Friday Afternoon Playtest

Discussion in 'Planetary Annihilation General Discussion' started by garat, January 25, 2014.

  1. Raevn

    Raevn Moderator Alumni

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    Not a fan. I dislike arbitrary restrictions like this. Why can't a missile be fired at a ground unit?
  2. brianpurkiss

    brianpurkiss Post Master General

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    Why can't ants shoot at air units?
    igncom1 likes this.
  3. chronosoul

    chronosoul Well-Known Member

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    their turrets can't aim high enough.

    A missile tower has a swivel for its attack, It's not like that tower was substantially more powerful at killing ground units compared to laser towers. but I guess if their is a land/air hybrid attack, it would be nice to have dedicated defenses.

    But i'm all for Basic turrets to have versatility, with advanced being Specialized.
    stormingkiwi likes this.
  4. brianpurkiss

    brianpurkiss Post Master General

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    I'm all about diversity.

    One structure that does everything is a bad thing in my opinion.
    MrTBSC likes this.
  5. brianpurkiss

    brianpurkiss Post Master General

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    Also. Poor argument. The unit model can be easily altered to have a higher angle.

    Why can't spinners fire at ground? Or sniper bots aim up for an arc?

    It's not only about diversity but balance.

    One unit or structure that does everything is bad.
  6. Raevn

    Raevn Moderator Alumni

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    All structures that do one thing is just as undiverse. It's arbitrary and makes it feel "gamey".

    If a tank firing a shell is physically able to hit an aircraft, it should be able to. However, I don't think the game should be designed so that they can. Aircraft should be too fast and/or high for this to occur.
    liquius and carlorizzante like this.
  7. igncom1

    igncom1 Post Master General

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    Yeah we have been through this argument before.

    Id like to see a vanilla PA mod that is based around everything can shoot at everything, just to see how the overall game compares to default PA.
    carlorizzante likes this.
  8. chronosoul

    chronosoul Well-Known Member

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    I like the idea of Soft counters being available instead of persistant "diversity hard counters". I'm not saying hard and soft as in level of power the structure has but versatility. Bots are more versatile at killing and running on the move. The Gil-E is good only at sniping and long distance attacks. Bots are "Soft" Gil-E is "Hard".

    Regardless of "Gamey" and unit capability, its about creating an army and base that eventually develops its advanced roots.

    Basic towers are okay at killing air and ground but advanced towers are hard hitting in only one area.
    carlorizzante likes this.
  9. brianpurkiss

    brianpurkiss Post Master General

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    That would be a very interesting mod.

    I'd love to see how that plays out.

    I'm trying to think of all the other RTSes I've played and can't think of any defensive towers that fired at a bunch of things.

    SupCom naval did have a bunch of different types of offensive capabilities on a single ship. And I liked that. However, I'd argue that the only reason it worked is because of the different unit sets amongst the factions. :-/

    PA is such a unique RTS that's it's difficult for us to make speculations on gameplay.
  10. v4skunk84

    v4skunk84 Active Member

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    Yeah I tried watching the twitch replay! It will not load past 32mins.

    Edit: About ground units hitting air craft... In TA it was possible for any unit to shoot them down. I have had guardian turrets do it....
    Last edited: January 25, 2014
  11. Raevn

    Raevn Moderator Alumni

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    You haven't played Total Annihilation I take it?
  12. brianpurkiss

    brianpurkiss Post Master General

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    It's on my todo list.

    I am aware that they could. But I also heard that it was a 1 in a million chance – or just about.

    We experimented with Ants shooting at air and the ant blobs were so dense that they invalidated air.

    Either way, it's not really a feature I see worth implementing.

    It's either so rare it's not really worth adding, or it's so common air is invalidated, or it's somewhere in the middle and it invalidates anti air ground units.

    In my opinion at least.
    Pendaelose likes this.
  13. PrinceAAwe

    PrinceAAwe Member

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    one change im hoping to see is a nerf in walls.. caz right now they really OP
  14. MrTBSC

    MrTBSC Post Master General

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    you may call it arbitrary .... i call it delibarate but making sense .... as in stuff focusing on what they are supposed to do ....
  15. igncom1

    igncom1 Post Master General

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    I find mobile artillery and combat engineers easily beat them, and even a group of T2 bombers burn them down rather quickly.

    I am actually loving the potential for proper siege's.
  16. miturian

    miturian Member

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    hmm, I too kind of liked my missile towers to be able to hit ground. it makes sense from a game point of view to have a basic tower that will deter random scouts, irrespective of whether they are ground or air. so now I have to build 2 defence structures at each of my outlying mex's?
    carlorizzante likes this.
  17. brianpurkiss

    brianpurkiss Post Master General

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    Would you rather a 1 building that does all so we have no need for variety?
  18. igncom1

    igncom1 Post Master General

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    Well the missile turrets took to many shots to deal with even a few tanks, even a group of dox were trouble to a single tower.

    Making the laser defenses extra HP and damage a valuable thing.

    I found building both to be inevitable to stop an actual attack, still when en mass and behind the current walls.....

    I am sling towards the camp of thought that walls should not allow any projectiles to pass, making tall turrets more valuable.
    carlorizzante likes this.
  19. leighzer

    leighzer Member

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    It would be nice to have a turret that shoots everything, just make it cheap, and do low damage. Any organized force of units could dispatch them easily, but having them to lightly rough up a small amounts of units (general zone control) would be nice.
    Last edited: January 25, 2014
    cdrkf and drz1 like this.
  20. Mosse

    Mosse Member

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    Any talk on when you can edit patrol paths like in supcom or they just sticking to area commands? Either all, I am good but just asking.

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