R4tt3xx
I want to believe
- Joined
- Apr 10, 2005
- Posts
- 2,176
- Location
- South Africa
- Society
- Freelancer
- Avatar Name
- Alexis Sky Greenstar
I think I have a very nice, simple and obvious system concept here.
I have a blank database. As a avatar spends anything consumable (bombs, probes, ammo, etc) the value of the spend item is stored in a db, as well as location, range, depth, etc,etc. This is the catch part, basically capture the spending of each avatar.
For x amount of time, keep the captured consumable items value captive not allowing it's value to return to the system. This is hold.
Release simply places the captured consumable value/s back into the system at the same coordinates as where it left.
It's basically a buffer of x amount of time. The trick to this whole system working is the fact that the captured resources does not really belong to anyone, so anyone that performs a catch operation at a specific set of coordinates, will have the release trigger if the location is not in a hold state.
Basically what we as players need to do is record every bit of data as we play the game, and repeat the same steps at the same coordinates over and over again.
However this is difficult for hunters to do as their "prey" moves around. They would have to make sure that their target's corpse is on a set of release coordinates. Crafters have it the worst as they have to know the release times better than anyone. Miners have it the easiest. Basically seed an area with bombs and probes, noting down the coordinates and in a couple of hours, return to those coordinates and reap the reward, the awesome part of this is that if someone does find the coordinates of your seed, they are reseeding it for you as they had to drop a bomb / probe in order to access what you seeded.
This would skew so many players perceptions as you are simple getting out what you put in.
I have a blank database. As a avatar spends anything consumable (bombs, probes, ammo, etc) the value of the spend item is stored in a db, as well as location, range, depth, etc,etc. This is the catch part, basically capture the spending of each avatar.
For x amount of time, keep the captured consumable items value captive not allowing it's value to return to the system. This is hold.
Release simply places the captured consumable value/s back into the system at the same coordinates as where it left.
It's basically a buffer of x amount of time. The trick to this whole system working is the fact that the captured resources does not really belong to anyone, so anyone that performs a catch operation at a specific set of coordinates, will have the release trigger if the location is not in a hold state.
Basically what we as players need to do is record every bit of data as we play the game, and repeat the same steps at the same coordinates over and over again.
However this is difficult for hunters to do as their "prey" moves around. They would have to make sure that their target's corpse is on a set of release coordinates. Crafters have it the worst as they have to know the release times better than anyone. Miners have it the easiest. Basically seed an area with bombs and probes, noting down the coordinates and in a couple of hours, return to those coordinates and reap the reward, the awesome part of this is that if someone does find the coordinates of your seed, they are reseeding it for you as they had to drop a bomb / probe in order to access what you seeded.
This would skew so many players perceptions as you are simple getting out what you put in.