POLL: Should Environmental Biomes impact upon gameplay?

Discussion in 'Backers Lounge (Read-only)' started by eroticburrito, October 20, 2013.

?

Should Environmental Biomes impact upon gameplay?

  1. Yes, the environment should affect unit/building behaviour (e.g. unit speed/resource production)

    19.0%
  2. Yes, in the form of future specialised units (geothermal power plants/lava-phibious tanks)

    31.7%
  3. Both of the above.

    41.3%
  4. No, the environment should not affect unit behaviour, or damage units.

    3.2%
  5. No, biomes' terrain already affects gameplay.

    4.8%
  6. Both of the above.

    0 vote(s)
    0.0%
  1. eroticburrito

    eroticburrito Post Master General

    Messages:
    1,633
    Likes Received:
    1,836
    With the diverse array of planets and biomes we have in Planetary Annihilation, there is potential for different environments having some effect on gameplay.

    I'm not going to make a case either way, I'm just going to provide as wide an array of possible poll answers as I can.

    Neither is the answer to this poll intended to spur Uber into doing anything other than continue being awesome.
    I just thought it'd be interesting to gauge Backers' opinions on the matter, as we constantly see threads about power-generator diversification, specialised units, environmental disasters and bonuses/penalties for fighting in particular biomes.
  2. vackillers

    vackillers Well-Known Member

    Messages:
    838
    Likes Received:
    360
    yes it should...
  3. comham

    comham Active Member

    Messages:
    651
    Likes Received:
    123
    Biomes should impact gameplay as they do now, which is to say by the different impassable terrain features they have (mountains, lava) and their general layout (metal planets and their bridges vs continents with lakes vs mountainous chokepoints). No weird inconsistent special rules, just natural effects.

    "Special units" are more of a no-no. Geothermal power plants for geothermal hot-spots, He-3 collectors for gas giants, amphibious tanks for crossing water, yeah, but those aren't really all that specialised. Lava-proof tanks would be dumb, given that the point of lava is to be totally impassable.
  4. Culverin

    Culverin Post Master General

    Messages:
    1,069
    Likes Received:
    582
    To me, a global modifier like Gravity is best.
    I mean, we are on different types of planets after all.
    Nothing fancy, just affects move speed.

    Maybe less grav = Fast skirmishing units have their full speed.
    Higher Grav = Fast units slow down a bit, but tankier units don't by much.


    It's easier for the player to understand.
    Doesn't force micro.
    And maybe easier on the game engine?
    It will also force unit diversity among your forces.
    Make it truly feel like you're fighting an interstellar battle.
    Last edited: October 21, 2013
    camycamera and ethannino like this.
  5. Teod

    Teod Well-Known Member

    Messages:
    483
    Likes Received:
    268
    Easier to understand?! That's basically different rule set and balance (or lack there of) on every single body! Planet size is just a map size. You don't apply different rules to maps just because they are differently sized.

    As for biomes - some specific stuff would be nice. Since gas giants and (possibly) metal planets are probably getting their cut here, why not give other places a shot too?
    Specification can be purely visual, by the way, like buildings you place on water.
    And lava-passing tanks is not a good idea, I think.
  6. Culverin

    Culverin Post Master General

    Messages:
    1,069
    Likes Received:
    582
    hmmmm. oh yeah. good call.
    I take it back.

    Strike the Gravity pls.
    Tis a terrible idea.
  7. LeadfootSlim

    LeadfootSlim Well-Known Member

    Messages:
    576
    Likes Received:
    349
    I'd like to see one of two things applied to biome-specific modifiers;

    1. Substitutions for certain buildings per biome (E.G. a Geothermal metal extractor on Lava planets that also grants a small amount of energy; Super-Cooled energy plants/storage on Ice planets for greater efficiency)
    2. Unique buildings per biome (Doomsday Weapon Controls for Metal Planets, Floating Platform for Gas Giants so Commanders can have somewhere to stand/walk)

    Biome-unique units I don't like so much. We already have naval for earth/tropical worlds, and a probable increase in Air play on Gas Giants.
  8. Arachnis

    Arachnis Well-Known Member

    Messages:
    938
    Likes Received:
    442
    To quote myself from another thread:

    Greetings
  9. eroticburrito

    eroticburrito Post Master General

    Messages:
    1,633
    Likes Received:
    1,836
  10. ghostflux

    ghostflux Active Member

    Messages:
    389
    Likes Received:
    108
    I remember TA had these craters through which units could somewhat clumsily manage to navigate. Some better than others of course. I always thought that was really cool.

    We already have a few defining landscape features, water/land/mountains/rocks/(eventually)lava. But I would love to see cliffs, much like the desert planet rocks, but with a biome sized surface area.

Share This Page