Can we make "metal spots" for jigs on Gas Giants?

Discussion in 'Planetary Annihilation General Discussion' started by squishypon3, October 24, 2014.

  1. carn1x

    carn1x Active Member

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    Love this idea
  2. bluestrike01

    bluestrike01 Active Member

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    If there is a gas planet in the game, the player who controls it wins the game.
    ( Can be very anoying in games where a player/team has no direct contact and can expand easily while the others are locked in combat )

    So +1 for doing something about it.
    Resource points sound a bit artificial but it fits with the metal points game mechanic.

    Perhaps nukes doing more damage on gas giants would be an interesting solution.
    ( Reasoning is that the nukes would cause some kind of cascade with the gasses )

    Or simply make them generate less resources.
  3. silenceoftheclams

    silenceoftheclams Active Member

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    I definitely like the idea of causing nukes to have a bigger aoe on gas giants; also upping the cost of jigs a bit/forcing them to be spaced out a little more wouldn't hurt.

    But gas giants aren't nearly as bad as some people in this thread seem to suggest. Sorry, but they're not. Tweaks at this point would definitely be useful, but they are not very far out of balance.
  4. ef32

    ef32 Well-Known Member

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    I didn't read anything but OP (original post, not overpowered).

    I think jigs just need a bigger bounding box or something. I mean, just increase spacing between jigs. Like 2x-10x times, whichever is going to work better. Or if that is not WYSIWYG enough, scale them accordingly.
  5. takfloyd

    takfloyd Active Member

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    Ideas from the topic I made about this a couple days ago:

    1: Jigs explode with huge AOE when destroyed, making you want to space them out to avoid chain reactions

    2: Allow small gas planets, this worked well in a game I played with a glitched gas giant

    3: Make a superweapon that hits gas giants. A massive bomb that ignites the gas and scorches everything on the planet maybe?

    4: More orbital units to avoid Avenger spamfests

    5: Just nerf the Jigs, remove energy production or something. Easy and boring fix.
    Obscillesk and iron71 like this.
  6. tatsujb

    tatsujb Post Master General

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    My idea so yes. :p
  7. tatsujb

    tatsujb Post Master General

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    that will work with all of noone. you only need about 10-12 Jigs to end any size game anyways. no use spacing them out they'll never get the time to target them before they're dead.
    ......unless you're being particularly resilient about killing your enemy commanders.

    2.) small gaz giants make no sence on a realism level, but I like the idea anyways.

    3.) superweapon FOR gaz-giants is balance by unique counter : the worst balance-type there is : It has a chance of 100% to fail.

    4.) no spamfest will be fixed until stacking is fixed, introducing new units does nothing. it's just like when they introduced the anchor. Avengers were worthless, when they patched it? anchors worthless. new orbital unit? one of them will be good and the rest worthless.

    5.) the easy boring fix is the best. Why would something that you can place infinity amount of (basically infinity, we can't get to an end of game covering 100% of the smallest gaz giant with jigs. I think you only need to cover 5% of the smallest gaz giant with them to have a some 70 jigs on the smallest gaz giant which by then you're already obliterating the reapers) ....produce more mass than a t2 mass extractor that is limited to spots? where's the yin-yang in that? there's no balance.

    so yeah. either the thing is on spots or it produces less then a t1 (still way more worth it than t1 since you can have infinity build terrain for them at your disposal)
  8. Slamz

    Slamz Well-Known Member

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    How do you "control" a gas giant, exactly?

    That's the real weakness of them. You can't control them unless you actually control literally the entire orbital game of every planet in the system simultaneously.

    It's just so easy, with precise orbital insertion, to send suicide squads of fighters that drop in the middle of some jigs, blast all the nearby ones to bits and then jump back out of orbit.

    I can imagine some defensive plans and to some extent have tried some but usually the way it works is that either my opponent doesn't bother me until it's way, way too late or he fights me for the gas giant early on, resulting in neither of us ever really getting established on it.


    And there's always the simple solution:
    Don't play in systems that have gas giants if you don't want early, vital orbital wars.
  9. thetrophysystem

    thetrophysystem Post Master General

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    Could just make the area they block from building like 150, that way they would have to be spread, possibly where half a planet supports 9 of them.

    "placement_size": [
    150,
    150
  10. stuart98

    stuart98 Post Master General

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    150 is tiny.

    500.
  11. tatsujb

    tatsujb Post Master General

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    dude who the frak needs "control" over a gaz giant?

    big freaking nobodies.

    you got GG by the 10th Jig unless you're somewhat impaired who need's "control" to build 10 jigs?
  12. LeadfootSlim

    LeadfootSlim Well-Known Member

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    This is another fair point... I've noticed in larger team games or FFA with 3 or more sides, it's easy to end up with a mexican standoff, where nobody wants to risk attacking and thereby leave their own stuff undefended. There's plenty of room for everyone! This also means there's a lot of distance to cross with your Avengers to go attack, but it's easy to circumvent that by landing directly on the Jigs.

    Another question is the cost-benefit ratio for defending a given number of Jigs; considering how easy it is to mass-produce Avengers, it's not going to be a good one. So even a small number of Jigs can be worth the investment, so long as you keep them alive long enough to pay off.
  13. pieman2906

    pieman2906 Well-Known Member

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    isn't the 'yin-yang' part the fact that they're so ridiculously easy to raid/scout/wipe out?

    they can't defend against nukes, enemy avengers can drop on them from anywhere and quickly wipe out scores of them, anyone with a single cheap orbital radar can see where any and all of them are.
  14. takfloyd

    takfloyd Active Member

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    This isn't true in any regard as long as multiple players are building Jigs, which they usually are. The game isn't won until one team has control over the entire gas planet. And that happens by chasing the other players off it, and then building enough Jigs that surgical strikes with Avengers that kill a dozen of them can't dent the economy anymore. Usually, thousands of Avengers and hundreds of Jigs are involved. The problem then is the tediousness of having everything revolve around one unit type and one structure type.
  15. tatsujb

    tatsujb Post Master General

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    dude are you sure you're even using a fraction of your produced resources?
    If you haven't won by the time you have 10-20 jigs (or if the game hasn't halted entirely because of the amount of lag caused by the number of units)

    then there's a problem.
  16. tatsujb

    tatsujb Post Master General

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    they aren't.

    your commander's way easier to wipe out.

    what's the time orbital units take to get to the gaz giant?

    a long orbital travel.

    what's the time a massive land army of 2000 units take to get to the enemy commander's planet?

    nada. it's instantaneous with gate.

    good luck to HIM trying to raid your jigs before the game's over.
    Last edited: October 25, 2014
  17. Geers

    Geers Post Master General

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    This.

    Recently I had a GW game with a gas giant. I don't know how many jigs I had exactly (definitely 10-20) and I could build 25 nuclear missiles simultaneously without stalling.
    Last edited: October 25, 2014
    tatsujb likes this.
  18. takfloyd

    takfloyd Active Member

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    Do you even read posts? I smell an elitist here.

    If several players have 15 jigs then no, the game is not decided. And that happens a lot. I've had plenty of games where everyone is launching a dozen nukes per minute. Hence my comments about the game being won only once one team has control over the planet.
  19. tatsujb

    tatsujb Post Master General

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    One : that game must have a simspeed of near 0

    Two how is a game where people are launching 12 nukes per minute left right and center not decided within a minute of game-time?

    it's a well established fact that you can't catch up to nuke launcher build speed with nuke defence.
  20. Quitch

    Quitch Post Master General

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    I believe you can nuke jigs, so if someone puts them all in one spot, and with no space anti-nukes in existence...

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