What Units Are These?

Discussion in 'Planetary Annihilation General Discussion' started by slywynsam, November 1, 2013.

  1. brianpurkiss

    brianpurkiss Post Master General

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    The problem with your statement is rather simple. You're assuming there is only one counter to a given unit. That's incorrect.

    There are several types of counters to any given type of unit. And the stratification diversity will only be increased as more and more units in the game.

    Another issues org your statement is simple. Fighters can only shoot at air units. What's more, if you focused only on air, you would get overwhelmed on the ground war.
  2. LeadfootSlim

    LeadfootSlim Well-Known Member

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    Note that I said easily-acquirable counter. For example, if you have the infrastructure for ground AA, but not fighters, then the enemy countering the ground AA with dox means you're SOL until you can get more air factories or some other defense.

    More units may help on this front, but we'll have to see.
  3. slywynsam

    slywynsam Active Member

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    I think it will be less "spam 30 bot factories" and "try to have as many factories as possible period" as the game goes on so you can change strategy on the fly when necessary.
  4. brianpurkiss

    brianpurkiss Post Master General

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    Why must they be easy? That means any attack can be easily countered by anything.

    Proper strategy means planning ahead. Sure you can't cover everything, but you can cover enough.

    What's more, if you don't have air factories, you can build anti air bots or vehicles or anti air defensive structures.

    What more do you want?

    I'm still confused by what you're trying to get at.
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  5. pivo187

    pivo187 Active Member

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    So we are getting transports, gunships, crawling bombs, ect! Exciting news!
  6. brianpurkiss

    brianpurkiss Post Master General

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    Don't take these to be hard facts. Just because they're in the game files doesn't mean they'll be added to the game.

    Them being in the game files just means Uber is playing around with the possibility of adding them into the game.

    They may or may not be added into the final game.
  7. pivo187

    pivo187 Active Member

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    Well transport is def needed and gunship would add strategy. Neutrino just mentioned them earlier in thread
  8. KNight

    KNight Post Master General

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    That still doesn't mean it's any kind of guarantee.

    Mike
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  9. pivo187

    pivo187 Active Member

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    Well the majority agree pa needs sum form of air transport and gunships wood add to air strategy
  10. brianpurkiss

    brianpurkiss Post Master General

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    Worth mentioning that some form of transports will be in the game. That is confirmed.

    Uber has said that they won't be traditional transports, but won't say much about them.

    They have talked about how they're working on transports, but transports are difficult to code.
  11. KNight

    KNight Post Master General

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    But we're not game designers. We don't even have a full grasp of the Game as a whole, the only people who have anywhere near a FULL grasp of PA are the guys at Uber, Neutrino in particular.

    Mike
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  12. pivo187

    pivo187 Active Member

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    Well not sure what that means but hopefully there is early transport to move units around the map faster and even send in surprise attacks on enemies
  13. KNight

    KNight Post Master General

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    I'm saying that just because people think something as a group doesn't mean it's the right answer.

    Mike
  14. slywynsam

    slywynsam Active Member

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    A person is smart.

    People are stupid.
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  15. krakanu

    krakanu Well-Known Member

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  16. slywynsam

    slywynsam Active Member

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    Always trust in the wisdom of MiB!
  17. donut64

    donut64 Member

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    Just to be clear, I really think this game needs TA-style Gunships. Available at T1.
  18. slywynsam

    slywynsam Active Member

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    I have a feeling we'll see gunships relatively soon.
  19. stormingkiwi

    stormingkiwi Post Master General

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    SpankyHarrison got it exactly.

    Essentially you already have the infrastructure for AA, and your AA can act as a meatshield for your Dox - it increases the amount of health your dox ball has.

    Did you see that blog I linked by the developer of AI War:Fleet Command?

    The specific quote is this:

    The issue I've had is that there are some games where unit balance is good to a point, but you can't truly take advantage of it.

    The biggest turn off for me is Sins of a Solar Empire.... In that game, you can research your various spaceships to make up your fleet. That's fine and dandy.

    The issue is that on the forums, it seems like the strategy is to build lots and lots of corvettes, lots and lots of long range missile frigates, and then lots and lots of bombers.

    You need to spend a lot of resources to research different ships. In fact that's the issue.

    There isn't really a counter to long range missile frigates or bombers. (The counter, the fighter, is rendered almost entirely useless by AA, and bombers can destroy the carriers which carry the fighters before the fighters can shoot them down, even if AA is not present)

    It means you don't see a lot of the more specialised units. Most of the units don't really turn up until late game when the teams economist has started fleeting up to assist his front liners.

    On the other hand, Star Wars Empire at War actually did unit counters pretty well in my opinion.

    The issue is when there are more expensive units which have useful abilities in specific situations, but aren't worth building due to the opportunity cost of having less deathball units.

    I'm hoping that there are many many units so we can argue about their effectiveness.
    Last edited: November 2, 2013
  20. brianpurkiss

    brianpurkiss Post Master General

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    I get what you're saying.

    This is why late game scouting is incredibly important in PA. Often the people who win are the ones who scout out their opponent to figure out what he's doing. It's also why the Advanced Radar Satellite is such a powerful unit.

    I don't really think this is an issue of unit balance or something. It's more of an issue of people need to scout late game. It's pretty easy to do and makes worlds of difference.

    When I scout my opponent and see he's buildings lots of bombers, I build lots of fighters. When he's building a proxy base to my rear, I build factories and defensive structures near his proxy base.

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