Uber Internal Playtest Video 1/13/2014

Discussion in 'Planetary Annihilation General Discussion' started by metabolical, January 13, 2014.

  1. carlorizzante

    carlorizzante Post Master General

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    What's that 100% on the top, in the between metal and energy? Never seen that in my game. But I do see it in some replay of other players. What's that? :)
  2. stormingkiwi

    stormingkiwi Post Master General

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    Economic efficiency mod.

    Well, exactly.

    That's a tiny radius.

    Better off just using 20 fighters. The reason being is that the only place your scouting with the radar satellite will be effective is no man's land. You can expect that cheaper orbital and earlier orbital means that orbital is always a factor, so people will just build orbital defences around their bases.

    Plus, 20 fighters can scout in multiple areas at once, so can cover just as much ground.

    And what does the basic radar satellite now do?

    Say what you like about the two, but there wasn't anything fundamentally wrong with radar coverage, it was vision which was the problem.
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  3. carlorizzante

    carlorizzante Post Master General

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    Ok! Thanks! So they use it as well.

    I was wondering if some of the Mods could be implemented in the final release of the game. Like the Economic Efficiency Mod and the possibility to line up power plants instead of create building areas. Perhaps using shift+drag to line up buildings like factories do and something like shift+alt+drag to create a building area, instead.

    Also, I lately played Supreme Commander 2 and I noticed that it allows you to repeat a queue of units, basically to create your own basic pattern to be repeated no stop. Also it allows you to pause a factory, without losing the queue pattern.

    That's a useful feature. It's so easy in PA to screw up your eco. I always miserably stall it :p
  4. stormingkiwi

    stormingkiwi Post Master General

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    I'm sure they will be.

    I don't think it will be shift+alt to change pattern. It will probably be like infinite queue is on the latest dev stream.

    I.e. A ui toggle option.

    I can't tell if the devs are using line build with power gens or not. I think they are.

    (check the livestream. You'll see the infinite queue is already in the build)
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  5. carlorizzante

    carlorizzante Post Master General

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    True, I've seen it a bit later in the video stream. Awesome.

    It leads me to think that actually sometime you want to have the option to build in line or as area. Like land/naval mines. I imagine situations in which I would like to go either ways.
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  6. pivo187

    pivo187 Active Member

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    Not sure i like having to build each individual orbital fighter, satellite, ect...Maybe there should be some sort of space station that the orbital fabber can build? It seems very micro intensive to have to build each individual fighter, solar panel ect...Thoughts?
  7. iceDrop

    iceDrop Active Member

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    It seems that was a miscommunication amongst the dev team, and the marching orders are to restore the ability of ground-based orbital factory to build Avengers. I bet we'll see that in the next play-test or two, and fixed before they move from -main to -live build, is a 99+% certainty.

    Good catch though, it helps for everyone to notice and point it out, so we don't all collectively miss that kind of thing.
  8. iceDrop

    iceDrop Active Member

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    Oops, I replied too fast, and missed an aspect of your concern. Not sure about the construction of satellites. I agree that a factory queue seems like it'd be nicer than a fabrication unit queue for those (primarily since I think factory construction allows for a queued move/patrol/etc command for less overall micro), but this is the direction the devs are [currently] going for those satellites. I think they needed to make that change to support building the ground based teleporter from orbit. It's a work in progress, afterall.
  9. mered4

    mered4 Post Master General

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    Gates are built FROM orbit, not IN orbit. :p
  10. pivo187

    pivo187 Active Member

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    I'm thinking gates should work with air/ships too? It gate seems really high so either can pass through...only for ships both need to be on water for it to work obviously...
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  11. agmarstrick

    agmarstrick Member

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    Ah yes, well that does make more sense. :oops:
  12. LavaSnake

    LavaSnake Post Master General

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    That would be helpful, especially with the new gunships.
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  13. pivo187

    pivo187 Active Member

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    LavaSnake: I dont see why not, right? PA is letting us do everything we wanted from previous games TA, supcom ect..Why limit the teleporters to only ground forces...PA has no LIMITS lol
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  14. zomgie

    zomgie Member

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    This build is looking better and better, I can't wait till we get to try it.
    Last edited: January 17, 2014
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