Le(roy) Poll: Decoy Commanders?

Discussion in 'Planetary Annihilation General Discussion' started by eroticburrito, April 29, 2014.

?

What do you think on having Decoy Commanders?

  1. I'd like them in-game.

    38.3%
  2. I wouldn't like them in-game.

    23.4%
  3. LEEEEEEEEEEEEEEEEEROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOY

    4.3%
  4. JEEEEENNNNNNNNNNNNNNNNKKKKIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNNNNNNNSSSSSSSSSSSSSSSS!

    8.5%
  5. I'd like them in-game if... (post in comments).

    2.1%
  6. I want me some strong Support Commanders.

    23.4%
  1. eroticburrito

    eroticburrito Post Master General

    Messages:
    1,633
    Likes Received:
    1,836
    As in Total Annihilation - it might be interesting to be able to have body-doubles for our most valuable unit.
    They'd effectively be engineers - no upgrades, no Uber-Cannon.
    They'd obviously be uber expensive, possibly built from a T2 (Vehicle or Bot) Factory depending on whether your Commander was a Tank or a Bot.

    An alternative could be Support Commanders with more combat capabilities - maybe a weakened Uber-Cannon or some other such awesome weapon.

    What do you folks think?
    cdrkf and BradNicholson like this.
  2. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    Balanced... Annihilation....

    Seriously, you must play that game religiously.

    JKJK, seriously, it isn't a bad idea, it just works better with the Zero K tech model. The only problem with one is it's build speed and limitation. You don't really want to be allowed to have an army of commanders, even if they are useless decoys, it makes it really annoying to snipe them all. Unless they had really low health and really high cost (so you could produce them yet fireflies can reveal if they are commander or not).

    If they had low enough health that a regular unit hit would be obvious if it was or not commander, then I think it might be a real interesting t2 bot factory unit lol. Fills the "infantry" role, decoys do. Maybe that means the t2 vehicle factory should get UberCannonUnits, tanks with the ubercannon weapon? LOL. That would be fun ;D
    eroticburrito likes this.
  3. elwyn

    elwyn Member

    Messages:
    68
    Likes Received:
    16
    I used to love to build them in TA then pick them up and fly them to the enemy base (nuke)
  4. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    My eyes bleed when i look at the poll :(

    Decoy commander are fun if you can't distinguish them from the real one. In TA, it was called "Decoy Commander" so it was quite obvious.
    eroticburrito likes this.
  5. BradNicholson

    BradNicholson Uber Employee Uber Alumni

    Messages:
    1,073
    Likes Received:
    4,589
    I voted for Leroy Jenkins I think.
  6. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Decoy commanders were great in TA. You don't need too many of them, so we can keep them expensive. Just imagine how confused you can make your opponent by putting one decoy on each planet you control and then constantly swapping them around through teleporters. It would be so much fun! They are worth building no matter what the cost, because there is always the chance you can get them to waste a nuke on the wrong commander.
  7. eroticburrito

    eroticburrito Post Master General

    Messages:
    1,633
    Likes Received:
    1,836
    This thread has been won. /end
    websterx01 likes this.
  8. BradNicholson

    BradNicholson Uber Employee Uber Alumni

    Messages:
    1,073
    Likes Received:
    4,589
    I want to switch my vote to Jenkins instead of Leroy.
    ArchieBuld likes this.
  9. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    In AI skirmish games, it was called Decoy commander. Multiplayer used a sort of hack by sending the other game clients the commander unit instead, so it really was impossible to tell it apart.
  10. eroticburrito

    eroticburrito Post Master General

    Messages:
    1,633
    Likes Received:
    1,836
  11. aevs

    aevs Post Master General

    Messages:
    1,051
    Likes Received:
    1,150
    Not a fan, although I'm sure some people are.
    Personal stealth for commanders that hides them from radar and perhaps orbital vision is what I'd like to see.
    Nayzablade and eroticburrito like this.
  12. eroticburrito

    eroticburrito Post Master General

    Messages:
    1,633
    Likes Received:
    1,836
    Well I'm sorry Brad but that's not how it works. *heats Leroy brand in the fire* You have to take responsibility for your life choices. We can't all be Jenkins. Somebody has to be Leroy.
    websterx01 and polaris173 like this.
  13. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    Oooh i see, i didn't know that. I mostly play TA offline.
  14. BradNicholson

    BradNicholson Uber Employee Uber Alumni

    Messages:
    1,073
    Likes Received:
    4,589
    DONT TELL ME WHAT TO DO
    ArchieBuld, websterx01 and aevs like this.
  15. eroticburrito

    eroticburrito Post Master General

    Messages:
    1,633
    Likes Received:
    1,836
    YOU'RE GOING TO GET US ALL KILLED
    ArchieBuld likes this.
  16. polaris173

    polaris173 Active Member

    Messages:
    165
    Likes Received:
    204
    I love anything that allows for strategic options beyond pure combat, and puts in deceptive/distracting intel like radar spoofers/jammers etc; I really hope decoys make it in. I think they should have a lot of health, but no special weapon; that way if you charge them with a cloud of units you can tell if it's the real comm or not (unless you intentionally don't have your real comm fire its special weapon just to trick your opponent the possibilitiiies!)
    eroticburrito likes this.
  17. mredge73

    mredge73 Active Member

    Messages:
    201
    Likes Received:
    96
    What about a buildable commander? Must kill all of them, just like a team game.
  18. RMJ

    RMJ Active Member

    Messages:
    587
    Likes Received:
    234
    Something i always wondered about ever since playing Red Alert for the first time as a kid. Is why more RTS havent used the decoy feature.

    I think it was awesome, hilarious and cool to be able to fool your opponent, by building decoy structures. It adds depth, Sure people can scout, but you can trick them.

    Like say what is a decoy building? well its just an empty shell basically. So build 6 factories, and your opponent scouts you and think your going factory tech when infact you are going something else.

    decoy commander would be amazing as well. limit it to one per time perhaps.


    Ahh yes now im all nostalgic and must go back and play the free OpenRa!
  19. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    Why not have buildable Commanders as full-on "extra lives"? Of course they would be ridiculously expensive, but I'd almost like to see what such an addition would do to the game.
    cdrkf and Clopse like this.
  20. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    Would be one way around the pa snipe game. Their current cost is not so bad.

    Prob only good for single planet type games or the game has the possibility of lasting for weeks.
    eroticburrito likes this.

Share This Page