Things what I still miss from PA

Discussion in 'Planetary Annihilation General Discussion' started by Trelotrino, October 13, 2014.

  1. Trelotrino

    Trelotrino New Member

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    The game is getting better and better with each update so I'm really satisfied with the development.

    However there are some key things what I really miss from the game. Not mentioning the original ideas like the Unit cannon or the Asteroid belt or the 40 player multi. Those will come eventually, my concerns are with the battle group management.

    My little wish list:

    • Automatic battalion group management.
      Same as in Supreme Commander 2 if I select a group of units the game will assign a clickable number for showing the amount of units. I really liked the idea and I think it is much more efficient then assigning them manually with the Ctrl+number method.
    • Unit / battalion orientation.
      Company of Heroes had a very useful idea to change the direction of units in a desirable way by holding down the right mouse button and rotate them. It is very annoying when I try to face the enemy base / army with my own army and they are showing their side or back to them, so when the actual attack happens all of my units have to rotate at last moment.
    • Changing units order in a group.
      Sometime I have to send forward units from the back of the army. Anti air or artillery units. At the moment I have to assign them a separate group to do that which could be more comfortable by a single click on the user interface to change the order according to some selectable patterns.
    If you guys agree with me please vote up so the devs could see it.
    kurthunk and mjshorty like this.
  2. mjshorty

    mjshorty Well-Known Member

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    I still miss the mechanic where you can ban units (gotta ban those pesky dox and nukes) that they promised =P that have been in supcom1 and 2 (never played TA, so dont know if a list existed there)
    bradaz85, melhem19, Tomasina and 2 others like this.
  3. nawrot

    nawrot Active Member

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    This exactly, and few more things.

    Until we have proper invasion tools i would love to play PA on single planet system, no nukes, and no game over when commander dies. Basically pure tank/robot/plane warfare, no gameenders.
    Trelotrino likes this.
  4. melhem19

    melhem19 Active Member

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    you can do those things in Sup Com FA
  5. felipec

    felipec Active Member

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    I miss T3 units (very powerfull but not as near powerfull as SupCom experimentals);
    I miss larger maps. Planets should go to up 1800 radius;
    I miss better naval. In a water planet, you can't win if you play with naval and the other player plays with air;
    I miss better formations options;
    I miss asteroids belt. Small sizes rocks that you dont need to land to build.
    I miss more eye candy. Lava comming out from craters and volcanoes. Better skybox. Stuff like that;
    Trelotrino likes this.
  6. MrTBSC

    MrTBSC Post Master General

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    KILL IIIIIIIIT .... WITH HEEEELLLLLFIREEEEEE!!!!!

    i don´t see the point in that ...
    stuart98 likes this.
  7. felipec

    felipec Active Member

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    Well, you have your opinion, I have mine. You could elaborate more why T3 is that bad.
    You can see more the point of asteroid belts when you think that right now you can throw an entire `planet` with few halleys and they destroy only a small portion of the target planet. To me, throwing moons and planets should annihilate everything and, of course, should require more halleys. Asteroids should take the place of small moons, both on resource and time to build halleys and the destruction power.
  8. eukanuba

    eukanuba Well-Known Member

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    I really want there to be icons that shows when a factory is paused (like in Supcom). This would be presumably trivial to implement, but it would be exceptionally useful.

    Also being able to delete buildings from a build queue without starting from scratch.
    Trelotrino likes this.
  9. MrTBSC

    MrTBSC Post Master General

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    with the way supcom fa tiers were ballanced one tier gets entirely obsolete late game
    many duplicate units in roles with just small stat differences ... no real strategic choice but just higher number of units with similar purposes

    rough example cybran
    mantis, rhino,loyalist ... all primarily direct fire units
    wagner, brick, ML amphibius and hard hitting

    renegate,corsair, soulripper all AoE assault ... what exactly was the strategic difference?
    what was the soulripper able to do a number of renegates couldn´t ? ...

    from my point of view a lot of units in SupCom were only there for optical diversaty than true strategic diversaty


    as for planetoids if i cant land on them i cant built on them except with the orbital fabber ... that however is limited to building teleports on planets and is primarily focused on orbital ...
    you can make your own "asteroids" by limiting their size, and depending on the planet they impact do relative damage to it, and limiting the ammount of halleys needed to launch them ...
    so i still don´t see what asteroidbelts add to the already existing gameplay
    you can pretty much do them on your own already ...
  10. squishypon3

    squishypon3 Post Master General

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    Supcom T3 is terrible, because it's just better than t2, which is just better than t1.

    That's boring in my opinion, sidegrades > uprgades.

    That's why PA doesn't have a t2, it has an "Advanced", granted it's not working entirely as it should, it's definitely possible.

    Ex: Balance Mods.
    stuart98 likes this.
  11. felipec

    felipec Active Member

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    I don't want SupCom tier progression also. Your whole point is assuming that having a T3 we get the same progression as we had in SupCom.
    For the asteroids, you are also assuming that there is no change in the current unit scope. Why orbital fabbers cant build asteroid halleys? Also, the smallest moon should be bigger than the biggest asteroid.
  12. felipec

    felipec Active Member

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    Sorry but naming it Advanced doesnt make it less T2. Again, I also don't want SupCom progression style
  13. squishypon3

    squishypon3 Post Master General

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    I know, that's why I said it hasn't really met what it was supposed to be yet. Mods have already made advanced what it was supposed to be, advanced, and not tech 2.

    I don't see how you don't want the progression style, yet want tech 3? How would it work, why not just put the units I assume would be sidegrades back in Advanced if you don't want that progression style? Just seems a bit silly. :p
  14. MrTBSC

    MrTBSC Post Master General

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    imho
    PA does better than both SupCom and TA in that regard
    granted there are some fixes needed in t2 tanks and general naval
    ( the rest in that futuregameplay thread i made back then)
    but so far i am rather ok with PA´s ballance
  15. squishypon3

    squishypon3 Post Master General

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    Agreed, certainly much better than Supcom did, and I could see TA as well, as TA was pretty upgradey. It's Advanced never really had too many downsides, though that wasn't ALWAYS the case. The Zipper was pretty much worse than the Peewee yet Advanced and quicker, for example. :p
  16. felipec

    felipec Active Member

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    The Supcom progression means that if you got T2 fab, T1 is worthless, same for T3 and T2. in PA, what is intended is that if you get to T2, T1 is still useful. What I want is having T3 while T2 still being useful.
    What I want in the end is the epicness of having bigger units in the game, and they can do that without T3 lol :D:D
  17. squishypon3

    squishypon3 Post Master General

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    Well why can't their just be big Advanced units? :p
  18. felipec

    felipec Active Member

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    Yes they can =) Maybe it is possible to create a mode that replace the advanced bot with a commander unit. =P
  19. stuart98

    stuart98 Post Master General

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    SQUISHY SQUISHY SQUISHY SQUISHY :mad:




    Sorry.



    Advanced is better than "non-advanced" or "less advanced". Advanced implies upgrade.



    T1 should be generalist, T2 should be specialist.

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