Unit Variety

Discussion in 'Planetary Annihilation General Discussion' started by brianpurkiss, January 24, 2015.

  1. KNight

    KNight Post Master General

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    But those are the exceptions, it's like Marshall said;

    Bolding mine.

    As TB said the things like the major factional asymmetries and the super units were cool, but the rank and file were not only mostly similar between factions but also functioned in a boilerplate method over all. There was nothing about the roles that made them interesting over the kind of stuff you might see in"modern military"/WWII RTS you know?

    At least that's what I got from TB's impression.

    Mike
  2. Ksgrip

    Ksgrip Active Member

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    Actually regarding grey goo. I bought the game and it has serious fps problems. It is carzy to say but this game is far superior in all features and technicals aspects. The fact that I can play with hundreds of units in various planets and not having any provlem and in this game i haver serious stattering issues and fps drops with less than 200 hundres units... But everything else really good game. Extremely good cinematics, good story and desing and ideas. Just needs polish
  3. tatsujb

    tatsujb Post Master General

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    experimentals in SupCom aren't even good!

    they have a purpose on mid-ranged maps but on small ones you're better off finishing the game beforehand and on bigger maps they're the worst waste of cash, you're much better off on nukes, long range arty, support commanders, teleportation and air.


    Why do they have that damn "OP" misconception stuck to their butts? 12 T3 units can take 'em out.

    oh wait... 'cuz misconceptions
    vyolin, Siylenia and DalekDan like this.
  4. MrTBSC

    MrTBSC Post Master General

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    would you explain then what you do mean with unitvariety? i have readen so many times about it in this forum it kind of lost its meaning to me ... and please don't tell me to check mods .. because i did and non of them gave me any sort of " wow" moment with a small exception of the modx's turrets which gave me rather just a "huh" moment ... and that is it ...
  5. theseeker2

    theseeker2 Well-Known Member

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    How do you lose an experimental to a dozen T3s? Oh, right, stupid.
  6. tatsujb

    tatsujb Post Master General

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    oh .... :(

    dammit!
  7. radongog

    radongog Well-Known Member

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    Agree on your general points, @brianpurkiss!
    Would suggest making the Sniper Bot the PERFECT sniper (let him even snipe air), the Slammer becoming the amphibious killer-bot AND we need a hovertank, you´re right!
    Inter-Naval-Unit-Variety has already been established with the latest PTE-build, should only take a few little fine-tunings now! Air needs an anti-all fighter (already said this for various times) and Hornets MIGHT become weaker, but stealthy! (like the Kraken!)
    Love your idea of burst cannons and so on, I´d suggest implementing a defense battery!
    @tatsujb: I think we shouldn´t talk about experimentals again. Basically "Tier IV"-units without Tier II and Tier III-units are no good idea in kind of ingame-lore...
    You´re basically telling us that you wanna remove Kestrels, (the unit with 20+ roles, but not OP at any of them) so your post gets a huge "How about NO?!"... :mad::mad::mad:
  8. tatsujb

    tatsujb Post Master General

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    I think it has an equal right to be talked about ....are you ....are you censoring me? :eek::eek::eek::eek:
  9. radongog

    radongog Well-Known Member

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    How can someone does so badly misread someones post... :rolleyes::rolleyes::rolleyes:
    ...anyways, my intention was to simply state that experimentals are a worn-out topic, there is probably only one other topic left that has been discussed more in detail than this...
    ...and this other topic is called shields! :mad::mad::mad:

    :D
  10. tatsujb

    tatsujb Post Master General

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    I beg to differ.

    scale makes both of these shy in a corner
  11. squishypon3

    squishypon3 Post Master General

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    When did I even mention Supcom experimentals? =/
  12. tatsujb

    tatsujb Post Master General

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    you didn't, you mentioned super units

    I'm just bouncing off that. I don't know what other OPness you could be referring to?
  13. squishypon3

    squishypon3 Post Master General

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    I said I didn't want super OP superunits, and that I'm even iffy on "meh" super units.

    @MrTBSC tries to imply we all want su per destructor units, and that's all we see as unit variety. When in fact I believe units so powerful hurt unit variety terribly. I said I'm iffy on a "meh" super unit because it could still do more than one role possibly, but if it did excel at a main role... then I may enjoy it more.

    You see what I enjoy are units with specific roles, with some interesting designs. for example: I slow beefy tank that can one shot other tanks, but due to poor turning speed and turret rotation speed is easily overwhelmed by lighter units- a tank hunter. Another example could be an artillery unit with range possibly a bit more than the pelter with terrible sway and inaccuracy, as well as lower damage and a teeny bit of AOE, a unit built to pepper down on large bases out of reach, or especially large groups of weaker units.
  14. tatsujb

    tatsujb Post Master General

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    @squishypon3 I'm really tempted to push my agenda once again.

    You're making it all too easy for me, you have no idea :p

    I'll crawl back into my cave ........for now. muahahaha *bonk* oww! this place is way too small!
    vyolin likes this.
  15. MrTBSC

    MrTBSC Post Master General

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    not destructorunits ... units that have no resemblens torwards modern military ...
  16. MrTBSC

    MrTBSC Post Master General

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    not destructorunits ... units that have no resemblens torwards modern military ...

    because i pretty much always hear the same ... units are blant, no diversaty, no variety ...

    and yet you have a number of roles already ... and i am honestly shocked of how much more you guys want ... even me liking a hovercraftset + factory is rather personal prefference than neccesity for when there are ways to use the existing units preferably at all time ... seriously regarding bots tanks aircraft and ships we actualy have a good set of units to play with that i dont realy see many more unitypes to be addable were they not start to overlap ... does it make sense to have a firebot when you have a firetank? do we realy need a gatlingbot/tank when we have slammers and vangaurds already? does it make sense to add a fighterbomber when you have a regular fighter and bomber as well as a gunship and a sniping bomber?
    does it make sense to have a ubercannon-bomber/gunship
    when you have regular aoe bombers and raiding gunships that are both able to erase groups of units as well?
    when are there enough unittypes?
    when every slot of the current unitbuildbar is covered with a unittype?


    ps:sry for double ...

    mod fix please?
    Last edited: January 25, 2015
  17. wilhelmvx

    wilhelmvx Member

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    Super simple stuff, nothing fancy.
    It is completely fine if some units are situational.
    A stealth bomber that is capable of space flight.
    A bot that only gets detected by radars if it moves.

    (obviously just examples)
  18. brianpurkiss

    brianpurkiss Post Master General

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    Exactly, not every unit has to be useable in every game.
  19. MrTBSC

    MrTBSC Post Master General

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    naval is viable on .. well naval ...
    orbital is super viable in multiplanetmatches ..
    poor planets are better played with t1 ... rich planets help with the use of t2 ...
    catalysts for metalplanets, halleays for smashing ..
    ... so you have situational units already as well ...

    unitusefullness varies with the mapdesign ...
    Last edited: January 25, 2015
  20. brianpurkiss

    brianpurkiss Post Master General

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    You seem to be missing the point.

    Just because we have some units that are situational, doesn't mean that all of our units have character and uniqueness.

    Also, orbital needs tons of work and is a great example of no situational...ness because we don't have any variety amongst orbital.

    We have a tank... and a bigger tank – that don't vary too much from our bot, and other more powerful bot. And then we have a heavy close range tank... and another heavy close range tank... For the most part, most of PA's units are kinda catch all. They have some things that they're slightly better than other units at, but they're all still pretty generic straightforward units with nothing overly memorable about them.

    Many other RTS games have units that are very fun to use, unique, and memorable. I loved playing with mirage tanks on C&C, or longbowmen in AoE II. And then of course Experimentals in SupCom.

    We need more variety, unique characteristics, and defined roles amongst our units to give PA that flavor and fun that make other games so memorable.

    Things like the Catalyst, Halleys, and the Unit Cannon are great starts and great examples. Unique and fun. But none of the units have a lot of character or uniqueness. None of the units are very attention grabbing when compared to other RTS games.

    To continue with examples brought up, GreyGoo has some very attention grabbing and unique mechanics. The Goo can climb up on top of mountains and fire down on the ground and you need aircraft to hunt them down. The humans can teleport any building anywhere they want along a conduit line. The Beta can build walls and than just about any of their units can jump up on the wall and turn into a turret, kill some stuff, and then hop off and go attack the enemy base.

    Many other games have great examples like that. Aside from the game enders, PA doesn't have much along those lines.

    This is very important to making the game more fun, not just more memorable. Right now, we have generic cookie-cutter units that can be found in just about every other futuristic RTS game. So we have our generic units that go fight other generic units, it gets repetitive faster that way. When we have a more asymmetrical balance and more hard counters, there is a lot more variety to the game.

    And that's why I stopped playing/casting – just about every game was pretty much the same. There was some variety, but not a whole lot.

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