Let's talk about hovercraft

Discussion in 'Planetary Annihilation General Discussion' started by stuart98, January 7, 2015.

  1. MrTBSC

    MrTBSC Post Master General

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    were have you been all the time?

    [​IMG]



    so aside from subs, possibly stealth, likely hovercraft and the hard to code multiunittransports/carriers + factoryassist/ferry ... what is exactly missing we dont have that wouldn´t render any low tier unit obsolete like the last version of a t2 peregine?
    Remy561 likes this.
  2. mjshorty

    mjshorty Well-Known Member

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    honestly it can be its own factory line if we want, since hovercraft are so different from either vehicles, bots, and air (and maybe orbital counts) with its t1 and t2 variants and would make for interesting tactics if they can hover over lava and water, but naturally avoid obstacles like mountains and crevices in the metal planets.
  3. lafncow

    lafncow Active Member

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    Well that's already a lot of things, but I would add: orbital diversity, mobile anti-orbital, anti-sub aircraft, pop-up turrets, MIRVs, napalm bombers, lightning-weapon units, EMP boom bots...there are threads full of good ideas. I'm sure a lot of people disagree about what should go in, but I think that at least some increase in diversity, whatever it is, would be good.
  4. MrTBSC

    MrTBSC Post Master General

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    have mentioned the first 2 before .. in earlier posts ...
    hornet is pretty much like a toredobomber with its range ...

    ... meh ...

    i don´t care about "whatever" ... i care about a unitroster in which every unit has its usefullness throughout a match ...
  5. bengeocth

    bengeocth Post Master General

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    well I mean, pop up turrets are kinda useless...
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  6. nateious

    nateious Active Member

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    Mostly I was thinking that as it would give them a good role beyond slightly faster / weaker tank.
  7. burntcustard

    burntcustard Post Master General

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    Time for a suggestion with detail level: crazy.

    I like gunships. I want a T2 vehicle hovertank which is a bit like the gunship that's already in the game, and a bit like the Riptide from SupCom:
    [​IMG]
    The Riptide's gun was too small. Instead, the hovercraft should have a minigun on top of it like this:
    [​IMG]
    Why a minigun? There aren't any high rate of fire T2 vehicles. There aren't any T2 vehicles that are good at mowing down swarms of Booms or Dox. The Leveller should have it's fire rate reduced a tiny bit to make it even worse at killing swarms, and to emphasise that that is kind of the hovertanks job. The minigun should have a (2s?) spin up time, so that if someone is caught from an unexpected angle, they have more time to realise before their stuff is torn apart. Because of the Doxs and Booms short range, the spin up time shouldn't be (much) of an issue for head on combat. There should be a clear spin up animation and sound. The gun should have relatively low DPS. The projectiles should be styled in such a way that you know what you're being attacked by, even if you can't see the unit.

    The hovertank SHOULD be able to go over water, and lava, and over cracks, but not over anything that sticks out of the ground like mountains. The speed of the hovertank should be 12, to make it the same speed as the Spinners that will be readded to the game or I will travel to Uber's office and steal 1 wheel from every one of their wheely chairs. The attack movement should be similar to the gunship - rotating around the unit it's firing on (but slightly slower hovering sideways than the air unit). I think that both the Vanguard, and the hovertank, should have to face their enemy when shooting, instead of having a rotating turret. Also on that note, Levellers are too micro-ey, their turret turn rate and movement turn rate need to be made more similar, so that you're not forced to aim them by doing tiny movements to get them to rotate.

    The swarm-killing role, unique sounds, high wait time before firing (instead of all other units that shoot as soon as they get in range) and different-to-all-other-ground-units movement would help give the unit some personality.

    The hovertank would be great at taking out sea defences that consist of a torpedo launcher and a missile defence tower, and it would help give people a reason to build laser defence towers on water. It should also be quite good at taking out destroyers, because the destroyers torpedos wouldn't be able to hit the tanks. - That could be fun because they would be a good way to "take back" naval control after being pushed out of the water by enemy boats.
  8. philoscience

    philoscience Post Master General

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    For me, hovercraft are very, very low on my list of priorities. They added little to TA and I don't see them adding much here. Plus there is still loads to do of more critical importance.
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  9. zihuatanejo

    zihuatanejo Well-Known Member

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    I'd be curious to see one or two hovercraft units implemented and tested. Part of me is 'meh', why complicate things with a unit, stick to the three basic types we've got right now land/air/naval (four if you want to distinguish between bots and vehicles). But part of me is also curious, heh!
  10. squishypon3

    squishypon3 Post Master General

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    Just have a look at all the units in Statera, RCBM, UCBM, Mod X, IGN Mod, etc...
  11. MrTBSC

    MrTBSC Post Master General

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    nothing realy outstanding we haven´t mentioned before ...

    as for rcbm and statera: as much as i respect the work of the teams i am sorry but i am simply not a fan of the t1/t2 ballancing and the ammount of units able to attack both surface and air of these mods ... also why both are so totaly against having a b2 (vanila hornet) stylebomber ...

    as for mod x while have to test it yet ... my first critic/question ... why t3 versions of existing factorytypes ?
    Last edited: January 8, 2015
  12. igncom1

    igncom1 Post Master General

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    And I haven't developed IgnMod is a while.......
  13. squishypon3

    squishypon3 Post Master General

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    Vanilla t2 bomber isn't a bomber, it's a missile gunship. :p
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