Improvements 1.0

Discussion in 'Planetary Annihilation General Discussion' started by startoaster, November 19, 2013.

  1. JWest

    JWest Active Member

    Messages:
    264
    Likes Received:
    89
    You seemed to be confused about this whole concept of "caring about what people write".
    drz1 likes this.
  2. shotforce13

    shotforce13 Well-Known Member

    Messages:
    543
    Likes Received:
    400
    Easy fellas, take a deep breath.
    drz1 and thetrophysystem like this.
  3. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    I agree. Be nice guys.

    Though I agree with some of their points.

    -Metal converters basically gave the same very small area the metal-producing power of half a planet of metal-collecting. I would only see this work in this game if it was a really really really inconvinent amount of power per metal (where losing a power plant is a real danger and you have to do minutes of building for that metal so it only works endgame), or as a one time mex upgrade (to limit more metal to one mex each mex)
    -More defensive things are good ideas, although currently turrets by-cost do hold off a lot considering lasers can take down many dox before fall and many ants even. Suggestions: use abundant spacing (get 8 wide area metal points and it is ok if there is empty space between then), use abundant turret lines and layers (think Korean demilitarized zone), and use walls on the outside of the turrets as their health is pretty sufficient (along with a fabber at each wide area of turrets to repair). However, everything in this game is low health, as so during a fight you will always have losses and the difference is just who lost more. Turrets work this way too, your enemy will lose their army but you will lose so many turrets and you will both build them back no big deal.
    -Some features like volume controls are just something they threw together, they will go through and add all better options menu things and in-game UI features like important information notifications and multi-window near release. So basically, this is beta, they have that added as features planned at release.
    -Also, more ambient music is likely to come. They also did an "orchestral" capture of ingame music, while the ingame music is still the initial synthesis. Just wait until THAT gets added.
    -Build times, metal efficiency, and t2 metal efficiency over t1, are all actually pretty widespread in opinion, that they need to be LESS. Then again, you can have as many fabbers as you want assisting building, have 20 of them build and the build time is nonexistent. As far as metal, in alpha there was much too much metal, and as far as t2 mexes, we feel the space between t1 and t2 should be less or that t2 mexes should be removed or just a health upgrade because it is a waste to have to "upgrade as fast as possible" being the aim of the game.
    -Some things you list off are in game, although nobody blames you because this is beta and there is no information booklet or anything to tell you otherwise. Pole-lock is in options menu, zooming to space view is like "period key" or something, switching through planets is like "comma" key or something, commander has a regular gun and a Uber-Cannon (d-gun) if he uses his "attack" command from the right hand side bar explicity on a close range enemy, whatever you click to build while holding the "ctrl" key is set to "build first" and whatever you click with "shift" is "build 5" and whatever you "rightclick" is "removed instead of added to build" and any combonation of those work so "shift-ctrl-rightclick" will "remove 5 builds from the front of your build orders".
    -The metal planets in this game will work as superweapons, but you won't be able to mex anywhere on them. Different direction. Sorry. You will be able on release, to change your commander metal rate to a high number, so your commander produces a metal planet worth of metal, and doing that is mostly like playing on a metal planet in TA.

    -HE HAS GOOD IDEAS HERE: quick rapid tap of "C" zooming into your commander's position close-ground camera, poles having a nifty "magnet bar tip" through poles so north has a "red magnet bar tip" and south has a "black magnet bar tip" or something visually nifty.

    Also, thanks for the kind words. This game unfortunately can't be LITERALLY TA2 because the rights to that was sold from ATARI to the runners with the SupCom series if I am not mistaken. However, this game is what everyone wants to be covering half a planet in structures and sending 200 units at a time in waves against each other and having shelling and airbombing, and then taking it across planets, and then letting you crash some small meteors into some planets as a giant planetary superweapon.

    So as far as that goes, try playing this game a bit differently against the AI and tell me how it goes. Use lots-of-water world if you want a bit of a AI nerf, or use the options in pregame menu to lower his economy scale to .5 (half) instead of 1. Then, test out playing differently, building 1 metal and 1 power to start, then build any factory and 10 of any engineer(fabber) while your commander goes to other metal spots and make mex-and-powerplant. Send your fabbers off 3 at a time to go to other metal points, and make another factory on a few of them and multiply again.

    After having that in mind, building multiple scattered points of mex/pp/turrets/factory, then the strategy comes in. Build a ton of dox/stinger, ant/spinner, some radar and pelter artillery... after an army with sizable defences and a lot of land with mexes, build advanced factory and then go around getting t2 resource and strategize again: orbital, nuke, holkins/catapult/t2radar, levelers/slammers/t2bombers...

    Some people like getting their wide area established and probing with radar into enemy base while setting up pelter pockets by outside mexes with defences, some people like 200 unit army stampedes, some people like establishing lots of mexes and playing chill defense/rush t2, some people like air bombers. Generally, bombers are good against artillery, artillery is good against naval, naval is like sea artillery with less range and very solid antiair, there are different balances in the game...
    Last edited: November 20, 2013
    drz1 likes this.
  4. kalherine

    kalherine Active Member

    Messages:
    558
    Likes Received:
    76

    Sry to disapoint you ,but this game its not sucessor off TA2.

    For that keep watch Chris taylor,i think we will make TA2 or Sup3
    Its just a game with some few options off TA,but wont pass that.
    The spheric planets tell all.

    Thats wy starcraft players love starcraft,they always keep the game soul not change.
    And i can agreed with them on that point.
    Last edited: November 21, 2013
    stuart98 likes this.
  5. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    Also, I am trying to play around with making a new pole graphic for planets.

    Btw, this game is going to be big with modding. Lots of editability by players.
  6. Timevans999

    Timevans999 Active Member

    Messages:
    518
    Likes Received:
    44
    No it was produced by mavor
  7. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    They meant pretty sure TA2 will be produced by someone else. Which looks likely seeing as how the rights passed hands from Atari to Wargaming (SupCom Holders).
  8. occusoj

    occusoj Active Member

    Messages:
    187
    Likes Received:
    34
    Mavor has nothing to do with TA2 afaik, the rights for TA are not owned by Uber, other people might do TA2 now.
    Will be fun to see what they come up with.
    Chris Taylor I think is the one behind TA2 if I remember right.
    kalherine likes this.
  9. kalherine

    kalherine Active Member

    Messages:
    558
    Likes Received:
    76

    Yes CT its the one behind TA2
  10. ace63

    ace63 Post Master General

    Messages:
    1,067
    Likes Received:
    826
    TA2 is just speculation at the moment guys - there is no official word about this.
  11. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
  12. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    tatsujb, he specific TA2.

    Mike

Share This Page