Getting rid of harvesting
- Bonisagus
- Awakened
Since the very begining the players have complained that harvesting is boring. I'm opening this discussion to collect ideas about harvesting.
- Bonisagus
- Awakened
I'll open the discussion with an idea of my own.
I think the game needs to have a strong territorial aspect. Harvesting is an attempt to do this, but it doesn't do it very well. For example, I spend a lot of time in the centre of Helsinki, and here building a domintor is just a way of donating energy to the enemy.
My suggestion is that there would be no harvesting. Instead, controlling a lot of area around your real life physical location would affect the amount of energy produced by all other methods of energy production. Territoriality and interaction in the same package!
For example, if I would have no doms of my own around my RL CV area, banishing an enemy mage would yield something like 3 energy points. If I would have six dominators attacted to six different GWs in an area totally dominated by my team, the energy gain could be 30 points.
This would mean that building a dominator in a busy area would be an interesting strategic decision. If the enemy destroys it, they will get on average X energy. On the other hand, if I build it, I will get 0,1 X more points for each banished mage and destroyed enemy building. Can I destroy more than 10 enemy targets before the dominator is destroyed?
This system would increase the territorial aspect of the game while simultaneosly rewarding attack and defence. It would also bring balance between between rural, urban and metropolitan players. Players in the centre of Helsinki would have a possibility of enourmous energy gains if the whole territory is taken. However, the opposing team would do everything to stop this. A player in Kaamanen (a tiny village in the far north) be guaranteed a steady, but small, energy gain when she participates in attacks.
There is one problem for which I cannot come up with a satisfactory solution. With this system, when several mages participate in a raid against enemy stronghold, each mage would produce different amount of energy for the team by destroying enemy dominators. This would create a situation where some players should only weaken enemy buildings while the one who controls the most territory would deliver the killing blows. Personally I just prefer blasting everything orange without much thinking :-)
I think the game needs to have a strong territorial aspect. Harvesting is an attempt to do this, but it doesn't do it very well. For example, I spend a lot of time in the centre of Helsinki, and here building a domintor is just a way of donating energy to the enemy.
My suggestion is that there would be no harvesting. Instead, controlling a lot of area around your real life physical location would affect the amount of energy produced by all other methods of energy production. Territoriality and interaction in the same package!
For example, if I would have no doms of my own around my RL CV area, banishing an enemy mage would yield something like 3 energy points. If I would have six dominators attacted to six different GWs in an area totally dominated by my team, the energy gain could be 30 points.
This would mean that building a dominator in a busy area would be an interesting strategic decision. If the enemy destroys it, they will get on average X energy. On the other hand, if I build it, I will get 0,1 X more points for each banished mage and destroyed enemy building. Can I destroy more than 10 enemy targets before the dominator is destroyed?
This system would increase the territorial aspect of the game while simultaneosly rewarding attack and defence. It would also bring balance between between rural, urban and metropolitan players. Players in the centre of Helsinki would have a possibility of enourmous energy gains if the whole territory is taken. However, the opposing team would do everything to stop this. A player in Kaamanen (a tiny village in the far north) be guaranteed a steady, but small, energy gain when she participates in attacks.
There is one problem for which I cannot come up with a satisfactory solution. With this system, when several mages participate in a raid against enemy stronghold, each mage would produce different amount of energy for the team by destroying enemy dominators. This would create a situation where some players should only weaken enemy buildings while the one who controls the most territory would deliver the killing blows. Personally I just prefer blasting everything orange without much thinking :-)
- Lakuja
- Awakened
I totaly agree that harvesting should dumped already.
Your idea is interesting and it has many good points. How ever, as far as I can see, it would also lead to a situation where mages from remote areas couldn't really compete with mages from cities, as far as points are concerned.
I'll need to think more on this. But in the meanwhile, I do hope that as many mages as possible would take part on this thread. I think it's very important.
Your idea is interesting and it has many good points. How ever, as far as I can see, it would also lead to a situation where mages from remote areas couldn't really compete with mages from cities, as far as points are concerned.
I'll need to think more on this. But in the meanwhile, I do hope that as many mages as possible would take part on this thread. I think it's very important.
- Fluxxdog
- Journeyman
I've been looking at different aspects and this is what I've found:
Pro: Dominators can be set up near any friendly/neutral gate, even 100 miles away...
Con: ...but you must be physically close to harvest them.
Pro: In heavy traffic areas, it can be a major source of competition...
Con: ...and a major source of aggravation.
Pro: In light traffic areas, energy harvesting can be very easy...
Con: ...and incredibly dull.
I do have to admit, physical distance is quite an issue. Nearby locations can be a nice trip, but the physical aspect is going to be a hassle, especially if the plan is to get people to share locations through beacons. On that aspect, perhaps a better implementation could be applied, say harvesting from anywhere, but with reduced efficiency.
Pro: Dominators can be set up near any friendly/neutral gate, even 100 miles away...
Con: ...but you must be physically close to harvest them.
Pro: In heavy traffic areas, it can be a major source of competition...
Con: ...and a major source of aggravation.
Pro: In light traffic areas, energy harvesting can be very easy...
Con: ...and incredibly dull.
I do have to admit, physical distance is quite an issue. Nearby locations can be a nice trip, but the physical aspect is going to be a hassle, especially if the plan is to get people to share locations through beacons. On that aspect, perhaps a better implementation could be applied, say harvesting from anywhere, but with reduced efficiency.
- Lakuja
- Awakened
No.. harvesting is boring and should be totally removed. We've been doing it for 6 months.
Harvesting anywhere has been tried on some previous campaigns, but it just makes huge hidden farms and that's no good.
Harvesting anywhere has been tried on some previous campaigns, but it just makes huge hidden farms and that's no good.