How is planets and interplanetary a gimmicks?

Discussion in 'Planetary Annihilation General Discussion' started by lokiCML, November 6, 2013.

  1. ghost1107

    ghost1107 Active Member

    Messages:
    365
    Likes Received:
    181
    Lets use that search function... :cool:
    Now would you look at that. It's not been forgotten but it might take a while.;)
  2. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    If you think that spheres don't change gameplay, play me and I'll show you how they do.
    Quitch likes this.
  3. qwerty3w

    qwerty3w Active Member

    Messages:
    490
    Likes Received:
    43
    It's the absence of map boundary that changes the gameplay, whether it's a sphere or not is not important.
    brianpurkiss likes this.
  4. arsene

    arsene Active Member

    Messages:
    166
    Likes Received:
    114
    Spherical maps produced by procedural generation come at a cost of not having hand crafted maps with many special features and attention to detail. Additional complexity is inherent to this approach and without additional sophistication you will end up with a system that is either not robust or one that risks simplifying gameplay. I think these are direct trade offs and impose new challenges on the developers.

    On some level, what is the worth of spherical maps if the terrain is featureless otherwise? It will provoke accusations of gimmicky gameplay. Even worse, it will be a wasted opportunity, instead of feeling like waging an interplanetary war you will fancy yourself watching ants moving around on a billiard ball.
  5. Culverin

    Culverin Post Master General

    Messages:
    1,069
    Likes Received:
    582
    New revolutionary features = good
    However, if in pursuit of that, you lose depth, detail and polish which was previously had in its peers, then it is nothing more than showcasing a novel idea.
    That is what makes it a gimmick.



    Here's an example:


    FPS with melee using motion sensors = new
    Using the force with your hands = awesome
    But it's a clear step backwards in terms of depth and polish with Jedi Knight Academy
    Therefore, it's a gimmick.



    As it stands right now with PA, round procedurally generated planets = technical marvel.
    However, it is at a loss of scale.
    And at a loss of terrain that determines tactics (aka heights, chokepoints, elevation advantages).


    So no, round planets and interplanetary battles are not gimmicks by their own right.
    But if it costs scale and terrain, then your new and revolutionary feature was a detriment.



    Please don't get me wrong, I'm not trying to be pessimistic here, I'm actually quite hopeful and believe Uber can pull it off.
    I'm going to call it as I see it and not stick my head in the sand and pretend it's all roses right now.
    bradaz85 and stormingkiwi like this.
  6. Bastilean

    Bastilean Active Member

    Messages:
    328
    Likes Received:
    55
    Wish someone would tell the North Koreans.

    Here are my current thoughts on PA:
    Current random maps are bad for current strategic options. Learn to use the editor and edit your systems to be more playable.
    Last edited: November 7, 2013
  7. Bastilean

    Bastilean Active Member

    Messages:
    328
    Likes Received:
    55
    Wow, that's far from a gimmick in my book. That's a step into awesome. Maybe weak implementation of controls. I haven't played it. Patience lil padawan.

    I point you to the kickstarter video. I don't think we can pretend that our earth planet isn't pretty awesome right now. The fact that a lot of maps have choke points and multiple avenues of attack makes this game far more complex than many FA and TA maps.

    I would like to request Uber give more control of the mountains, doodads, etc in the planet editor if that is possible.
    Last edited: November 7, 2013
  8. Culverin

    Culverin Post Master General

    Messages:
    1,069
    Likes Received:
    582
    Star Wars Kinect got universally panned.
    A game is more than a feature/tech demo.



    Garat said they are the "height" issue is being worked on.
    Neutrino said they are looking into scale (back during summer?). He mentioned he would rather have it done right rather than just slap on a quick fix.

    Uber has acknowledged both issues. I'm optimistic they will be addressed :)
  9. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385

    [​IMG] urg!!
    it's so freaking vital to simulated projectiles.

    what about unit aim calculation??? when is that going to be?
  10. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    What are you freaking out about?

    Simulated projectiles are already a thing and thier lack of leading targets is a separate issue here.....

    Mike
    shootall likes this.
  11. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    ...they suck... it doesn't feel like sim pro, it feels like starcraft projectiles. without the cliffs how do you get that "at an advantage" situation again?

    and they're going to need leading target to stop constantly hitting the ground.
  12. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    Well, tehy are simulated, we just have units that only use basic projectiles so far. And the problem with Target leading is not that they miss, it's that they don't Lead at all, they aim at where the units is at the time of firing, not where the unit will be once the projectiles travels out there.

    Mike
    tatsujb likes this.
  13. arsene

    arsene Active Member

    Messages:
    166
    Likes Received:
    114
    So what sort of planetary systems would people like to see? Of course you can have a lot of variety, but what would be good for standard gameplay?
  14. dekate

    dekate Member

    Messages:
    56
    Likes Received:
    20
    just my two cents:
    there should be a way, to just send an engineer directly to another planetary body. as long as one orbital transport is in orbit it should automaticly ferry that one engineer to its destination...

    automation anybody ?
    like i give a build order on another planet, be it with my com, or an engineer, one single available astraeus/interplanetary-/interstellar- transport should go pick him up and carry him over, where the engineer instantly after landing will proceed to build his queue...
    additional a sound/notification/message (i want a hint/message system ingame !) will inform me about the succesful landing / destruction of the units in question...
  15. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    The thing about this kind of automation is that it can mess with your own intentions/units so it needs to be handled carefully if it's done at all.

    Mike
    Quitch likes this.
  16. Culverin

    Culverin Post Master General

    Messages:
    1,069
    Likes Received:
    582

    Doesn't that already kind of exist in SupCom right now?
    Order units to move, select transport, assist units.
    The transport picks up units, then drops him off to that destination...



    That notification system,
    That's one of my personal requests in the UI list.
    To be able to "tag" units/structures as important.
    Tag a nuke, tag a super unit, tag that fabber.
    Then if they get attacked, or they complete their construction, you are notified...
    bradaz85 and tatsujb like this.
  17. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    this.
    Quitch likes this.
  18. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    Sins did that really well - it has 4 separate notification areas in the bottom left.

    From the manual.

    It's a pretty solid system. I like it :). It's a really clean and uncluttered UI. I don't think you'd need 4 in PA - just 3 would do. Although it would be helpful to have one that told you your units were attacking other units, particularly in the case of artillery, as that normally signals an offensive is occurring.
    Last edited: November 8, 2013
    Culverin likes this.
  19. thepilot

    thepilot Well-Known Member

    Messages:
    744
    Likes Received:
    347
    You don't even need to assist.

    If you select units and transport, the engine compute what would take the longer (going on foot or by transport) and apply the best solution.
  20. thepilot

    thepilot Well-Known Member

    Messages:
    744
    Likes Received:
    347
    And currently, it's as good as non-simulated.

    Sure, like terrain relief, it may be better (or worst) in the future, but we don't know. We are only talking about what is in the game (and what will probably be on the release next month).

    Anything else is pure speculation.

Share This Page