Suggestion for nuke and possible game-play ideas.

Discussion in 'Planetary Annihilation General Discussion' started by quazzi, September 9, 2013.

  1. quazzi

    quazzi Member

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    Everyone knows nukes and anti-nukes are a little glitchy and unbalanced, so I just wanted to throw out some good ideas. Some people are also looking for some more things to add to game-play.

    - A uranium deposite/mass(1) should placed anywhere on the map.

    - This would make a side objective that wouldn't hinder game-play. Players would have to fight for that spot on the map to build a nuke.

    - You cannot see it in the fog of war making players have to search for it manually.

    - This would prevent nuke spam when in games such as 5v5's and would help in a 40-man game.

    ***People may think this would be 1 sided for the person who actually obtains the spot but anti-nukes are much cheaper and even if they have the spot anti-nukes would prevent it from being overpowered. So if you can't overcome his defenses at the uranium spot you could still easily win even without having it controlled. You would also know where the nuke spot is at and you could plan accordingly.

    **Random suggestions**

    - A transformer vehicle(T2) one that has average damage missles. This unit could walk on the ground or it could lift off and fly if it needed to.

    - Underwater units actually working, that was submarines are useful and you could maybe throw in a nuclear sub. This would obviously be much more expensive than a stationary nuke. Maybe a anti-sub boat or a plane that can drop torpedoes.

    - A slow firing bot with medium hp, this bot would have a single cannon that does small AOE splash damage.

    - Helicopters obviously.

    - Radar vehicle - a t1 radar attached to a really slow moving vehicle.

    - Land and Air transport units - They could pick up tanks and move them closer to the battle.

    - T2 air unit that has scatter/cluster bombs, this would make them more effective against land than the regular, but the regular bombers would still be useful for sniping.

    - EMP could temporarily immobilize units and factories

    - A t2 bot with cluster rockets doing damage in a cone shape, slow rate of fire, expensive

    - An actually tanky tank, kinda like a moving wall.

    - The ability to build/nanolathe commanders - costs more than the nuke, would be useful for fighting. You could have a small army of commanders leading a battle. These commanders however will not explode when killed or will have the uber cannon. If you happened to loose your main commander you will still remain alive.

    - Jetpack bot with small pistols. Able to scale mountains and jump over cracks, low damage. Also could fly over small portions of water.

    - A boat or vehicle that can move both on water and land. Could be used as a transport or have small guns. Kinda like a hovercraft.

    - A warthog-esque vehicle with chain guns on the back, low hp, high DPS. glass cannon

    - Sun death lazer, self explanatory.

    - When playing team armies, your team has 1 color. Although each player has their own color that only your team can see. The units they build/commander will be highlighted in this color so you can tell who's using what unit and whos commander is whos. very helpful. Also you would be able to tell who disconnected in the game because of this.

    - A bridge, fairly expensive you could use it to pass over water with bots/vehicles makes for more versatile play on tropical maps.

    - a t2 stealth bot that would be useful for scouting purposes, doesnt attack, can only be seen by ADV radar.

    - A moving fortress. You guys have been talking about making quadrapeds. How about a unit that moves as fast as the commander that you can build on. High hp adv factory sized. You could put units on it or build catapults, lobbers etc on it. Expensive as foooook

    Tell me what you guys think

    -quazzi
  2. tatsujb

    tatsujb Post Master General

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    yeah Sun death lazer was suggested here and in the thread linked in the post following mine. https://forums.uberent.com/threads/just-leaving-this-here-maybe-someone-likes.51058/#post-781366

    Helicopters??? really?

    the rest of your post is kinda all over the place.
    t1 moving radar already exists, theres the t1 land scout and t1 air scout.
    tanky tank is t2 tank, it's been nerfed on movement speed and turret turn rate because it was so good, along with the t1 tank.

    the slow firering bot kinda sounds like the t2 arty bot.
    Jetpack bot - okay now you're just spitting out random stracraft 2 units...

    Boat that can move on both water and land - Okay here I agree, and this has been talked of in numerous threads , one of which is this one : https://forums.uberent.com/threads/jumping-boats.50837/#post-777219 kinda... The fact of the matter is walking boat has been in the TA familly since the begining. TA, Spring, supcom, supcomFA, supcom2. I think the devs can see how much raw awesomeness this unit packs as they are the ones who made it become a thing in the first place.
    Last edited: September 9, 2013
  3. Ortikon

    Ortikon Active Member

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    The resource system is pretty set in stone as is, adding uranium as the third econ system and not based on a rate system as it is now would become clunky. Also,
    It would exactly hinder gameplay, as now it is possible to lock another player out of making a nuke and making it even less fair and uncomfortable to play for those that have troubles with nukes in enemy hands.
    The ultimate defense is knowing what they are making, and surgically removing it in a strike while its getting built, wasting their resources.
    Also, I know that people like to use the word "spam" as whenever something they didnt prepare for happens, but nuke spam sounds fantastic. I find the fear of nukes funny in a game where its headline concept is annihilating planets via asteroid.

    As the alpha currently stands, we are looking at smaller skirmish warfare on a single planet.
    There may be scenarios where players are the sole owner of their planet and nukes will become more like artillery when considering the amount of firepower required to deal with bases of this scale. This is much less of a starcraft/supcom scenario where you build "the nuke", there will be multiple methods of employing mass destruction, it will take more than one nuke to feel devastating on this scale for larger longer games.

    -nuke sub= in developement! YAAAY

    -radar vehicle= recon. bigger radar? satelites, hence our wondrous orbital debate

    - im hoping this is one of the commander abilities, or outskirts of a nuke blast.

    kickstarter vid showed something like this, maybe that will be implemented in some form or another

    Obviously you like helicopters, this fact is very obvious. I am not finding why the game obviously needs them however. This re-ignites the "air needs air" debate when having jets on moons...


    I too...miss the Cybran walking destroyers. Not choked if not implemented though. I just dont think Uber wants to steal any ideas, this is a unique game as much as we want to make it like ones we already played. I try my best to not use terminology on other games.
  4. quazzi

    quazzi Member

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    Also for the love of god, if you crash right before the game starts, your commanders spawn at the same place.
  5. Ortikon

    Ortikon Active Member

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    This seems to be an issue for people still, the best rounds I have played are team armies, and its because I have played with people that understand full fledged collaberation. Alot of people are locked on drawing a line down the middle of everything and saying "this is mine, that is yours". Teamwork is the challenge. The teams that dont learn to work together die together.
    Trust is the ultimate goal here, and man have I ever had some good matches with randoms. "Hey man, send those tanks that are waiting in my base, kinda stuck in a micro here"
    "hey i got your commander on some econ, he's been sitting awhile"
    I have had some bad ones, but hey, thats losing and learning.
  6. tatsujb

    tatsujb Post Master General

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    maybe the devs will add this down the road, the commander spawning in a random location is part of the itterative process and just enough to make the game playable. Playable = alpha standart.
  7. quazzi

    quazzi Member

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    I'm not saying units are claimed by them, it would just make it easier to see who's doing what and **** along those lines
  8. tatsujb

    tatsujb Post Master General

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    now you've lost me. You mean you can't see you teamate as well?
  9. Ortikon

    Ortikon Active Member

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    thats where communication comes in, some more pings etc are getting implemented. Like "move here", "attack here" flags. I wonder if that will work with AI teamates eventually. It's been around since age of empires.
  10. liquius

    liquius Well-Known Member

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    I think most of your points fit into 3 categories.
    • Stuff that the devs say will never happen
    • Stuff that the devs say will probably happen when they get around to it
    • Ideas that don't fit into the game
    I do like most of the unit suggestions and I suspect most will make it into the game in some way.
  11. tatsujb

    tatsujb Post Master General

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    Oh i doubt something in that dirrection is not in the works. Sorian FTW!
  12. quazzi

    quazzi Member

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    No no no. I was talking about everyone on your team has their units highlighted in their own color. It would just make team play easier. Like when you get lost around the map and your base is huge it takes you a second to figure out which part of the base was "yours".
  13. tatsujb

    tatsujb Post Master General

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    see that's the whole concept though. This is not allied victory. this is "team armies" a revolutionary new game mode, that is fantastically innovating fresh and that I imediatly got addicted to. If you're here for a "fun time" or a "game", come back when PA is released, right now PA is just in alpha so those are the only two game modes you'll get.
  14. Ortikon

    Ortikon Active Member

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    thats where im getting. they are still BOTH players units, there is no Mine and Yours. Once you can get over that possession hump, both players do very well. Self moderation is key when base building with team-mates.
  15. Ortikon

    Ortikon Active Member

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    I DO think there should be an option in the final products "create game" properties, to choose whether the commanders are shared, or each commander is a player. Knocking out a teams commander, kills that players control.
    This can also be a really lame mode though...under some circumstances.
  16. quazzi

    quazzi Member

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    I'm a fairly good player here guys. I've beaten Judicatorofgenocide and zaphodx before. I'm just saying it would make it easier to find the guy's you were just using. I understand that you share the units very well... You would also be able to see if you guys accidentally highlighted the same units. You could see who disconnected too cause their color would be gone. Let's say theres a 20v20. Things could get very hectic and you will wanna know who's using which units.
  17. Ortikon

    Ortikon Active Member

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    Sorian's Forged Alliance AI mods are fantastic upgrades to that game. I was so excited to see him working for Uber.
  18. Ortikon

    Ortikon Active Member

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    Make control groups with CTRL-#
    Easy, its unique per player. If i suspected some mix-ups ill either let the guy know to re-apply his group selection, or remake mine and let him take the leftovers that are still mixed in his group. Hectic organization is kind of part of where skill and communication goes beyond build order. Hence the Zaphod Limit.
  19. tatsujb

    tatsujb Post Master General

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  20. Ortikon

    Ortikon Active Member

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    lol
    dammit for not paying attention.aaaaand not edited cuz lazy

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