Will gas giants get balanced?

Discussion in 'Planetary Annihilation General Discussion' started by takfloyd, October 20, 2014.

  1. carn1x

    carn1x Active Member

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    How about making gas giants a bit more hazardous. If a jig explodes they have a massive explosion and cause some sort of explosive gas ejection from the planet. So a poorly guarded jig farm is really a bad idea a with a high set up cost so their defense needs to be well planned and maintained.
    corteks, Remy561 and linike860 like this.
  2. davostheblack

    davostheblack Well-Known Member

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    Chain-exploding Jigs sound awesome, as do cruisers

    But jigs could also do with being massively more expensive; they provide what, 12k energy and 36 mass each, but only cost 6k metal
  3. MrTBSC

    MrTBSC Post Master General

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    i care more bout combat on the surface than i care bout orbital ... from my pov orbital is purely supportive as such yes i am ok with it having the minimum units to be functional across multiplanetplay (which even isn´t there yet either with missing transports and carriers) ... i want to battle with my enemies ON planets ... not around them ... orbital even if a important part is not the focus of this game to me
    and again i have no interest in me nor my enemy having the option to purely attack from orbit being forced to cover a planet with antiorbital stuff ... and i rather not want to have to disable units in the game .. there is a reason why anchors and sxx are so limited ..


    bolos may aswell be the only groundunit you need to win groundbattlles
    bolo kills spinners and aa torwers aswell as umbrella and outranges infernos no problem
    it is your basic mainbattle tank .. if you don´t go pure bots you will use it almost always ...
    so only if your enemy goes longrange artillery you may consider to go bombers to were he might react to with groundbased aa .. that you again kill with bolos ... just as example

    now lets take air alone ... there is only one aa fighter we use against all air even if your enemy goes fighters himself ...
    but he may go spinners and aa towers to were you want to go bombers or groundunits yourself ...
    all other airstuff however still goes torwards anti ground and naval ...

    lets take naval alone ... pretty much every other naval unit can be killed with orcas ...
    enemy gets bombers out you go narwahls, ... enemy goes leviathan or stingray? still could use orcas even if you need more going leviathan or stingray yourself would´t be even neccesary ...

    you see the patern? each layer has its mainunit already ..

    even if you add more units to orbital what would that exactly change? ... unless you start to add a tankequivalent AOunit the avanger would be still your main to go antiorbital unit to spam anyway ... imho you would add a number of rather useless units or make existing ones redundant with marginal funfactor ...
    for instance i personaly don´t see a reason to ever built levelers for when there are bolos and slammers
    want to outrange? go sheller (Aoe) bluehawk (track) gil-e (fast direct fire)

    closerange infernostyle in orbital doesn´t make much sense
    artilery were there is no elevation makes no sense
    does it make sense to have orbital planes vs orbital ships in a similar relation like bots vs tanks on gound?
    orbital is built around the idea of satalites ...

    do you realy want equivalents in orbit for each?

    dox
    boom
    slammer
    bluehawk
    gil-e

    bolo
    leveler
    vanguard

    7 more units for orbital alone is pretty excessive

    in that case i say make a boom equivalent for orbital antistrutures with AoE
    and a armorheavy but expensive vanguardsniper ... but again as satalites not as planes or ships
  4. tohron

    tohron Active Member

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    One side-effect of having no orbital defensive lines is that it inflates the number of Avengers needed to defend it: if your non-Gas-Giant using opponent can marshall 500 Avengers, then you need a group of 500+ Avengers within striking distance of every point on your Jig farm. Unless we get an orbital unit that can defend against a decent number of Avengers, that's going to lead to some pretty serious server lag.
  5. brianpurkiss

    brianpurkiss Post Master General

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    What you're describing (only one unit really being used) isn't a case to support your point.

    It's illustrating that our current balance desperately needs an overhaul since people don't really use a variety of units.
  6. icycalm

    icycalm Post Master General

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    Here's another vote for expanding the space fleet.
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  7. MrTBSC

    MrTBSC Post Master General

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    what i am decribing is that actualy just one unit is merely needed per layer to fight in that same layer ... other units interact with the other layers such as bomber with ground, spinner and narwhal with air, umbrella with orbital and anchor and ssx with ground from orbital

    the rest is dealing with more detailed situations such as fortified bases
    having a siege or ram type unit .. or against swarms using either high explosive ammunition or salvos of projectiles ... or more heavier armored units using snipers with high range and dpshoot but low rof .. for surface we all have that already imo ...

    so regarding bots, tanks and air i see enough a variety of units being used and i don´t see where the issue is in that ..
    naval aside from its obvious lack of speed and range is more a matter of terrainvariety on a single planet and lack of teleporter or transportoption over multiplanet ..

    and as said before orbital imo just needs better transportation options for both ground and air than addional antiorbital options ...

    ballance doesn´t need an overhaul (that is way to vague anyway) ... the unitlayers need content anf functions to be as usefull as they can get ..


    there is no space"fleet" to beginn with ...
    Last edited: October 24, 2014
  8. LeadfootSlim

    LeadfootSlim Well-Known Member

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    A thought that occurred to me in another thread was the possibility of orbital mines - an alternative to Anchors to create positional play on gas giants. Yet, as I myself mentioned, the ability to land anywhere on a gas giant can negate that.
  9. brianpurkiss

    brianpurkiss Post Master General

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    You continue to illustrate my point that we need more unit diversity.

    Only having one unit designed for unit-to-unit combat is not good. That's binary and boring. Everyone having only Bolos/Doxes in their army gets real boring real fast.

    We need more units in more roles.
  10. MrTBSC

    MrTBSC Post Master General

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    we have that already for ground
    what role is not there on ground yet other than mobil radar and stealth?

    you keep saying more units more roles more diversaty
    WHAT roles WHAT diversaty?
  11. igncom1

    igncom1 Post Master General

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    But.....in a way that is distinct from air, naval and land.
  12. lafncow

    lafncow Active Member

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    orbital explosive mines
    orbital bomb-bots (that can dive and attack land?)
    orbital missile launcher
    orbital nuke launcher
    orbital artillery
    orbital carpet bombers
    orbital bot factory that drops dox similar to how the unit cannon acted in the trailer
    ...and on & on...
    icycalm, Remy561 and brianpurkiss like this.
  13. shotforce13

    shotforce13 Well-Known Member

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    At this point id be ok with scraping naval all together in favor of a space navy. Then you wouldnt have to worry about naval not being any good against air or ground because of lack of water.

    I think it would make game play more interesting if we had an anti-air space ship, a destroyer type space ship, anti- orbital spaceship, and a siege/battleship type space ship.
  14. MrTBSC

    MrTBSC Post Master General

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    way to late with naval being already in ... that is a thing that should have been discussed long before in the kickstarter ...
    i also don´t see too much intresting in that other than you typical conquest: frontier wars battles
  15. shotforce13

    shotforce13 Well-Known Member

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    I disagree, instead of water navy only being useful against land masses it can reach, a space navy could go anywhere/ even to the next planet.
  16. tatsujb

    tatsujb Post Master General

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    this would fix all of nothing with gaz giants.

    it'd sure be great but is related to another debate entirely
  17. judicatorofgenocide

    judicatorofgenocide Active Member

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    Take out navy add space navy......that sounds kinda cool actually

    Like you point of space navy fights on any planet, navy fights only on planets with water.
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  18. tatsujb

    tatsujb Post Master General

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    Then it's silly right now.

    And don't say it isn't.

    it is.

    it's silly.

    I've said it before and I'll say it again. I'm tired of anchors preventing the air-ground-naval trio ........ sorry the air-ground duo from interacting.

    air-ground-naval "rock paper scissors"-ish (the ish is important, we're talking about a light tickle to each other party... The base principle with this metaphor is that rock is best at beating rock, paper is best at beating paper and scissors is best at beating scissors) has always made sense to me. If you want to get rid of a land unit, nothin' better than to get another land unit that specialises in killing the first land unit. but you can always give it a tickle with air, but watch out! not if this speciality land unit is in the land mix. But if it isn't you can have a field day! Oh! and same goes for this naval unit, he can have a field day with all land units! but not this naval unit it won't work at all. Which land unit causes naval trouble? well almost none except two, one only if you're really not paying attention that works at a distance, the other however is to be avoided like the plague, it works in close combat and in large numbers ....but of course both are total suckers for air.


    See this stuff is great!! why can't we have more of that in PA? why can't we have "rock paper scissors shotgun"-ish in PA?

    right now it's

    Dox > every specialty vehicle
    Dox > every specialty bot
    Bomber > Dox
    Bomber > naval
    Fighter > Bomber
    Achors > all of the above
    Avenger > anchor

    Kids who were paying attention will get 100/100 on this test :

    How do you win at PA?

    >you build the most Avengers

    of course there's subtleties requiring you to build dox and anchors as well but if you're building those three units then, yeah you're winning at teh game.
    Last edited: October 24, 2014
  19. kayonsmit101

    kayonsmit101 Active Member

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    I thought the point was to play on the planets though... or is this turning into a space game?

    I don't like orbital as it is but what's going to happen if we add a butt load of orbital units? Air 2.0? I personally always wanted orbital to be supportive rather than a main focus.

    Meh idk what the answer is
  20. squishypon3

    squishypon3 Post Master General

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    Considering there is now gas giants there has to be combat units, because there are units that gain economy.

    Air 2.0 can be easily avoided by making the units much different than air, orbital should be Buick yet have bad excellention, it'd help them feel floaty. (They did at one time)

    Honestly at the moment orbital is more like land 2.0, not air 2.0.

    A diver unit group helps fix this problem of dull orbital, two units at the moment... it'd be like playing vanilla PA with just the ant and a turret. More ants eat turret. Binary, very binary and boring.

    We need long range slow orbitals, or a super quick low range intercepter that blasts at enemies it pasts by.

    The thing that makes orbital different, is the units will most likely act a bit more like gunships like they do currently than fighters, (attack pattern) they won't use missiles to take eachother out, but lasers.

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