Idea for teching up Commander for late-game use (not the SupCom way)

Discussion in 'Planetary Annihilation General Discussion' started by LavaSnake, October 30, 2013.

  1. tatsujb

    tatsujb Post Master General

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    hold on here so just to be clear the reason why my idea is bad compared to the
    "commander abilities" is because somehow I suggested that they would be less recognisable?
    you didn't reply on the topic of commander abilities here.

    I think it's safe to assume here that the general preconception of it would be that you would choose your "perks" durring lobby.

    I'm sayin what if we're close but not quite on Uber's idea? why not have them be chosen in game?


    This way you don't have a "I choose water-type pokemon, if you choose fire-type" scenario.

    what if it really is dependant on what t2 factory you happen to have and which one is closesest and if time is of the essence and things like that?

    It also would alow for the com to fare better on the long run.

    I see that you think of this as an upgrade, and I concede to only this : maybe it's a bit better than the start abilities which are probably very poor without them, and maybe you don't even have the uber cannon without getting the module for it. but I dissagree on the thought that's it's a vulgarized upgrade idea, nothing more.

    If the difference between base and "abilitied" com isn't a balance issue but simply a question of choice, where does the problem lie other than it happens in game rather than in lobby?

    Also to clear things up, in my shema, the commander could only posses one "change" at a time, hop into the fac and pic another one again or hop into another fac and you replace the first "change" ..or however many "change" slots are allowed
    Last edited: October 30, 2013
    LavaSnake likes this.
  2. slywynsam

    slywynsam Active Member

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    I think the Commander needs something, because later in the game it essentially becomes "hide the commander behind some walls and turrets and set him to assist a T2 factory and then forget about him"
    zaphodx and LavaSnake like this.
  3. qwerty3w

    qwerty3w Active Member

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    My idea for the same purpose——commander get max HP increased from the enemy units it killed, sorta like a simple exp/level up system.
    Since it also encourage player to use commander more aggressively because it will be more beneficial and safer to do so, I don't think commander assassination will become overly difficult with it.
  4. tatsujb

    tatsujb Post Master General

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    that's veterancy.

    apparently removed (in the light PA is FA's sucessor) :
    dunno why.
    sad sad choice.
    though Neutrino seems to be ready to give way : https://forums.uberent.com/threads/unit-veternacy-can-we-skip-it.34631/page-4#post-517055
    Last edited: October 30, 2013
  5. kalherine

    kalherine Active Member

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    Uber cant do sup style upgrades commanders,they are too complicated to do it again, with same quality.
    And now no time to that .
  6. tatsujb

    tatsujb Post Master General

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    no actually it's not lack of time, Uber and some other peole believe they are imba.
  7. KNight

    KNight Post Master General

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    The point of my example wasn't on abilities, While OC is an Ability in SupCom2, being able to use it requires and Upgrade, that was the focus. The thing is that Uber is aiming for a system where everything is essentially "as-is", Units have set capabilities and will not change, ao an Ant will be the same at 5 minutes in and 2 hours in. Also don't exaggerate, you know how stupid Uber would have to be to make commander abilities anything like Pokemon types. I imagine they would have a certain purpose, but function somewhat differently, like Different styles of Uber Cannon for example. They certainly won't create paradigm shifts in how you use Commanders or anything as drastic as that.

    This again? The Commander already has plenty of utility and importance, Why does a Unique unit need upgrades to make it "more" unique?

    You're using him wrong then, the point of the commander is to create bases and defend them before they can defend themselves, when you want to capture a moon or asteroid, you Send the Commander because it is the best single construction unit in the game.

    You have read into that waaaaaaaay too much. Veterancy goes against the 'as-is' principle AND the idea of reducing micro AND flies in the face of the current balance where you're lucky if a unit manages to survive more than 4 seconds in a big battle.

    Don't get your hopes up regarding Veterancy, PA just isn't designed with it in mind.

    Not imba, just a bad game mechanic. In SupCom1/FA it was nothing more than a stopgap measure to compensate of the fact that a T3 was so many times more powerful than T1.

    Mike
  8. slywynsam

    slywynsam Active Member

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    It was exaggeration. The point is that the commander doesn't really do anything he doesn't do before. T2 fabricators build faster.
  9. KNight

    KNight Post Master General

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    Nope. The Vehicle and Bot currently build as fast, but they aren't anywhere near as efficient, plus they can't defend themselves.

    www.pa-db.com

    Mike
  10. slywynsam

    slywynsam Active Member

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    Maybe I thought they build faster because by that point the commander's off doing something else.

    But that still doesn't mean the commander doesn't need some sort of upgrade.

    T2 builds as fast. The commander can defend themselves. The commander is more efficient. But this is balanced by the fact that you don't really -want- to send the commander off by themselves, and a single engineer that is much more expendable is preferable. You don't lose the game if the Astraeus he's on gets shot down, or he lands into an army.

    And by the point you're able to get orbital and get to a moon and send the commander off to build another base, efficiency doesn't matter. Your economy, if you can get orbital in the first place, can obviously support the efficiency difference between a commander and a T2 fab.

    He needs some way to 'keep up' and still be a good choice for building things.
  11. DeadStretch

    DeadStretch Post Master General

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    That's how it works in the current game mode, Assassination yes. With other game modes that may change.
  12. LavaSnake

    LavaSnake Post Master General

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    My idea was to allow you to do that. If the other guy has T2 tanks on that moon already then it will be quite hard to build and keep a base on it. With this you have a chance to tech up your commander along with your forces.
  13. slywynsam

    slywynsam Active Member

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    True... Maybe if there's a game mode where the Commander isn't essential you could rebuild him. Maybe from a T2 factory or a special "Commander Factory" or something of the sort. But only one allowed at any point.
  14. skywalkerpl

    skywalkerpl Member

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    Just add a D-gun. It will compensate for quite a bit of Commander inefficiency in the late game stages.
  15. pivo187

    pivo187 Active Member

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    Guess we have to wait and see what these abilities will be. I also think something needs to be added so the com can stand some ground when it comes to adv tech. but balance it. Sky I agree make the uber canon more like a D gun and less like OC from supcom which its like now.
  16. DeadStretch

    DeadStretch Post Master General

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    Unit cannons aren't in the game yet. With that I'd imagine I, myself, could shoot an army of T2 units to the moon as well while at the same time my Commander is ready to land and expand.
  17. KNight

    KNight Post Master General

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    You assume much, but would you land the commander in an enemy army under any circumstances? You still have to be smart with you commander and like anything else, if your opponent beats you to it you've got bigger problems than just the fact that the commander can't fight off a large army single handedly.

    If your opponent already has T2 Tanks on a Moon then obvi0usly it's too late to send your Commander, if you waited that long then honestly you're kinda stuck, you can send the commander to a moon MUCH sooner than the time if would take to send/build T2 units on the same moon.

    That is assuming Unit Cannons work from within a planet's gravity well.

    Mike
  18. DeadStretch

    DeadStretch Post Master General

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    I don't even know what that means. :p
  19. LavaSnake

    LavaSnake Post Master General

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    True, but still it only takes a couple of shots from T2 tanks to kill a commander (currently) so you'd need a very large supporting force and probably supporting fabbers to repair the damage done by the tanks that slip through.

    But there needs to be a way to attack already occupied planets. Otherwise you'd have tons of stalemates and no way to stop your opponent from throwing an asteroid other than getting there first.
  20. arsene

    arsene Active Member

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    Why even have commanders if they are not allowed to be fun units and you are constantly worrying about hiding them somewhere.

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