Commander lategame powerup?

Discussion in 'Planetary Annihilation General Discussion' started by ke55, January 21, 2014.

  1. brianpurkiss

    brianpurkiss Post Master General

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    Again, the point of PA is to make it all about the unit combat. Not Commander combat.

    Then what's the point of the cloak?
  2. v4skunk84

    v4skunk84 Active Member

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    You are a troll.
    What is the point in nukes when there are anti nukes?
    You see i can do that too.
    iron420 likes this.
  3. iron420

    iron420 Well-Known Member

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    I'd like to see some supporting documentation on that if you've got it
  4. brianpurkiss

    brianpurkiss Post Master General

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    I don't think you understand the definition of a troll. Nor is your point in any way related to any of my points, it's a simple straw man agrument.

    You said that large maps are already a problem... implying that it was already hard to find a Commander... and then advocated for adding a cloak anyways... and then said that it was easy to break the cloak.

    So I shall repeat myself. If it's easy to break a cloak, what's the point of the cloak? Nukes and anti-nukes are in no way related to my question, which you did not answer.

    --

    You want a source?

    How about your do a search. Check out the FAQ. Check out the Confirmed Features list. The info is very easily obtainable.

    Even so, I shall one up you and provide you two different sources directly from Uber: https://forums.uberent.com/threads/confirmed-features-list-2-0.44950/#post-698172
  5. bobucles

    bobucles Post Master General

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    To do the exact same thing it did in TA.

    It protects the Commander from detection, until the enemy decides he wants to go through the expense of breaking it.
    v4skunk84 likes this.
  6. ke55

    ke55 Member

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    The first reaction to my initial threat was that of cloak, i merely gave room for the idea but I already knew that they wouldn't inplement it, becouse it does give some interesting speculation i let it be :p maby becouse I simply hope the commander to be (slightly) better then it currently is lategame.
  7. thetrophysystem

    thetrophysystem Post Master General

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    Cloak was a good mechanic.... for it's game. You just had to kill enough power to get to the commander.

    I like this game's way of solving it via physically balancing the commander. So far it is the closest option in my opinion, and the most impressive to pull off.

    I wouldn't be against cloak because that puts the commanders death hand in hand to losing too many power plants, it just seems like we can't add everything from the original, like spinners that attack ground and metal worlds where mexes go anywhere and full-map autofire artillery, you get the point.

    Besides, cloak would not make commander use better, it would just make his lack of use better. The weapons they purpose on adding to him, would make it better.
  8. v4skunk84

    v4skunk84 Active Member

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    I don't have a problem with larger maps/systems other than the performance dip mid/late game.
    Cloak imo is a good idea because it adds to the survivability of the commander mid/late game.
    EDIT:I have no interest in the search function. If i have a question i will ask it.
  9. bobucles

    bobucles Post Master General

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    How does cloak stop the Commander from being a weapon? If anything it allows you to include him in MORE attack strategies than before. An enemy can fatally underestimate his defense when a Commander pops out of the blue.
    No. Those don't relate at all. Don't be ridiculous. If something is good, use it. Don't throw it all away because something completely unrelated didn't work well.
  10. brianpurkiss

    brianpurkiss Post Master General

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    Using the search form is in the forum rules.

    You shouldn't expect people to go out of their way to answer a question when it is easily obtainable yourself.

    We are by no means obligated to answer your questions.

    Since you show no interest in finding out info for yourself, I shall decline to answer any questions you may have if the answer is available in any of the many resources available – many of which I have poured many hours and hours into in order to help out the community.
  11. ke55

    ke55 Member

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    The way i see it now, the best way to inplement more effectiveness to the commander, keeping in mind that the game is macro oriented and no active abilities should exist the best thing i can come up with is that the commander upgrades itself with excess metal and energy that would have been wasted, full storage, however it being a slow and inefficient process, decreasing in efficiency untill the commander simply cannot get any better softcapping it. This would at least allow him to put up a last fight if he got upgraded, meh doent sound worth it anymore lets bury the idea instead maby for another time.

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