lol (where you buy stuff anyway)
But how the hell the mini-refinery, to which you don't actually have to pay a visit too, sends credits ?
It's absurd.
So what if the mini-refinery did what it's actually been named for, that is, refining on place ?
Mini-Refined green crystals turns into blues, providing more profit from harvesters when brought in base.


Thu Mar 01, 2012 11:55 pm
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Post Re: TIBERIUM - Advancements
The only problem I see with the mini-refinery approach is that mini-refineries are meant to act as weaker versions of the Refinery you can build in case the main Refinery goes down. This would pretty much nullify that.


Fri Mar 02, 2012 12:05 am
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Post Re: TIBERIUM - Advancements


Fri Mar 02, 2012 5:59 am
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Post Re: TIBERIUM - Advancements


Fri Mar 02, 2012 7:04 am
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Post Re: TIBERIUM - Advancements


Last edited by Konda on Fri Mar 02, 2012 10:58 am, edited 11 times in total.

I'M NOT DONE YET



Fri Mar 02, 2012 10:13 am
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Post Re: TIBERIUM - Advancements
*brain melts*

sdclksdjnvueorfujopwikcpswsdkofikjvpeohnbuerov

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Music project back up : Needing a new host.


Fri Mar 02, 2012 2:49 pm
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Post Re: TIBERIUM - Advancements
If this gets in, we'll probably going to have to memorize to spam "oh shit get an advanced harvester to the red/blue tib field, they have blues!"

And thus the "Tiberium Wars" MIGHT start. :geek:


Fri Mar 02, 2012 4:17 pm
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Location: British Columbia
Post Re: TIBERIUM - Advancements
^ Yes.

But no, really, "harvester hunting" is usually so easy to do anyway since people don't want to walk some slow defenseless guy to their own tib field, never mind the enemy one.

But seriously. Actually fighting FOR the Tiberium instead of just killing the ones who grab it would make the game just that much more in-universe and dynamic.

By the way, there's such thing as red Tiberium.



Fri Mar 02, 2012 8:43 pm
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Post Re: TIBERIUM - Advancements
People seem to be of the opinion that waiting is optional and conventional refining is still useful. The problem being that if it gives a team a decent enough advantage to even be worth coding in, it's not optional. Credits exist in a vacuum at a certain point; they're no longer considered a resource when you have 27k sitting around. This makes the game mostly reliant on player power and strategery.

The problem being that if the economy was stricter, games would be made and lost based on the refining strategies of either team. This is optional in the same way that having a gun in a war is optional. I want to caution the developers to take into consideration our playerbase and understand that the average IQ is... low.


Sat Mar 03, 2012 4:43 pm
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