Suggestions and requests: Devs please read - thnx

Discussion in 'Planetary Annihilation General Discussion' started by Burpleronnie, September 13, 2014.

  1. Burpleronnie

    Burpleronnie New Member

    Messages:
    25
    Likes Received:
    3
    The following is a list of things I would like to see in PA (in no particular order):

    • In replays, watch from players perspective.

    • No edge scroll in pip option

    • Option for factories to build from queue in the order you placed the queue or randomly.

    • Option to choose to build in a line or square similarly to the way you chose from line or box formation for units in supreme commander

    • Option to alter long build orders or commands on the fly similar to in supreme commander.

    • An option to copy the queue from other factories or assign master factories - similar to supreme commander.

    • Adjust the Flowfield set-up to allow units to move faster than their max speed to help the formation of formations. (similar to supreme commander 2)

    • Transports that can hold more than one unit either for planetary or interplanetary transport. (a transport that could hold more than one unit and fly through the orbital layer might be fun)

    • An expensive spaceship that can be used to take out anchor positions. (low rate of fire, high damage and lots of health, bad at killing avengers because of wasted dps but good at hitting anchors.)

    • More tooltips!!!
    (System editor/ generator)

    Randomised archetypes. So that the planet seeds are randomised but characteristics of the system are the same.

    Eg. You choose a map that has one earth-like planet with a small moon, a small metal planet and gas giant. but each time is a slightly different variation on that same formula.

    Also a feature that lets you control the size of the full randomised systems as well as the average size of the planet i.e. (one planet, planet + moon, small system, medium, large etc.)

    (AI)

    Still com suiciding onto new planets. needs to learn to make a beachhead or scout before it moves.

    For example: what i do is: Orbital fabber makes a teleporter on a new planet, send 5 fabbers through, build one vehicle, air and bot factory, make the bot factory and air factory repeat build and area patrol the whole planet and have the tank factory area patrol my landing zone. then have 3 fabbers build energy and two build mex.

    The whole planet is harvested and protected with only 20 or so clicks.

    (In conclusion) PA will be pretty banging after these tweaks

    Thumbs UP
  2. eukanuba

    eukanuba Well-Known Member

    Messages:
    899
    Likes Received:
    343
    You can do this, click on the eye icon nect to their name to see it from a particular player's name.

    Edge scroll is a bad habit, try getting used to holding down the middle mouse in PIP and use either WASD or arrows to move the main window when your mouse finger is occupied.
    I don't understand why you would want a random selection of units. Anything random increases the chance you'll die and it won't be your fault. There are always going to be best default mixes and best situational mixes of units. 5 x tanks, 2 x infernos and 2 x spinners is a reasonable basic composition, and pressing L will put the factory on infinite loop.
    Yes, the code for this is in the game - storage builds in squares and pgens build in lines for instance. Not sure why Uber have decided that those ways are always best, a modifier key would be nice.
    For buildings I agree entirely. For factories I'm quite taken with the solution Uber have found. 99% of the time you'll want a factory making a specific composition, for the times you don't you can ctrl-click to add any combination of units as a one-off priority at the front of the build queue.
    In SupCom this was done by assisting factory A with factory B if I recall. Very useful feature, would be very welcome here.
    Nope nope nope. Completely breaks suspension of disbelief and will encourage micro exploiting. I'd like a way to force units to travel at their max speed to break formation, but something travelling faster than its max speed would be horrible for aesthetics and balance.
    This would be marvellous. I think Uber said that the coding for it is a nightmare, apparently it was one of the hardest things to code in SupCom. However I believe it could be simplified if units carried were not visible, but how much easier I couldn't say, and the game's focus seems to be getting further and further away from unit transporting.

    A bit more variety in orbital would be very welcome.
  3. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    I think he means camera positions and clicks.

    (I hope he does, that could be a great idea)
  4. zgrssd

    zgrssd Active Member

    Messages:
    658
    Likes Received:
    185
    You can do that partially. You can show unit paths/queues (enable in game settings).

    Let's go voer the points:
    - In replays, watch from players perspective.
    Already covered

    - No edge scroll in pip option
    Settings under Camera has edge-scroll/window lock combined setting

    - Option for factories to build from queue in the order you placed the queue or randomly.
    There might be a minor point to this - if you reset the queue to queue something different up you don't want all units of the same type to appear first. But that is an edge case. Mostly it is more about having more of one unit type in the long run because the enemy uses more of the types it is countering then before.

    - Option to choose to build in a line or square similarly to the way you chose from line or box formation for units in supreme commander
    There are mods that can switch between line and circle builds. Might be possible to do it conditionally based on user input (a modifier key).

    - Option to alter long build orders or commands on the fly similar to in supreme commander.
    That one I can agree with uncondtionally. Proposed something like this myself. We see how long it takes to implement.

    - An option to copy the queue from other factories or assign master factories - similar to supreme commander.
    I am not aware of such a feature in SupCom or FA.
    Mostly you just group select the factories and give them all the same orders. Only when first building a factory do you have to "initialise" it's queue. You can do that when the fabricators start building.
    With loop you need not nearly as deep queues as in SupCom (needing the build 5 modifier key more then once is the exception).

    - Adjust the Flowfield set-up to allow units to move faster than their max speed to help the formation of formations. (similar to supreme commander 2)
    Are you certain that was in? Could it not be that the fast units just went slower to let the slower catch up?
    In any case "move as formation" and "move as fast as possible" need to be preferences an must be overwriteable while giving a moove order.
    Even games as old as Warlords Battlecry 1 had such an option regarding formation movement speed (but not form).

    - Transports that can hold more than one unit either for planetary or interplanetary transport. (a transport that could hold more than one unit and fly through the orbital layer might be fun)
    - An expensive spaceship that can be used to take out anchor positions. (low rate of fire, high damage and lots of health, bad at killing avengers because of wasted dps but good at hitting anchors.)

    We have been throwing oround similar ideas for the orbital layer for some time. A total of 100 units is planned, we will see what they do to deal with orbital invasions.

Share This Page