Tech Tier Design Philosophy ?

Discussion in 'Planetary Annihilation General Discussion' started by grom358, November 5, 2013.

  1. grom358

    grom358 New Member

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    What is the reasons/philosophy behind the two tech tiers? Looking at the unit database for example the Dox and Slammer it seems once you go tech 2 there is no reason to build the Dox at all. I guess with release just around the corner it is too late to change this aspect of the design, but just wondering was it ever considered to make it so all units are still useful all game.

    For example, I find Zero-K interesting in how they have a flat technology tree. Like their are tech 2 like units but all units are useful all game.
  2. slywynsam

    slywynsam Active Member

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    Doxes act as cannon fodder for Slammers and shot absorbtion, they also build faster and do extra damage.
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  3. heyiisrandom

    heyiisrandom New Member

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    This ^^^^
    also they have said that first tier units will be useful late game, so if this isn't really all that useful for most players then maybe there is still the possibility for some changes.

    I don't know much about programming but I can't imagine it would be too hard for them to add a bit of health/damage to each of the first tier unit's maybe with something like an ingame upgrade only available after building all advanced factories (or perhaps the adv factory for that corresponding unit type [ie: can only upgrade 1st tier air once you have built an adv. air factory, first tier bots after having built and adv. bot factory and so on])
  4. grom358

    grom358 New Member

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    The unit database shows 40 total dps for Dox and 300 total dps for Slammer.

    And converting that to DPS per Mass the slammer still better. Even from HP per Mass point of view the Slammer seems better going off the raw stats. So I can't see the use of building a Dox over a Slammer once got to tech 2.
  5. plink

    plink Active Member

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    It is very simple to make balance changes to the unit. Even doing a major revamp to all unit stats wouldn't take more than a few minutes. It is more about getting it balanced and fitting with the rest of the units in the game. Like previous rts titles, there will be unit balancing done up to release and after. It's ongoing.
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  6. stormingkiwi

    stormingkiwi Post Master General

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    Because if you build 1 dox to one slammer, it takes the opponents slammer another second to kill your slammer.

    If you build 6 doxes to one slammer, it takes the opponents slammer 5 seconds longer to kill your slammer.If they have two slammers

    It's just as expensive to deploy two advanced bot factories as deploying one advanced bot factory and 9 bot factories.

    And it's just as expensive to deploy 6 bots and one slammer as it is two slammers. It takes those two slammers 1.5 seconds to kill all 6 bots, whereas they take 0.67 seconds to kill one slammer. It takes your slammer 1.5 seconds to kill one slammer. It means your slammer can take on two slammers and probably win. Especially if you micro and immediately switch targets to the undamaged slammer once the first is on 25% health. Let whatever doxes survived take on the other.

    Plus, 9doxes vs 1 slammer - The slammer 4.5 seconds to kill them all. They only need 1.11 seconds to kill him if all 9 of them survive.
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  7. slywynsam

    slywynsam Active Member

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    Because you can build doxes much faster than slammers. Because Advanced Factories take much more mass and energy than T1 factories.

    Because you can swarm enemies with Doxes.
  8. stormingkiwi

    stormingkiwi Post Master General

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    Pretty much this.You can deploy 18 doxes to every one slammer. You may as well.
  9. brianpurkiss

    brianpurkiss Post Master General

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    They're still balancing units.

    I'm sure we're on the verge of a major rebalancing where we'll all have to re-learn how to play.
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  10. stormingkiwi

    stormingkiwi Post Master General

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    I'm sure..

    I'm kind of worried about gunships - the concept seems OP.
  11. slywynsam

    slywynsam Active Member

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    air units that shoot ground.

    Sounds a lot like ground units that shoot air.

    Doesn't sound OP to me.
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  12. brianpurkiss

    brianpurkiss Post Master General

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    Gunships are dedicated anti-ground units. Just like how some units are dedicated anti air units.

    They're supposed to be glass cannons.

    And I bet with Uber's ammo functionality for air units, I bet they'll be pretty balanced if they are actually added.
  13. igncom1

    igncom1 Post Master General

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    I do personally feel like T2 overall needs a stat revamp.
  14. thetrophysystem

    thetrophysystem Post Master General

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    I think they still need to add about 10 units at the very least per bot/veh/air tech and add that unit diversity.

    When they do that, they need to increase the specialization between the dox and slammer. As discussed above, the importance between t2 and t1 is burst damage. Balancing between large numbers spread out doing steady damage, and fewer slower bigger units doing one barrage of high damage with more chunks of wasted overkill damage and a longer reload between shots.

    Then both are useful and your strategy relies on the ratio you build and how you use them. Spread out, send one in to hit and run first, formations of different types...
  15. stormingkiwi

    stormingkiwi Post Master General

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    I love using scouts as gunships. That's the issue - anti-air units are REALLY effective. So gunships should be equally deadly, highly mobile and fragile.

    Then there are bombers - if gunships are more mobile anti-ground units, that hover during attack runs, why would you ever use bombers which get themselves killed during attack runs?

    Or they'll get themselves killed during attack runs as well, in which case I doubt I'll ever use them.

  16. brianpurkiss

    brianpurkiss Post Master General

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    This is all speculation. But I imagine bombers will have more health and more Alpha (initial) damage. Maybe even higher dps.

    So a group of bombers can kill something in one pass while gunships take a few seconds of hovering.

    And again, remember the ammo system. Gunships would fly overhead, unleash a flurry of shots, and run out of ammo. So they'd need to be pulled back to recharge.

    So I'm guessing they'd have a slower recharge rate than bombers. If I remember correctly, bombers recharge fast enough so they can normally keep up a steady stream of bombs.

    Again. This is all speculation.
  17. igncom1

    igncom1 Post Master General

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    Well hopefully bombers will drop actual bombs soon, and we can balance a more aoe carpet bomber unit.
  18. stormingkiwi

    stormingkiwi Post Master General

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    Yeah all speculating.

    The issue with bombers is that they have such a wide circle that you can never make a precision bombing attack. Small groups of bombers never destroy anything in one pass, which means they are kind of useless at removing stuff like artillery during an assault. To get them into a density where they can destroy stuff in one pass, I still feel it's better investing in scouts which are faster and harass air units when they attack the blob


    Ah. Not working as intended?
  19. brianpurkiss

    brianpurkiss Post Master General

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    The bomber problem you describe is due to beta. Uber has talked about it and they're working on it.
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  20. stormingkiwi

    stormingkiwi Post Master General

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    Oh good I'm relieved! (Bombers do the same huge circle in rise of nations, but they do so much more damage.)

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