Some in-game policies that need debate :

Discussion in 'Planetary Annihilation General Discussion' started by tatsujb, July 7, 2014.

  1. tatsujb

    tatsujb Post Master General

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    • Stopping a factory resets it's rally point I say nay.

    • strat icons on incomplete structures. nay nay nay
    • big icons. Should be 15x15 TOPS, right now the screen gets ludicrously cluttered with stock icons.


    • Gates are only for land units. another nay.


    • Uber cannon should have more area effect


    • lobby reloads new map when game mode is changed from FFA to team armies.

    • units should be able to pathfind their way to other planets if the gates are linked and on (probably something Uber plans on doing so not a huge gripe)




    • Balance is sooooo much better now, the only thing that seems drastically out of place is the commander HP, as it doesn't stand it's own versus 8 infernos and that's a damn shame for the longevity of the match.
    Last edited: September 13, 2014
  2. vorell255

    vorell255 Active Member

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    Do you mean naval and air?
  3. Geers

    Geers Post Master General

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    No hyperdimensional underground units.
    ace902902 likes this.
  4. cwarner7264

    cwarner7264 Moderator Alumni

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    There's only one way to settle this. We need forum polls.

    /s
    Murcanic, ace902902, Nicb1 and 3 others like this.
  5. vorell255

    vorell255 Active Member

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    I was only asking what types of units he wanted to allow throw that weren't. I wouldn't mind naval, but I'd like to exclude air.
  6. mered4

    mered4 Post Master General

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    I'd be for naval. I would be against air.
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  7. popededi

    popededi Well-Known Member

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    I know it might not be immediately intuitive, but I'd allow fighters only through.
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  8. tohron

    tohron Active Member

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    Same here - giving the defender air superiority makes for an interesting but non-overwhelming advantage. It's true that attacking fortified planets is too hard, but the complications happen when you're establishing a beachhead, not in what you do afterward.
    gtf50 likes this.
  9. trialq

    trialq Post Master General

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    I agree.
    I disagree, or rather it doesn't bother me either way.
    That's personal preference. Whatever the stock icons are, you know people will use their mod of choice if they care enough.
    Scroll wheel zooming is intuitive, I don't know what you're asking for.
    Should be for naval too, not air.
    Meh, whatever.
    I don't mind. I can see why it was implemented the way it is, namely it's so much easier to code. Keeping specific icons might confuse me actually, I'd keep thinking they were in vision range and more of a threat.
    You're arguing for less features by saying all planets should be smashable. Then people that don't want a smashable would just make planets that need a million halleys to smash. Pointless change.
  10. puppeh

    puppeh Member

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    Not quite sure what you mean here, care to elaborate? :)
  11. trialq

    trialq Post Master General

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    A unit in the progress of being built, cannot be stopped unless you stop the entire factory (which unsets the rally point and removes all units from the queue. This is because the unit being built is popped from the queue when production begins.
  12. puppeh

    puppeh Member

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    Ah cool, yeah that makes more sense :) So, the current unit being built, not the first unit in the queue.
  13. zx0

    zx0 Well-Known Member

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    if your scroll wheel can be pressed down you can use it to roll the planet
  14. Teod

    Teod Well-Known Member

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    Scroll wheel zooms in and out of position of the cursor. Back in alpha if cursor was off the planet it rotated the planet. It was super easy, fast and intuitive way of navigating and I'm really upset that they removed it. It at least should be an option, like the edge pan is.
    tatsujb likes this.
  15. brianpurkiss

    brianpurkiss Post Master General

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    1. I can see it either way. Personally, I kinda like it not canceling so I can remove all units from the build queue and remake my build queue without losing out on the metal that's currently invested in the unit that is being built.
    2. Agreed, stopping a factory should not clear the rally point. If you want to clear the rally point, set the rally point to right in front of the factory. I'd say the number of times people want to clear the rally point is... almost never.
    3. I think there should be strat icons on incomplete structures, they should just be different to indicate that they aren't complete.
    4. The icons do need some tweaking... and I think the Advanced units should have double border return. They don't stand out enough.
    5. The scroll wheel does give us camera control... we can scroll around and by click and dragging with the middle button we can move the camera view. That's my primary way to navigate.
    6. I dunno, I can easily see gates not being for air units. I do think that we should be able to put gates on the water and send naval units through. That would be very very helpful for water planets.
    7. Agreed. Pathfinding to other planets would be great.
    8. Agreed with different radar blips.
    9. Disagree because of poor UI. I think there is possibility of having things in that direction, but definitely not by your implementation.
    10. Yes, ground fabbers should not be able to assist orbital fabbers and orbital fabbers should not be able to assist ground units. It's unintuitive and makes building orbital fabbers almost pointless. They suck up so much energy, I'm better off building only one orbital fabber and a bunch of ground fabbers to assist. That's what I normally do. Similarly, maybe teleporters should be built in orbit, and then fall down to earth, and then take a few seconds to set up.
    11. Balance is so much better? Nope. Balance is crap mainly due to how way OP T2 units are. Let alone the issues with bots.
    12. No. Not all planets should have Halleys. We will be able to smash larger planets into smaller planets. That's confirmed, its just waiting on proportional smashing and, most importantly, that bug where pathing doesn't change when there's a planet smash crater.
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  16. stonewood1612

    stonewood1612 Well-Known Member

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    my thoughts:
    1. It should be part of the queue, agreed.
    2. I hope that's a bug.
    3. This, finally someone who points that out! Maybe the should be transparent or have a fading nanolathe green animation to indicate things under construction.
    4. Personal preference. I'd like them slightly smaller, but that may be because I play PA on a laptop and not a huge screen from a distance.
    5. Middle mouse? I use that for scrolling around the planet... maybe I understood this one wrong...
    6. Naval teleporters please.
    7. Hmm yes, why not...
    8. Yes, let us have differentiated radar blips and fog of war structure icons (that last one is confirmed, but when is it coming?)
    9. Yes please, this bugs me so much, I like the method in that post you linked.
    10. NO. The AI makes to much use of it already, so get rid of that method of assisting please.
    11. balance... I have little to say about that, It's better but it still needs a lot work.
    12. Yeah, agreed.

    EDIT: I missed one, oops :)
    Last edited: July 8, 2014
  17. Teod

    Teod Well-Known Member

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    It's good that you cant accidentally cancel it, but it's complete absence from the queue is a bit irritating. I was caught on this a few times - build factory, click unit, click repeat build - the factory builds one and does nothing.
    I think queue should be divided into three parts - in process, looped and not looped - with visible distinction between them.
    There should be incomplete icons to see the difference.
    Commander can have larger. Maybe factories too. But just giving enormous signs left and right isn't a right thing to do, I agree.
    I agree. Not everyone did, but I really liked this way of navigation. It should have been fleshed out more (to work with locked poles, for instance) and left as an option, not removed entirely.
    Naval gates would be nice. Air... That would be OP. With ground forces you have some time to react, you have choke points and defense lines. Air invasion would end (either wiping out everything or being obliterated) in seconds with neither side having any chance of performing meaningful strategic actions.
    Yes. No debates.
    Also yes.
    Maybe. Current interplanetary transport is weird, any change would help really.
    No assists and no building between orbit and ground. It's just inconsistent that they have limited horizontal range, but effectively unlimited vertical. It was a placeholder mechanic and should go away as the game approaches finished state.
    Yup. He's a bit too weak right now.
    I don't think that big planets should be halley-buildable. Or at least the number of engines required should go very high if you want a big one. But you should be able to launch a planet anywhere you want if you are in control of it.
    Last edited: July 7, 2014
  18. Dromed

    Dromed New Member

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    I do think giving naval teleports would be a little overpowered... just because they are very powerful units and a lot of narwhals and stingrays can wreck air meaning bombers would be pressed to take down the teleporters. I can see it causing problems.

    ----

    You can give teleporters a rally point which isn't a solution but is something. I wonder if you use the move command on a teleporter to rally to another teleporter - I will have to try.

    ----

    I actually don't like that orbital fabbers can assist land, and I'm not sure what makes them so special that they have such a longer range to fabricate. It's likely because they can build teleporters on the planet layer.

    Perhaps a good idea would be to allow teleporters to be built in the orbital factory, which become orbiting units (like the radar satellites) which are then permanently deployed to a defined place on the ground becoming perminant/static buildings. This could solve some problems when it comes to invading planets with a defensive lock down.

    Edit: Perhaps it would be cool to allow you to link teleporters before they are deployed as above - so as soon as they land - there is an immediate link.

    ---

    I agree with your other points
  19. vorell255

    vorell255 Active Member

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    Actually all types of fabers can assist with the orbital layer as well. So it isn't that the orbital is special in that regard.
  20. mjshorty

    mjshorty Well-Known Member

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    1) I actually like it this way, since you wont accidentally cancel the !!!SUPER LAZER!!! on your orbital factory in favor of some avengers. Also, you can cancel everything, and still build your unit and make orders to make a continues build without that unit getting in the way, while letting it finish and not waste mass
    (that was long)

    2) That does that? never noticed lol, prolly because #1 keeps it going for me. However, i do...agree, it helps if your queued to a teleporter or something, disagree...because what if you want to build a fabber real quick? dont want it running of to the enemy base....i dunno, i guess that could be an option in the UI menu, instead of one way or another. (more options is better, just look at Starcraft 2)

    3) Disagree, gotta see whats coming and being built, there should be a build bar very visibly displayed when zoomed far out

    4) Should be an option on how big you want your icons. because i like bigger icons. (Advanced vehicles and factories are a must, need to quickly pick them out, while i must say i agree with T1 stuff, that can be in my opinion -20% smaller but i bet other people will want MUCH smaller, again, should be an option)

    5) not sure what you mean by mouse wheel, are you saying that it should be -hold and drag?- because its already a game option (options, yay!) i actually dont like hold and drag and prefere keyboard move (aKa arrow keys or mine, WASD)

    6) agreed, needs another separate teleporter for navy. air? no, that unit is very dominant at flooding quickly and controlling planets.

    7) I do hope they add it in =)

    8) Disagree, needs real vision to confirm the actual unit.

    9) cool looking, but actual gameplay....uh gonna have to pass that one srry

    10) ground units can assist orbital as well, just keep the -Denied ability to assist- to combat fabbers

    11) Commander is a liability, its a good thing where the health is now

    12) Uber needs more work with planet smashing, since now if you send a bigger planet into a smaller one, the bigger planet is completely gone, the smaller planet is still there (although half of it seems to be eaten like a cookie funnily enough). Like, it should be the bigger planet survives, and the smaller one is wiped out. Also Orbits, those need to be changable


    All in all, very interesting stuff =)
    also, teleporters, they need to have queue orders while building

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