[POLL] What to do with wreckages?

Discussion in 'Planetary Annihilation General Discussion' started by exterminans, August 14, 2014.

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What to do with wreckages?

  1. Wreckages be gone forever!

    10.8%
  2. Grind wreckages to rubble when being shot at

    50.0%
  3. Grind wreckages to rubble when colliding with moving units

    48.0%
  4. Increase metal worth of wreckages and/or rubble

    41.2%
  5. Wreckages were fine just the way they were

    11.8%
  6. Retain wreckages, but make them purely cosmetic by removing metal yield and impact on pathing

    13.7%
Multiple votes are allowed.
  1. exterminans

    exterminans Post Master General

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    We all love polls, don't we?

    Multiple responses can be selected.
  2. elodea

    elodea Post Master General

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    Honestly i dont see what the big deal is. All it ever did was screw with pathing and mex/building placement. Also created luck based combat where whoever's units auto fired the first volley and destroyed the wreckage inbetween would end up trading worse.

    Hardly anyone actually reclaimed unit wreckage so it has not much gameplay value.. It's always been better to spend fabber time building mex instead of reclaiming.
    Clopse, pieman2906, tehtrekd and 3 others like this.
  3. ace63

    ace63 Post Master General

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    This is because the design and numbers were flawed, wreckage CAN be done right so it greatly improves the game.
  4. exterminans

    exterminans Post Master General

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    Whether it's worth it or not is determined by numbers.

    Yes, the previous implementation was an annoyance at best, wreckages gut fully destroyed most times (due to lack of a grinding feature) so it didn't yield much metal either.
  5. Teod

    Teod Well-Known Member

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    True, removing it from gameplay was a good decision. But removing it from visuals was not. It's nice to see some burnt remains left from the battle.
    Remy561 and elodea like this.
  6. duncane

    duncane Active Member

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    I want reclaimable wrecks, but the should fall about with one shot. Also naval wrecks should sink.
  7. elodea

    elodea Post Master General

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    But this is just saying the triangle hole is flawed, because i can't fit the square block through it. Are the 'design and numbers' flawed, or is the wreckage feature 'flawed'? Neither are, they just don't fit together.

    Uber has chosen a faster paced metal game than TA, and there isn't any inherent problem with this to justify slowing it down just so we can have meaningful wreckage gameplay.
  8. drz1

    drz1 Post Master General

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    I would slightly miss the visual effect of having a battlefield strewn with wrecks, but I suppose this would look silly with several thousand unit's carcasses cluttering up the place. Not bothered by lack of recoverable wrecks, yet.
  9. lizard771

    lizard771 Well-Known Member

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    AT LEAST cosmetic...completely removed is stupid.
    Imagine: You kill a commander and his base gets destroyed (because he has lost), and you basically see nothing in the end. No sign of a base, no sign of anything, really.
  10. squishypon3

    squishypon3 Post Master General

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    Actually building wreckage is still here.
  11. zaphodx

    zaphodx Post Master General

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    I don't see why it couldn't have been made like supcom, which has been proven to be excellent:

    Remove all collision. Remove power drain to reclaim it.
  12. squishypon3

    squishypon3 Post Master General

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    Well there's no power drain to reclaim with combat fabs at least. ;)
  13. nanolathe

    nanolathe Post Master General

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    Voted for #2.

    It's almost like TA had encountered this problem 16 years ago and solved it.
    Shocking.

    Wow. It's almost like the current developers tasked with such matters don't understand how to balance the games mechanics to provide a varied and strategic consideration to multiple choices. Such a statement doesn't apply to TA.
    Not very shocking.
    Last edited: August 14, 2014
    lafncow, nateious, stuart98 and 2 others like this.
  14. MrTBSC

    MrTBSC Post Master General

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    yea but you sure do, right? you should immidiatly be hired by uber ....
    Last edited: August 15, 2014
  15. ledarsi

    ledarsi Post Master General

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    The former problem with wrecks was that units would destroy them way too easily. As a result of this problem there were hardly any wrecks around to reclaim, and nobody really put much effort into reclaiming any wrecks.

    It is my understanding that wreckages cause a pathing problem- it costs too many cycles to have units path around them. Presumably after experiments with more durable wrecks, but perhaps not.

    So here is what needs to happen with wrecks.

    1) Make units leave wrecks that are very durable. Wrecks should be extremely difficult to destroy from weapons fire. Easily justified as it is much harder to vaporize scrap metal than it is to turn a functioning vehicle into a scrap metal.

    2) Make wrecks pathable. Units can move over/through wrecks. (Possibly consider a movement speed reduction for rough terrain in this regard.) If wrecks are rubble they also will not block shots, which could also be computationally expensive.

    3) Experiment with wreckage value/mex income numbers. Perhaps wrecks might be valued at 50% of the unit's metal cost, and mex income might be reduced. Players will be getting metal from wrecks as well as mexes and it makes sense to slow down the metal creation because metal can now be recycled.
    lokiCML likes this.
  16. exterminans

    exterminans Post Master General

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    Well, the results from the poll already speak a clear language.

    Removing wreckages all together in Vanilla is by far the least favored option.
  17. tehtrekd

    tehtrekd Post Master General

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    Dude.
    It's wreckage.
    It's not a game-making mechanic.

    Calm yo-self.
  18. nanolathe

    nanolathe Post Master General

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    Does it "make" the entire game? No.

    But the game is lacking negative feedback mechanics as it is, and dropping this one makes it even more broken than it already is.
    ace63 and stuart98 like this.
  19. squishypon3

    squishypon3 Post Master General

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    We are actually a VERY small area in the playerbase of this game, these polls are worthless without a thousand or so participants. Without a bias already, a thousand random players.
    pieman2906 likes this.
  20. exterminans

    exterminans Post Master General

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    56 participants so far. That number already has some significance. when only determining a bias.
    Last edited: August 14, 2014

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