Curent Balance is too game-ender-y; UBER, how do you propose to support the famed week-long PA match

Discussion in 'Planetary Annihilation General Discussion' started by tatsujb, October 27, 2014.

  1. tatsujb

    tatsujb Post Master General

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    I want to know what are uber's plans (if not an implementations of EVERYONE'S ideas concerning dox, orbital in general, metal planets and Gaz Giants) so as to render week-long matches (for those who have no clue about them yet, they would obviously come with the support of rolling members in a match. -the possibility to relay one member of the team as the match is under way.) possible.


    they are not possible under the current balance unless everyone is trying really hard to su.... *HERM!* ..to loose.

    what do we do?
    CryFisch likes this.
  2. cptconundrum

    cptconundrum Post Master General

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    1. Spam boom bots on area patrol
    2. Let the sim speed drop as low as it can go
    3. ???
    4. Week long matches!
  3. Quitch

    Quitch Post Master General

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    You're a beautiful and unique individual and we love you.
  4. ace63

    ace63 Post Master General

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    On a related topic: Have we heard anything about the possibility of joining an already running game?
  5. brianpurkiss

    brianpurkiss Post Master General

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    Please give us asteroid belts!

    Drop pods would also be a great way to cut back on match time. Fill drop pods up with Vanguards and drop them in the middle of the enemy base.
    optimi likes this.
  6. Murcanic

    Murcanic Well-Known Member

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    psh why not just have orbital bot factories that drop bomb bots via drop pods :)
  7. cptconundrum

    cptconundrum Post Master General

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    Wouldn't that just give people one more thing to complain about when it comes to balance? Orbital vanguard drops turn the orbital game into just a bunch of quick commander snipes.
  8. brianpurkiss

    brianpurkiss Post Master General

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    Any change will give people something to complain about.

    Not changing will give people something to complain about.

    People will always complain about anything. It's how the web and this industry works. "But people will complain" is simply not a valid argument.

    If drop pods are balanced correctly, they'll be able to be shot down by Avengers/Anchors/Umbrellas and Hummingbirds/Flak/Missile defense. And there could even be a slight cooldown time of like a second or something when the pods land and open up, allowing ground forces to shoot at them as well.

    So have a good defensive network, and you can defend against them.
    cmdandy likes this.
  9. cptconundrum

    cptconundrum Post Master General

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    Have you looked at the mod thread for orbital teleporters? It looks a lot like what you are asking for.
  10. brianpurkiss

    brianpurkiss Post Master General

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    I have, and it's not what I'm asking for in the slightest.

    Big difference between a teleporter and a one way single use drop pod.
    cmdandy likes this.
  11. cptconundrum

    cptconundrum Post Master General

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    It is very hard to get a unit back into an orbital teleporter once it reaches the ground (You need a big ladder), so I would consider it close enough. I'm just trying to offer solutions that don't require lots of dev time and accomplish the same thing. I'd like to get this issue resolved so that we can find out what people will complain about next.
    eratosthenes and cola_colin like this.
  12. cola_colin

    cola_colin Moderator Alumni

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    Unit request!
    stuart98 and lapsedpacifist like this.
  13. brianpurkiss

    brianpurkiss Post Master General

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    Except the teleporter is multi-use and drop pods are single use. Quite different. VERY different when it comes to balance. And, drop pods will be very useful for cheaply colonizing planets, while that teleporter wouldn't. Again, the two are VERY different.

    Also, drop pods aren't very different at all from the Astraeus. Simply make them faster and make them get destroyed after unloading the unit.

    So in terms of dev time, it's not a giant task. I'd even venture to guess that an orbital teleporter would be more work.
    cmdandy likes this.
  14. cola_colin

    cola_colin Moderator Alumni

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    An orbital teleporter obviously would be a tool to invade heavily defended planets, while single drop pods are like the super cheap way to expand to other planets early on. The ultimate multi planet expansion tool....
    *drools*
    xankar likes this.
  15. tatsujb

    tatsujb Post Master General

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    haha.


    ok I wasn't specific enough. How do you get a game a week in-game time in length?
  16. tatsujb

    tatsujb Post Master General

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    Wow I legitimately can't believe this derailment. thanks guys. made it to general : page two and not the slightest shadow of an answer in this thread.
  17. igncom1

    igncom1 Post Master General

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    We can give you opinions if you like?

    We aren't capable of proper answers however.
  18. MrTBSC

    MrTBSC Post Master General

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    - 1

    pods ecentualy too spamable making austreus redundant

    orbital platform focusing too much on orbital basebuilding

    asteroidbelts ... what is the point and how exactly shall it look different to what we already have?
    Last edited: October 28, 2014
  19. reptarking

    reptarking Post Master General

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    To have a week long game you would need a game mode mod that makes tech go to level 5+. You also need the massive server advances to be made. You would need 100 players and tons of planets. Metal planets with max ranges. Multiple suns? To have huge development of dynamic alliances. You also would need multiple community sized groups able to man a squad of 50 over a week to cover all there slots. PASTATS is amazing for telling teams how there doing and where all the fronts are across the galaxy. Although if you wanted to use PAstats to help team track movement then you need to help out Colin with getting the server able track 100+ thousand units across 20+ planets and probably economies in the 1 million metal ranges. If you can do all that then week long games could in my mind be an awesome thing. But as it stands the longest game you can play with 10 players on multiple planets is probably 2 hours ingame time before your sim will slow to 1 sec in game is 30+secs irl. Single planet games might not slow as bad but everyone will kill one another before 2 hours ingame anyway.
    tatsujb likes this.
  20. zgrssd

    zgrssd Active Member

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    First of all, they never said something about week-long matches. HOURS long, not weeks. You are about 3 orders of magnitude to high in your expectations.

    The other thing is that our current computers could barely handle such a large game. Even the servers. Where are still at the low end of the x64 technology. The limit of the technology is around 18,446,744,073,709,551,616 Byte or 17,179,869,184 Gibi-Byte RAM. What are we runnign aroudn now? 128 GiB? 256 GiB?
    The Engine needs progressive more memory as the game unfolds, since it contains all the chronocam data in memory.

    The most important thing however is the pace of the game. The games pace is intentionally fast. It needs to be a big match (around 10 players) if it ever breaches the 1 hour mark.

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