The t1 PG (power generators) are still too high.

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

  1. chronosoul

    chronosoul Well-Known Member

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    This thread is not very constructive towards arguing why power generators should be lowered to a different height value, and the current post direction shows a bad derail.

    I find the T1 power gen at a nice height and size relative to the T1 structures.

    The picture referenced by kalhrine doesn't match the current generator design in game....
  2. tatsujb

    tatsujb Post Master General

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    who cares about derail? this topic is better
    Sup Com was a revolution from TA, i took TA and introduced so many of the concepts you play with today in PA.
    TA introduced :
    -flowing economy
    -pathfinding
    -scale / numbers

    FA introduced :
    -strategic zoom
    -simulated projectiles and projectile intersect prediction/guestimation for each and every unit.
    -shift queing
    -shift paths
    -E.T.A.s
    -editing shift queues both by moving waypoints and deleting/adding almost everywhere
    -the tooltips for what units are and what they're doing
    -radar blips
    -teleportation
    -game ender units
    -score
    -ladder
    -ranking
    -more scale / more numbers

    PA continues that legacy and introduces :
    -teams armies game mode
    -sphere maps
    -map destruction/reset
    -orbital layer
    -more scale / more numbers

    this is only a summary but whithout a doubt the three are a familly and SupCom FA was one HUGE step, especially UI-wise.
  3. Culverin

    Culverin Post Master General

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    Small correction:
    TA: Introduced shift queuing
    SupCom: drag for line of buildings.


    Some of us we're hoping for that same level of evolution here...
  4. beer4blood

    beer4blood Active Member

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    Really four pages about the visual appeared of t1 pgen???
  5. igncom1

    igncom1 Post Master General

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    SupCOm2:
    Flow-fields
    Cynicism

    Hurray! Im having a wonderful time!
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  6. ace63

    ace63 Post Master General

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    Wrong, all this was in TA.
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  7. shotforce13

    shotforce13 Well-Known Member

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    ^ this
  8. liquius

    liquius Well-Known Member

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    You give SupComm too much credit.

    TA had:
    -simulated projectiles
    -shift queing
    -shift paths
    -radar blips
    -the tooltips for what units are and what they're doing
    -game ender units

    Strategic zoom had already appeared before SupComm

    The only new thing SupComm added was advanced queues and ETAs.

    So far, the only thing unique to PA are planets and interplanetary travel.
  9. Culverin

    Culverin Post Master General

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    Which I am really sad to point out, are more gimmicks than anything that will redefine RTS genre.
    All while still missing most of the stuff from TA, SupCom, FA.
    But I'm hoping it will all come in the out-of-box experience.

    Unlike most games, I am actually holding by breath and hopeful that it will happen.
    Uber's crew has demonstrated that they have the technical prowess to pull it off.


    So let's wrap this bit up here....

    FA improved on SupCom which improved on TA.
    Each iteration took the best of the player experience as the all-powerful "commander" and extended it further.
    Regardless what a pgen or mex looks like in this game, I think we can agree that we'll all be happy if PA takes the best of FA and takes pushes the player-who-controls-massive-armies further.
  10. liquius

    liquius Well-Known Member

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    I didn't see it as an improvement. I saw SupCom as a game that fits into the same style of rts. I think TA is more interesting, enjoyable and complex.

    I don't like that. It should be about who can use there available resources more effectively. Not about who can amass the largest army.
  11. Culverin

    Culverin Post Master General

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    Allow me to clarify.

    FA improved on SupCom which improved on TA in the area of innovations with the RTS genre.
    It may not be your style, but you can't deny that it was an improved iteration with what the player could do.
    Strategic Zoom alone should be testament to that.


    And, yes, you're right, not about how can amass the largest army, but rather, how one can control and manipulate that army.
    Smarter controls (ferry command), movable queues, this is a lineage that improved on it's predecessor.
    It's not just about "more units", but to be able to direct that army in better and smarter ways.
    To achieve more, with more units, with less micro in a more complex battlefield.

    In 5 years, nobody will care what the PA pgen looks like.
    The previous games have "evolution of player control" as their legacy.
    PA will be judged by whether those things improve (or not).


    I think the fanbase has given most of the feedback necessary so Uber isn't stuck in a tunnel vision.
    Time will tell if PA lives up to that improvement in player control.
  12. liquius

    liquius Well-Known Member

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    I will agree that you spend less time wrestling with the UI in SupComm.

    I am not sure that its helping that much. I bet they get overwhelmed with ideas/solutions. A lot of people think they know what they want, but don't truly understand all of the consequences. However I can't really say "you should listen to me because I know/understand what I am talking about more then the others".
  13. cwarner7264

    cwarner7264 Moderator Alumni

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    Unless you're Nanolathe ;)

    (Love you Nano)
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  14. shotforce13

    shotforce13 Well-Known Member

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    Back to OP, the pgen doesnt look like the one in the kick starter trailer, so im guessing that this is the issue here.. as long as it gives me power, i dont care if its 16 layers high lol
  15. tatsujb

    tatsujb Post Master General

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    lol you two strat zoom was in TA ? icons for your own units were in TA? calculated estimation of trajectories were in TA? sphere maps were in TA? multiple planets were in TA? the economy overlay? multiple monitor support? split view function? free cam? the geological strategic map view? assist function (assist factory with other factory, assist transport with other transport)? the ferry command?
    the list goes on and you forgot to keep out what Supcom two and PA brought in, in you statement.

    no I think TA isn't the same game where making now and that's it pales in comparison and the same can be said down the line.
    SupCom very obviously pushed the large scale RTS scene into the nexte generation and without it PA wouldn't exist.
  16. ace63

    ace63 Post Master General

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    Did you even read my post?
  17. shotforce13

    shotforce13 Well-Known Member

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    Laughs hard.......c&c red alert had massive tank battles. I see no proof of supcom being the be all end all rts. uber chose TA not supcom as the motivation for pa. Turn down the fanboyism, i wont lose any sleep over this.
  18. tatsujb

    tatsujb Post Master General

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    OK the shift path and shift building queue editing was NOT in TA neither was projectile prediction and neither was the simulated projectiles for that matter. Giant units were not offset to the point the game obligatorily ended if you had one you could even line up tons of big berthas.
  19. liquius

    liquius Well-Known Member

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    Firstly none of us said TA had strategic zoom. I pointed out that SupComm wasn't the first to implement it.

    We didn't say TA had spherical maps. We didn't say TA had a free camera mode. We never said it had ferry commands or split screen support.

    However it does have simulated projectiles and you can set fabricators to assist factories (with the guard command). It does have an economic overlay.

    If your going to respond to us then at least read our posts and respond to what we actually said.
    shotforce13 likes this.
  20. tatsujb

    tatsujb Post Master General

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    no need to,
    you're barking up the wrong tree, SupCom inspired PA on equal fotting with TA, C&C on the other hand was never massive (if we're talking with unit count) nor dit it have big scale or simulated projectiles, it's not part of the lineage.

    I don't really care what you sleep, this conversation isn't important in my eyes, all I was doing was letting you know what you're in for so that you wouldn't be suprised.

    I found it curious that you would have come this far with this mindset when the kickstarter video said it all from the begining.

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