What Uber Did and Didn't Achieve So Far

Discussion in 'Planetary Annihilation General Discussion' started by Geers, October 5, 2014.

  1. defdee

    defdee New Member

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    Didn't:

    Multi Monitor support! :(

    Form Kickstarter page:
    "
    Will you support multiple monitors?

    The plan is to support multiple windows across as many monitors as you want. The more windows you want to open the higher the system requirements.
    "
  2. cdrkf

    cdrkf Post Master General

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    Well it's kinda supported already- the 'PIP' is another window, just small. There has already been a mod that turns the PIP into a second full on window I believe, also someone else managed to get multiple PIP windows working. The point is the *underlying technology* required for multi windows is in already.

    I guess the reason they haven't opted to enable it is an issue of performance- Uber are still optimising the game, though I think people on higher end machines could probably cope with 2 windows, or a couple of PIP's now.
  3. Artamentix

    Artamentix Member

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    Don't forget about the UI. You currently cannot change and remove existing waypoints.
  4. squishypon3

    squishypon3 Post Master General

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    Yeeaah, but that wasn't ever really a promise that I remember, though it'd be really great to have in the game.
    Geers likes this.
  5. defdee

    defdee New Member

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    Thanks for the info, that there are mods that will adress this issue - will for sure give these mods a try. Really never looked at the available mods for PA - coz as a alpha user i remeber that nearly evey patch note mentioned to disable all mods! ;)

    However now that PA is "released" i was hoping for a native multi monitor support without all the limitations and workarounds u mentioned. I loved the multi monitor support in Supcom/FA and the kickstarter FAQ statement that PA will support multiple Monitors was one of the BIG reasons that i supported the Kickstarter Campain.

    Performance issues shouldn't be the reason - u don't have to use this feature if ur hardware isn't capable to handle the load. In generell multi monitor user are well aware of the higher hardware demand (amd eyefinity/nvidia surround = single monitor resolution * 3 !!!).
  6. pivo187

    pivo187 Active Member

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    Complex terrain, custom built planets plz add along with fun naval, fun orbital, and interesting units that add to game play look at sup com for example
  7. wpmarshall

    wpmarshall Planetary Moderator

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    May or may not have heard rumours that this is slowly being worked on either now or eventually, while at Pax. ;)
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  8. zomgie

    zomgie Member

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    Sorry I'm a bit late to reply, but wasn't unit wreckage removed indefinitely from the game? The Kickstarter page implied that you could reclaim "wreckage", and I thought reclaiming fallen units was pretty important in predecessor games like SupCom.

    If it has since been reimplemented, please ignore this, I haven't played PA in a while.
  9. Geers

    Geers Post Master General

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    Unit wreckage caused major pathing issues. But you can still reclaim structures.
  10. liquius

    liquius Well-Known Member

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    That's just speculation. There are a lot of possible factors as to why wrecks were taken out.

    They had a low level of polish and a place holder implementation. They didn't have damage states. There wasn't any automation such as auto-reclaim. They weren't worthwhile in the vanilla balance and nobody bothered to reclaim them.

    I would say they cut the feature either due to the fact that nobody made use of the wrecks, and/or that the level work needed to transform them into a polished feature was too high.
    stuart98 likes this.
  11. MrTBSC

    MrTBSC Post Master General

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    you guys are wondering why wreckage is not reclaimed for when players litter planets with mexxes up to 80 per planet?

    yea go play on a 1200 radius planet with just 10 or 20 mexxes ...
    or try 3 planets all thogether with only 20 mexxes or less ... totaly different play i say ...
  12. someonewhoisnobody

    someonewhoisnobody Well-Known Member

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    You forgot one thing

    Have not achieved
    • Sorien has not deployed Skynet yet
      • Just a couple kinks to work out
  13. cola_colin

    cola_colin Moderator Alumni

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    Actually the reason why I never used reclaim was because:
    a) units practically never left anything to reclaim. Way too much overkill
    b) Reclaim gave you metal but COST energy to run the reclaiming engineer. Energy sadly is always just as important as metal to a level that often makes expanding a questionable thing to do. So the current energy/metal balance hurts expansion and killed reclaiming
  14. neklusa

    neklusa New Member

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    There is reclaimable wreckage, the comm can be reclaimed if you find a dead one, dead buildings can be reclaimed.
  15. elonshadow

    elonshadow Active Member

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    Unit wreckage is out though, just like tides and other features that were in at some point :/
    stuart98 likes this.
  16. squishypon3

    squishypon3 Post Master General

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    [Redacted]
    Last edited: October 16, 2014
  17. stuart98

    stuart98 Post Master General

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    That's what he just said. :\

    It's also inexcusable.
  18. optimi

    optimi Well-Known Member

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    I don't suppose the new pathfinding could warrant another look at unit wreckage?
  19. stuart98

    stuart98 Post Master General

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    The pathing excuse was never a good one anyway. Units path through wreckage just fine most of the time. It's because reclaim was useless and Uber didn't want to try to make the balance work with reclaim.
  20. squishypon3

    squishypon3 Post Master General

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    Oops- then I misread :D

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