■The facility resource and all the strategic depth around that is phase 2. Phase 1 is getting the core mechanics in there. Phase 2 & 3 are building on that foundation and where you'll start seeing the strategic impact.
The main benefit of Phase 1 for most players would be not being resource deprived for hours, having to go to another continent to get resources, having to manage purchasing consumables, and general convenience improvements related to resources.
■Yes recalibration of costs means all costs would be rebalanced around the new income rate. And while it's not in stone, the 5-minute mark is roughly what I'm thinking as a starting point for most combat vehicles. It is all likely to be significantly tuned depending on how players end up changing their resource consumption habits and feedback.
And the reason for removing the xp generating resources is because we need consistent and predictable income rates, and something like xp-generating-resources is highly variable and adds a great deal of complication. If we kept that, we would have to balance costs accounting for certain income rates, which would generally mean newer players and more support-oriented players would get the short end of the stick there. So its being removed for simplification, predictability, and a more fair system.
■The pay-on-use consumables is the trickiest part of the system. The general thought is that you would still be limited on the number you can have out at once, and there may still be a use limit per-resupply. Those don't necessarily have to change, but we could change it to be more fluid. So it wouldn't be much different from current except that you wouldn't have to constantly buy C4 all the time. On the other side of it though if you get resource deprived or get too spendy you may not have the resources to use C4 for a few minutes. That's where the whole power / resource denial strategic impact comes in. Every player needs to be affected by resource deprivation and surplus or it loses all the depth and strategic value.
What would you like to see on a pay-on-use system? Would you like to see a cooldown-like mechanism where you can throw 2 C4 out, but you can't throw any more unless you resupply or wait X seconds?
(BcB)｡oO（今は消耗品を 40 個貯められますが、これが無くなります。これがあると、リンクが切れてリソースを遮断されても在庫で何時間も戦えるからです。グレを投げた瞬間、C4 を投げた瞬間にリソースが減ります。つまりリソース遮断（リンク切りや将来の ANT 補給阻止）をされると基地パワーが無くなってリソース供給がされなくなり、個人プール分のリソースを使い切ったらグレや C4 が使えなくなります）
■Right, this can help reduce spam in a number of ways. 1) Player tradeoff decisions - if you pull a tank it will impact your ability to spam C4, and vice-versa. That tradeoff doesn't exist today. 2) Resource denial - if your faction gets deprived there is less resources for spam to be created. 3) Larger forces have slower income - this is because larger forces typically have a lot of vehicles already and there's safety in numbers, but for the larger fights it will help cut down on some of the spam.
Reducing spam would also improve performance at bigger fights.
■Reduction timers are going to be removed and the certs refunded. Timers + resource costs are redundant, so it is going to just be resource costs. If you have the resources you can pull the vehicle. Which means you could potentially pull the vehicles more rapidly than currently.
So if you want to specialize, you specialize by choosing how you use your resources.
■Correct, there will be no resource denial in Phase 1. This part of the rollout is mainly focused on getting the costs and income rates right before we introduce more variables. The resource income in Phase 1 will likely be at around 70% the max income rate to simulate partially depleted outposts. So when the power mechanic comes in you will have lower income in some outposts and higher income in others and it doesn't feel like a pure nerf to income.
■I can't speak to what will happen with subscription benefits sorry. The baseline being used assumes everyone is a free player with no resource boosts. So free players wont' get screwed over here. They are the largest population of the game, so it just makes sense to make that the baseline and assume that is the income rate of every player.
■In a nutshell P1 - resource unification and core mechanics, cost rebalancing P2 - power & harvesting power P3 - sieging, neutralizing, effects of power loss and other cool stuff that leverages P1 and P2.
■You still have your own individual resource pool to use as you see fit. Population will affect income, but there are no shared resource pools. How other players spend their resources has zero impact on you.
■There's no hate for vehicle drivers. There's two reasons why we have this in the design:
1) Vehicles and MAX are persistent, unlike every other resource-costing consumable.
When you throw a grenade, that's it - it's out and any benefit you're going to get out of it is immediately resolved. A tank is something that can keep on generating kills for hours. It has persistent benefit to you, unlike consumables. So that persistent value needs to be accounted for (which is why there's an income reduction while you have the tank).
2) Vehicles insulate you from resource denial.
If you pull a tank and sit in it, you generally aren't spending resources while you have the tank. That means you're regenerating resources and can be at full resources + have the tank. That gives you a resource buffer above and beyond someone who doesn't have a tank, because you have the tank AND full resources, while they just have full resources. The reserving of resources while you have the vehicle out is a way to compensate for this and ensure that those in vehicles aren't being insulated from resource denial. It also means your tank is always valuable since if you lose it you will be out the resources, just like you would a grenade. You wont' get to a point where you have a throw-away tank because you're full resources and can just pull another one at no real cost if you lose it.
Also, aircraft in particular will be flying all over and would likely be in-and-out of resource denied areas, making them particularly resilient to resource denial. The reserve and income reduction compensates for this benefit, since we can assume that in addition to being over potentially resource-deprived combat areas, they will also be flying back and hanging around safer areas to repair & rearm where they will be getting full resources from those areas.
Basically these mechanics are important to ensuring that vehicles are always valuable and resources are always relevant even to those who spend all their time in vehicles.
・ビークルや MAX が最大リソースを保留するのは、ビークルドライバーを嫌っている訳ではありません。 ・デザイン上の 2 つの理由があります。
■The vehicle maintenance cost is simply an income cost reduction. If you want a lore reason - nanite energy / fuel.
The deconstruct vehicle ability has been something in the backlog for a while. I think it could certainly be reintroduced to allow you to decon an unused vehicle to get your resource cap and income back up. The only sort of resource refund we like is the kind where you pulled the wrong vehicle on accident, and want to get a different one, so we might have a refund if you decon the vehicle within 30 seconds of pulling it or something like that.