Uber devs and balancing.

Discussion in 'Planetary Annihilation General Discussion' started by Clopse, January 14, 2014.

  1. carlorizzante

    carlorizzante Post Master General

    Messages:
    1,371
    Likes Received:
    995
    Looks like you have a great job, dude. I trust for good reasons. Keep up the good work! ;)
    shootall likes this.
  2. carlorizzante

    carlorizzante Post Master General

    Messages:
    1,371
    Likes Received:
    995
    I would try also giving the units the ability to arrange themselves in wider and larger formations. That way a single strafe of bombers wouldn't do so a massive damage.

    In fact it would be sweet to be able to order your units to stay tight or lose. Formations have an impact in the result of a charge. And different units can better support each other if properly arranged depending by their role and range.
  3. carlorizzante

    carlorizzante Post Master General

    Messages:
    1,371
    Likes Received:
    995
    Mind you, top players will always be, whatever tools they've been given.

    They are at the top now with this game, and they will find a way to be at the top with a new balance and new units.

    Or are we saying that the actual balance and game play gives advantage to a specific kind of mindset and people, and we should keep forward in that direction, otherwise we would see others game styles taking over?
    Last edited: January 14, 2014
    Pendaelose likes this.
  4. Arachnis

    Arachnis Well-Known Member

    Messages:
    938
    Likes Received:
    442
    This.

    We were talking about teleporters the other day, and how they could make proxy factories irrelevant.
    But I guess solutions to that problem are as simple as twisting a few numbers, and we probably shouldn't worry that much.
    carlorizzante likes this.
  5. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    They say patience is a virtue, not practiced by many.
    but for those who do the fruits shall taste good.
    carlorizzante likes this.
  6. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    Awesome tastes better than good.
  7. carlorizzante

    carlorizzante Post Master General

    Messages:
    1,371
    Likes Received:
    995
    cookies.jpg
    cola_colin likes this.
  8. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    That sounds like a game breaking horrible change to me. Slowing down the game like that isnt necessary the average game times are pretty good currently.
    stormingkiwi and Arachnis like this.
  9. carlorizzante

    carlorizzante Post Master General

    Messages:
    1,371
    Likes Received:
    995
    Perhaps you are right. In my personal opinion having longer matches equals enriching the game experience and ultimately engagement. Smaller planets with few moons will always lead to shorter matches.

    And it would be nice to have a persistent Star System or set of planets (or several) where the conflict goes on for a while. Perhaps days. Obviously this would imply a conspicuous amount of players.

    What I mean is that there isn't one unique way to play. I'm sure there plenty of people who would enjoy both paces of game.
  10. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    Just some rough numbers Colin. Don't read to much into them, rather, look at the intent behind the numbers.

    Currently fabrication units are the cheapest thing you can build from any factory. They cost less than a combat unit, yet could be considered significantly more powerful. This feels very 'off' to me and results in large engineer blobs running around and insta-building single structures, units (if set to assist) or making the Commander nigh-invulnerable at a very early stage of the game. That notion does not hold with me and I dislike it intensely. Since build-time has been strictly coupled to resources spent, large engineer blobs make a mockery of a potential balancing factor.
    Clopse and Pendaelose like this.
  11. Arachnis

    Arachnis Well-Known Member

    Messages:
    938
    Likes Received:
    442
    Still, what would be the result?
    Fewer fabs, more time needed to build up your base, longer games.

    I don't see that as a good change.
  12. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    "Insta" building single things (assuming late game eco and high buildpower) imho is a valid thing in any flow based RTS. It is a logical consequence of it.

    Commander repair is an issue I agree with, but I think reducing the amount of available engineers has far too immense effects on other parts of the game. Instead I would propose to change the repair functionality: Disallow engineers to repair moving things. Make them use 3 seconds to deploy before repairing. Maybe just remove commander repair and replace it with a slight automatic regeneration (again this is one the things that mostly worked in FA)
  13. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    But this sort of engineer blobbing is happening early game.
    :(
  14. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Early game nobody has resources to make anything "instant" by far?
    gunshin and stormingkiwi like this.
  15. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    The dev's aren't the best at the game. They aren't as bad as they show on streams though. That being said, they also trust the community to be better at more widespread game balance abuse, and they do count on testing balance with the community to adjust the game better.

    That being said, I don't want to project argument, but your post sounded a little insulting lol.

    Also, dox swarming a base is laughable, but dox swarming from their own turret line along the sides of enemy units is pretty strong. I would say dox aren't underpowered, they are "role" and strong at said role.
  16. Arachnis

    Arachnis Well-Known Member

    Messages:
    938
    Likes Received:
    442
    I agree, except for the part where you said that it sounded a little insulting.
    stormingkiwi likes this.
  17. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    as long as you restrict yourself to only the strictest definition of the word, yes.

    What I mean is that nothing has changed from SupCom, merely shifted. You express your concern that SupCom had engineer blobs constantly assisting factories, I express my concern that there are engineer blobs that are all assisting nukes or pelters or T2 eco. Same problem, different game.
    Last edited: January 14, 2014
  18. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    Well, you can make stuff hella fast, but isn't that by far a worse tradeoff compared to making things in 5 places at once? Factories also stifle that because making instant units from one factory is slower than making 2 second builds for 3 factories because of efficiency and "roll off time" while 3 factories have the same roll off time but produces 3 units in that time frame.

    You can make hella fast nukes with a swarm of t2 air fabbers, but the economy almost requires a whole world of captured t2 metal. That late balance could be better, but who cares at that point?
  19. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    Didn't realize planning ahead was frowned upon in the PA Community.

    Why artificially create wasted game time where if you want to come up with some strategy like that you can do that before you click "Start Annihilation?"

    This new method speeds up the early game and caters to both players. Players who want to plan each match, and players who want to stick to their build order.

    You can still change things up on the fly and plan ahead.

    Before the match starts is when I form my game strategies. I take a look at the map, figure out what the terrain is like, what I should do about that, where my opponent is likely spawning, and whether I'm going for an early offensive push, or more economy heavy to start.

    And then... I sit around and twiddle my thumbs while my commander builds the same 4 structures.

    It's boring.

    The new changes are going to be amazing.
  20. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    While I'm flattered that you think so, I am not a incarnate of the PA community's collective opinions. I'm a person with my own thoughts and ideas that do not always conform to the norm around here. I would have thought that was obvious by now.
    :p

    Committing to a strategy without information is nothing more than rolling the dice. I don't like strategy games who promote random luck on the first action you perform.
    beer4blood likes this.

Share This Page