this is a bit of a hindsight thread regarding how PA turned out thus far ... now with PA being all about planets/spherical maps and having the choice of weither to fight on just one or have multiples of them with varrying terrain i qestion weither or not the inclusion of certain units and assets was realy worth it or if it weren´t better to have left out for something else ... primarily i am speaking about naval but also air to a degree .. naval imo is very much a nicheset that as PA is so far rather only viable on single planets with the ammount of water neccesary for it but once the game goes to multiplanet naval simply lacks the flexibility to get anywere else but the local planet or if possible to be transported or teleported only to other naval suporting planets as it is then easily replaced with orbital warfare ... air at very least has no problem with a local planets terrain at all and can get anywhere on a planet but like naval with few exceptions is stuck to the planet it is used on .. so my question is if it wouldn´t have been better to just flatout not have naval at all and instead have hovercrafts in their place like drifters or heavy shiplike units like the kaiju and ares hovertank and then give them the ability to use teleports at least ... air imo is fixable as at the very least they may could make use of teleporters or have a carrier transport them to other planets .. another solution however might have been to have had airunits rather be implemented as light orbital units that could have had accompanied larger vessels like the omega or helios; like avengers and artemis f.e. do .. what do you think? do you think that it was a good choice to have naval and air implemented as they are do you want to have them be expanded so they are more useable/more flexible? do you think PA would have been as fun without naval units but with hovercrafts in their place and/or airunits being rather part of the orbital layer? what could PAinc. do and should they? how do you feel about playing PA with air- and navalrelated units being turned off ?
PA inc. needs to rework everything. Units, economy. I say undo Titans and carry on from where they were going before the mob came and made them adhear to their wishes.
/s ? cause well THAT´s way too late ... titans didn´t cause any of the problems though, they were there long before titans was even considered ..
Naval balance is terrible - Piranhas trade terribly with every naval unit and are shut down completely by barracudas and bombers, leaving them unviable after the initial stages of the game. Barracudas not only beat every other naval unit for cost, but they're faster than every naval unit that's not a Piranha, meaning that they're also more flexible than every other naval unit in the game and weak only to bombers and land-based torpedo launchers. Torpedo launchers are anomalously strong for a defensive structure in PA, meaning that it's relatively easy to lock an area down from being attacked. This combined with the slow speed of naval to begin with makes naval play much more slow than land play since it takes forever to get a large naval force into position to assault a defended area. The overall slow speed of naval leads to air dominance being even more important than land games, leading to games being decided mostly by air superiority with the actual naval units being secondary to this air dominance. T1 naval fabbers have a tiny hurtbox which makes it annoying to bomber snipe them compared to land fabbers since bombs that don't land on the hurtbox will deal no damage (since they won't impact until they hit the ground, by which point they're out of range of the surface fabber). On mixed land/naval maps, the degree to which Naval outranges and outtanks land leads to land units having no recourse to dealing with naval, especially once Kaijus come out; this means that mixed maps are heavily over-centralized towards naval units. On maps where the spawn point is very close to the water, a Leviathan can result in the entire base being vulnerable if a player loses control of the sea. Naval sucks.
airunits would need to be more expensive, antiground units would need strong enough ammodepedence and ballance adjusted to these changes .. so that air is still a powerfull asset but its loss is hurting your eco ... ... orbital units need a similar treatment imo because getting like 30 to 50 omegas up in a lategame multiplanetplay is just redicioulous even with railguns and missilelaunchers and you can´t do realy much against it ... particulary naval is screwed with its speed ... other than that imo the same things still aply on what i said in the OP ... both air and naval need more flexibility .. but even with the added flexibility and speedadjustment or further navalballancechanges naval will always be limited ... it´s a bit of a catch 22 ...
How do you sort naval? atm I see no problem really, piranhas are prettey useful, spam loads, fodder, mobility, never see it a lot of the time in play because.... the maps we play, lack of players, lack of strategy. Whats wrong with naval?? I like it. Pa being about how you control the map, naval being that position you must control in a lot of instances to dominate the map, surely if your behind with a leviathan in your harbour with no harbour of your own your just bad at pa right?? PA Skills chart: Approach, Position, Power
the main problem? that naval is only viable for single planetmatches or focused around a mainplanet with lots of water ... on multiplanet they are at best viable for defense, you can not invade with or transfer them but have to build a new navalbase and that is IF there is another waterrich planet .. air would be easier to solve in that regard ..