- Jun 14, 2017
Terran Defense Corps
Service Points: 0
I don't see how I'm looking through rose tinted glasses, when I'm expressing how I don't like a mechanic you are making that was also in fom.You're looking at the mining through fom rose tinted glasses mate, you're not "shooting", you're focusing a beam on the rock (a beam that has a lot of recoil, and overheats which prevents being able to go AFK with a macro) for a couple of seconds till it breaks a piece of the resource node and rewards you with the mineral. You're not shooting a wall as well, resource nodes are dynamically spawned on the world in specific areas, which means you'll have to be on the lookout for AI and players, also resources will have specific spots where if aimed at it will yield higher resources (a lot of games are doing this mechanic to make their gathering better).
Unless I'm missing something, is there really a way of making resource gathering a fun activity? I've already included multiple mechanics which make it more active, having to constantly move your aim down, aim at specific areas of the node and playing with the overheating, etc. What would be your ideal resource gathering mechanic that's fun?
To me there is no difference wether it's a rock or a wall, a projectile or a beam. It's still looking at a stationary target with no apeal or challenge. Sure you might be able to make it fun by incorporating a minigame of sorts where you have to move the laser between target areas without failing some kind of test (maybe related to the tool or to the path of travel the beam have to take). Or perhaps the shooting a rock part of ecoing is just a small part of what it means to mine, where faction team work and planing plays a bigger role, and where you might only have to look at the rock for 5min of a 40min session.
But you've not shown that and I have not tried it, so I can't really judge it from any other perspektiv then the picture you've posted.
Surely there's a way to have a fun way to do resource gathering, this is not my game and I'm no game designer nor do I pretend to have any insight into it.
But just going with a method that have been seen before and proven boring/tedious seems like the wrong route to go.
Try to do some paper prototype on different mechanics. Maybe look into management games or puzzle games or look for inspiration in RL.
Or maybe people really do like watching paint dry and this aspect of the game is just not for me. I could be wrong.
I expressed similar concerns on the OV project that you can read here:http://outerveil.com/Forums/index.php/topic,15.15.html#forum
the first part is about weapon customization I think though, so you can skip that part.