More variety to end game

Discussion in 'Planetary Annihilation General Discussion' started by ShottyMonsta, July 29, 2014.

  1. ShottyMonsta

    ShottyMonsta Member

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    Currently any multi planet game progresses like this (Assuming teams start on different planets):

    Orbital > Pump out Avengers + Sattelites + (either Laser death rays or nukes) > Send Avengers and satellites to offending planet to try and find enemy commander > Use laser death rays or nukes to try and "snipe" enemy commander

    It's pretty tiresome after a few games, we need more ways to finish games.

    The Halley is a great game finisher but not reliable due to needing 25 halleys on a planet over 200 radius (which is way way way too high) maybe make amount of halleys required to move planet = to some ratio of the radius?

    Anyway let's put halleys to the side and discuss further ways of ending the game after the orbital stage.

    Firstly trying to teleport troops in using a proxy teleport is nearly impossible after the oribital stage due to the fact most planets are entirely covered in anti orbital and/or ground troops.

    This brings me onto another point, other than in the above situation (proxy teleport) ground troops become near obsolete as soon as I enter the orbital phase of the game (usually around the 20-30 minute mark).

    A solution to this would be to have mass transport orbitals that can drop troops in from orbit (so the transports don't get blown up in the process of dropping the troops off), much in the way the commander drops in at the start of a game.

    Discuss
  2. ace63

    ace63 Post Master General

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    I am having a beta flashback right now.
    You can configure the amount of halleys needed per planet in the system editor.
  3. ShottyMonsta

    ShottyMonsta Member

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    Oh! OK that solves one of my issues :D
  4. RMJ

    RMJ Active Member

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    Haha dont even joke about needing 25 halleys :p some of us played back then, when you ACTUALLY needed that many lol.
    thetrophysystem and corteks like this.
  5. brianpurkiss

    brianpurkiss Post Master General

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    We need astroid belts for late game multi planet.

    It's a simple as that.
    igncom1, archmagecarn, ace63 and 5 others like this.
  6. jerle78

    jerle78 Member

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    I agree with OP and Brianpurkiss. Except I would spell 'asteroid' correctly. ;)
  7. idsan

    idsan Member

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    An implementation of an orbital-to-air transport which could drop a unit-pod on a flyby like a bomber would be pretty neat.
    jerle78 likes this.
  8. Geers

    Geers Post Master General

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    We need some sort of offensive teleporter so we can zap enemy commanders into the heart of the sun.

    That would be fun.
    Corang likes this.
  9. ef32

    ef32 Well-Known Member

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    This, folks, is how you ask for unit-cannon without mentioning it.
    jonasmod, archmagecarn and stuart98 like this.
  10. thepilot

    thepilot Well-Known Member

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    Or a transport able to bring more than one unit at a time..
  11. MrTBSC

    MrTBSC Post Master General

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    We just need proper invasiontools that don't requier to always have beachheads
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  12. ace63

    ace63 Post Master General

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    You mean like a unit cannon or something?
  13. cdrkf

    cdrkf Post Master General

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    Although I don't disagree that the end game could use some more options, I think this video shows that even in it's current form the PA endgame can be nail-biting stuff ;)



    Edit: It's a long vid, the fun really starts around the 35 minutes mark :D
  14. MrTBSC

    MrTBSC Post Master General

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    mobile invasiontools such as multiunit transports, orbital carriers and factoryassist for transportation...
  15. ikickasss

    ikickasss Active Member

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    When you make a planet theres a category called engines. You set how many halleys you want to make it crashable. I think there should be two types of anchors. One of those types can move from one planet to another but slowly self destruct on there own giving you enough time to set up a teleporter. This way people just cant drop 20 anchors above your base because after 30 seconds they self destruct.
  16. pieman2906

    pieman2906 Well-Known Member

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    i don't see any problem with the viability of ground invasions as they are, avengers are good at tanking fire for a bit, anchors outrange umbrellas, and sending 5 or more orbital fabbers at once essentially gets you an instant teleporter. Mass astreus drops are also underestimated, but dropping vanguards is usually pretty effective for steamrolling ground based defenses, which can either get you a beach head, or possibly even allow you to steamroll the entire planet.
  17. apocatequil

    apocatequil Member

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    You know, I was watching some videos with massive orbital wars on this latest patch, and it occurred to me that this right here is actually the best balance related reason I've seen for having overpowered Vanguards: Steamrolling ground defenses on an entrenched enemy planet.

    I'm still for a Vanguard nerf as on single planets they are far too OP. But this is the first real argument I can think of that's in favor of their power. Wonder what could really replace that role if they got nerfed.
  18. perfectdark

    perfectdark Active Member

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    I've often found that the end game with two players on two separate planets takes far too long. Basically, the leading player will always build far far too much and spend far far too long doing it so that they can make 1 attack and win.

    I really think the end game should play out like the other stages of the game, whereby it would be beneficial to constantly attack the enemy rather than build up a big game ending force.

    Often times I've seen the lesser player have virtually nothing but even still they are given 20 minutes to build up a base only for it to be destroyed in seconds.

    I think we really need to move away from these slow slog type of finishes if at all possible. I think when a lot of players get to this stage of the game they want to finish in style but really they should just finish quickly to avoid wasted time on both sides.
  19. RMJ

    RMJ Active Member

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    Thats one of the problem with having an rts with unlimited resources. Now if planets only had a set amount of resources aka the same. Then it would actually encourage attack sooner. because you dont want anyone to grow big. not to mention just sitting on one planet suddenly isnt viable at all.

    I definitely expect a mod to come up with limited resources.
  20. pieman2906

    pieman2906 Well-Known Member

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    If Vanguards did get nerfed, i'd be in favour of an orbital unit that is some sort of middle ground between the anchor and SXX in terms of ground attack ability, mobile, able to threaten ground and be spammed relatively hard, but wide open to attack from Avengers, basically an orbital bomber of some sort.

    The other option I'm a fan off is letting tactical missile units fire from orbit, like Bluehawks in Astreus' currently do (unless they patched that out).

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