The possible future of Planetary Annihilation general gameplay ...

Discussion in 'Planetary Annihilation General Discussion' started by MrTBSC, September 9, 2014.

  1. MrTBSC

    MrTBSC Post Master General

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    i am very aware of the possible overlap but reducing that is a matter of balance in this case:

    - aa just doesn´t have to be as effective as the spinner or narval so make it a gun or beam aa more prone to missing

    - the directfirehovercraft gets dps hp and cost wise somewhere inbetween the ant and sheller and doesnt have an arc ...

    - the missile artilery just does more splash but lower dmg

    - antiorbital would be a specialcase for hovercraft that be pretty versatile in general but not neccesarily as evective as the umbrella

    - the transport even if nicheuse would be a propper versatile ground alternative to air, being thougher but slower then air

    - lastly the fabber would be not as fast as an airfabber, not be able to hover above structure and not as effective as navalfabbers

    so that´s the general idea with 6 units ...




    orbital doesn´t help much with water .. and it´s pretty easy to defend against orbital with umbrellas ... realy try to invade a waterplanet lategame with orbital ... IT`S a nightmare ...

    and nukes are freaking expensive .. at that point you wouldn´t care anymore but to try and smash the planet or blast it .. and as cool and effective that is and even if it wins you the game ... it takes time and gets repetitiv ... fast ...
    Last edited: September 11, 2014
  2. igncom1

    igncom1 Post Master General

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    Can't transports pick up naval now or something?
  3. igncom1

    igncom1 Post Master General

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    Also, nukes are only expensive midgame, lategame they are still affordable planet-to-planet.
  4. MrTBSC

    MrTBSC Post Master General

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    haven´t seen that except for fabbers ...
    so as far as i know austreuses can carry any type of fabber aswell as anything groundunitwise

    even if .. you still have antinukes as the counter ... and trying to overwhelm those would give you a though time ...
    and then there is the problem that he may have nukes too ... so starting invasions with fabbers is out of the question ...
    and you can´t build teleporters on water yet ...
    yea i made the op for this very reason

    you need mobile troops as soon as possible .. your invasion can´t start with a building on the enemies planet it has to start with mobile attack units ... and the best way is you get them on every layer ...
    Last edited: September 12, 2014
  5. schuesseled192

    schuesseled192 Active Member

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    Totally can invade with engineers, in fact it's necessary if your opponent likes his nukes. Tele in, build anti-nukes, start spamming holkins and vehicle factories, have some of that.
  6. xylowenchbane

    xylowenchbane Member

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    Okay I don't want to seem like I'm knocking your idea but I'll just give me ideas on it as now I can see what your idea is...

    AA hover unit - Perhaps, or maybe give it a swarm launcher that is good against massive blobs but not singular or small unit groups.

    Direct fire hovercraft, apart from maneuverability why would I choose it over the ant or sheller?

    Arty hovercraft, like a tactical arty unit? Why not give it indirect fire similar to the AA idea you propsed. Still why would I choose it over the present Arty unit? The current Arty bot can keep up with a fairly balanced army.

    Anti orbital hovercraft would overtake the umbrella, just spam them and you got mobile umbrellas. Good idea though.

    Transport hovercraft, I'm not sure why I would use this when we already got an air transport - just tweak the current air transport to carry multiple units.

    The fabber unit is feasible.

    I know about late game planetary invasions, that's why I proposed a single unit able to tip the advantage to the attacker as long as the attacker takes proper care of the unit.
  7. MrTBSC

    MrTBSC Post Master General

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    no worries we are here to discuss stuff after all ...


    so to your points

    swarmmissiles are op ... they have been used on the peregrin back in beta ... and it wrecked air and made the hummingbird entirely useless ... that is why it´s currently removed

    hovercraft: because exactly for the manuevrability ... remember tanks cant travers water on their own, amphibius bots can´t travers lava on their own .. it is exactly for that ... and bombers are not accurate and gunships are easily shot down by aa

    arty: yupp was meant meant to have swarmmissiles with splash but weak dps, why have it? again manurebility .. for when ships cant get deep enough into enemy bases ... and shellers same reason with tanks and bots
    aircraft being easily shot down again ..

    tranport - of course multiunitversion but because of more HP more feasable for deepstrikes were aircraft gets shot down if you get to close to aa or interceptors ... and the cool thing is it can have hovercraft with it to escort it .. get in deep then release the vanguards or infernos ^^

    but that makes you again static even if for a momment and you have again to build on enemy ground ... i don´t want to have to build on enemy ground in order to damage him i want more options than just that ..
  8. xylowenchbane

    xylowenchbane Member

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    Okay, are your hovercraft in their own 'layer'? As in an air unit layer/ground unit layer/orbital layer. Then it would kind of make sense but then wouldn't they be vulnerable to AA units/defense?
  9. MrTBSC

    MrTBSC Post Master General

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    they would be on the same layer as tanks and ships and thus be attackable by anyhing antiground ... don´t know if torpedoes would work though .. maybe they would ...
  10. MrTBSC

    MrTBSC Post Master General

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    of topic but guuuuuuuuys ... you need to whatch THIS xD


  11. xylowenchbane

    xylowenchbane Member

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    Torps could work against them I guess.

    On the swarm missiles, you don't need to make them the same numbers as what the peregrine had or as numerous, it could be a smaller version or affects a larger area but only does marginal damage as what the peregrine had.

    On the Arty unit I'm sorta still not sold, you'd use your naval power and your land army in conjunction to clear a beach head and then contest the enemies base. But I can see where you're coming from.

    Still not sure why I'd fight over a pool of lava though xD And in the end there is always nukes, I guess it all comes down to strategy.
  12. MrTBSC

    MrTBSC Post Master General

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    being flexible is a strategy ....

    on the aa .. the thing is i don´t want it to be as effectiv as the spinner and the narwal
    and to my knowledge no amount of missile or splash reducing helped the peregrin being less op ... it still was .. so imho for hovercrafts guns or beams are the way to go they wouldn´t be as effective but provide basic antiair support with narwals and spinners doing the real work ..
    Last edited: September 11, 2014
  13. xylowenchbane

    xylowenchbane Member

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    So is combined arms and raiding. =D

    You know on the naval units not being able to reach in land enough, give one of them legs like the Salem class and let it walk, would be a nice reference to an awesome game mechanic that was quite interesting and visually unique. In fact, if it goes to a basic T1 hull it could change the way players given a naval starting spot would open up, instead of rushing to the nearest landmass you could stay naval and slowly build up a force of air/naval units (maneuverability and packs a punch while still being counterable)

    (And time to sleep, 3am here, I'll check on this thread tomorrow and hopefully provide some constructive criticism then =D Like the idea though, sounds much better)
    Last edited: September 11, 2014
  14. MrTBSC

    MrTBSC Post Master General

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    i think it would be rather a t2 unit ... but yeah salems were pretty cool

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