In case we get the quantum gateways from SupCom, wouldn't it be useful to be able to teleport your commander(s) almost freely between planets which have quantum gateways? The original teleport ability from SupCom can't be adapted to an interplanetary scale, planet hopping would just be too easy. Yet you need a safe and fast way to transport your commander(s) to the places where their abilities are required, using a transports is too risky, considering there most likely WILL be options to prevent enemy transports from entering your planets orbit which ends in the immediate loss of the transported units. This should not be an option for normal units, command units only.
Or just don't transport your commander in the middle of a defensive formation? I mean your Commander isn't he unit that should be spearheading your assaults into enemy held territory in the first place..... Mike
That's rather Depressingly 1 Dimensional, but at least from the sounds of it it will be more of a Gate-to-Gate system. Mike
Thinking more of pulling back. When an enemy has your planet under siege, is about to launch an KEW and you are cut of transports. What do you do? Just give up? Sneaking critical units out of a dangerous situation is essential and in this game, endangered planets can't be left on the land way. And in the opposite direction: Your ACU is also your most powerful engineer, don't underestimate that when raising a new base. Build a quantum gateway as one of your first building to get your commander might even be an intelligent decision.
I like the idea of gate-to-gate teleportation, but shouldn't it cost a lot of energy? To prevent moving massive armies around. Or should the Commander be special and be the only one who can teleport/teleport for free? (I'm not fond of those kinds of special treatments, that said.) For emergency escape, we could have a Commander ability to teleport from anywhere, but only to a gate, which would prevent it endlessly escaping and hiding to stall a lost game. Or would it make escape too easy?
Chances are if he has your ENTIRE planet blockaded along with a KEW en-route you're already severely outclassed and sneaking away only prolongs the inevitable, Like Terrans in SCI/SCII using their flying buildings to hide in the corner of the map until they get air units. I'm assuming you mean Commander, not ACU, cause the ACU was actually a pretty weak engineer past the first few minutes. Either way I do agree there needs to be ways to sneak out as needed, but Teleporting isn't sneaky to me, its saying "I'm going away, and unless you kill me before it completes there isn't ANY way to stop me." I'd rather a late game unit that can more easily(as more compared to the early game) and with more control(ie not just straight up) leave a planet and travel to another planet/moon/asteroid. Still imperceptible of course, but with more control can can go around the siege or through the hole you just made with anti-orbital weapons. Mike
Ah, forgot that it was long past humanity. Too bad, would be nice to get ones base and units randomly eaten by giant sandworms.
I'm more concerned how, after a certain level of land ownership, commanders will stay relevant. Sure you could move them via teleporter to another planet, but seeing as you would probably have an engineer there to build a gateway why would you?
Point of Sci-fi order. Spice was for the Navigators to see in to the future and not steer your space-folding ship thru a sun. Once the Ixians developed the Navigation Device, most likely in violation of the O.C. Bible commandment: "Thou shalt not make a machine in the likeness of a human mind," the Navigators and the Spice were pretty much redundant for that purpose. So, since PA is universe dominated by thinking machines, no spice for you!