Ongoing massive galactic war

Discussion in 'Planetary Annihilation General Discussion' started by theseeker2, February 7, 2013.

  1. BulletMagnet

    BulletMagnet Post Master General

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    But Commanders aren't VNP - the purpose of the Commander is to annihilate the enemy.

    Strip mining entire solar systems are a means to an end: war. Still, you ask a good question. Why build a fortress if your goal is destruction? Sure you could start building a base and fortify it on an enemy held planet, but that's only for your own survival and the enemy's destruction. As soon as the enemy is turned into nuclear fire, the need to fortify goes with it.

    Though I can imagine it being a safe-haven for friendly forces to then project the war into other parts of the galaxy.
  2. igncom1

    igncom1 Post Master General

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    I swear there was a video where uber said they were.

    But if destruction of the 'enemy' is their goal then would not a stratigy of scourched earth be perfect? Moving from system to system constrantly punking out more commanders to overwhelm the enemy with more opponents and less places to go and build their own?

    Mabey it's just me.

    However as a safe haven for producing commanders (And as a foward lobby for new players to prep themelves before heading into the rest of a servers war) then I am not sure you would really need that meny.
  3. BulletMagnet

    BulletMagnet Post Master General

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    As a strategy; definitely. It sounds reasonable.

    It would depend on the number of players in the galaxy, as well as the number of systems. But yes, these things shouldn't be common. I suppose fighting over one (mainly to deny the enemy access to it) would require tactics different to other systems.
  4. igncom1

    igncom1 Post Master General

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    Mabey it could be the systems with metal worlds?

    The only ones left able to build commanders, and thus the only ones worth trying to protect for a long period of time....leaving the outer moons asteroids and possibly small planets as un fortified mass deposit locations that are just waiting for a bunch of enemy commanders to show up and attempt to take the metal world in a grand seige.
  5. theseeker2

    theseeker2 Well-Known Member

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    The way I see it, a giant metagame like this would be like a blitzkrieg. Attack an enemy planet, defeat the enemy, capture the beacon so signal that the planet is now friendly, and move on. The only fortified worlds would be each faction's homeworld, and capturing it would be a challenge. There's not even any reason to leave metal extractors or generators behind, it would be unfair to have resource income from multiple planets. There has to be some sort of reward or bonus or SOMETHING for capturing a planet though.
  6. syox

    syox Member

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    Look at planetside 2. Just sayin
  7. bobucles

    bobucles Post Master General

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    It's called "uncontested control of everything on the planet."

    They kind of are.

    The ability of a Comm to reproduce itself is certainly a fun topic of debate. It can be easy, it can be hard, it can be nigh impossible to suit any kind of lore. What is set in stone, however, is that Comms fight through an army of self replicating robots. That screams VNP warfare.
  8. igncom1

    igncom1 Post Master General

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    Well, von neumann berserker warfair at least.
  9. theseeker2

    theseeker2 Well-Known Member

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    A commander doesn't produce itself... Otherwise we'd have noobs with 20 commanders in dropships, attempting to kamikaze a krogoth. no. They are, however, built for the sole purpose of building and controlling armies.
  10. Nukesnipe

    Nukesnipe Member

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    How about we have a bunch of galaxies, and each galaxy is a single person's lobby, so it might just be him or it might be him and 63 of his closest friends. After a very long time, you can invade other galaxies and other lobbies.
  11. theseeker2

    theseeker2 Well-Known Member

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    That takes the fun out of a giant, open massively multiplayer metagame...
  12. tankhunter678

    tankhunter678 New Member

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    Some clans will form, and they will grow large enough that in such a massive metagame small friend clans, or soloers would find themselves being pushed out of the galactic map without even a chance to join it properly.

    So here is my personal thoughts on the matter:


    You have "Clan Wars" galaxies that have fixed territories. Beating your enemy in a territory battle awards you the territory and Galactic Income which can be used to purchase various things, such as bling upgrades for your clan commanders for instance.

    Whenever a territory is captured it is regenerated for the next time it is contested. This way every battle starts off on an even footing between the defending and attacking side.

    You also have certain territories that exist as "galaxy invasion" territories so that new clans can get their foot in the door into the Clan Wars galactic map.

    You set it up so that "Clan Wars" galaxies have a movement/challenge phase, then has a combat phase at specific times. With "Clan Wars" galaxies setup specifically for various regions so that those participating in it can have sane combat phase times.

    Basically similar to what Wargaming is doing with their World of... series of games. This will also be easier on the uber servers in terms of managing it, so they do not have to simulate millions of units at a time.
  13. theseeker2

    theseeker2 Well-Known Member

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    My idea is simply that clan wars and a massive galactic war would be seperate... The giant galactic war having a few predefined factions, kind of like EVE online. I personally despise Wargaming's clan wars... Despite the fact that I am the commander of the once-biggest clan in World of Tanks.
  14. tankhunter678

    tankhunter678 New Member

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    The problem with Wargaming's clan wars is that because they did not put in tier limit brackets for territories like they did for company battles. So it becomes incredibly hard for large clans that are full of players with lower tier tanks to participate, since clan wars is dominated by tier 9/10 tanks.

    Here that problem would not exist, since it can be setup so that there are no persistent player bases to prevent unfair advantage.

    I believe that reseting and regenerating individual territories after they are captured would be best. This way the attacking side is not always trying to siege a persistent base and both sides always start on equal footing in every battle. Break a Territory (Sector) into Sub Territories (Star Systems) have people fight over individual star systems that get regenerated when captured, however have some "points of interest" systems that always spawn a peculiarity. Such as Metal Worlds, or numerous Gas Giants, etcetc.
  15. theseeker2

    theseeker2 Well-Known Member

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    The goal of my proposed gamemode is not to defend, rather conquer an enemy world and move on. There shall be limits to the time in which one is allowed to stay after an enemy defeated... If an enemy attempts to land on a planet, asteroid bases, I believe, should stay (only active when an enemy enters the system), to shoot down a couple engineers (I assume here that in this mode, these unit cannons will be a bit more expensive to operate, thus being a bit inefficient). If an enemy lands on a planet and fortifies, he diverted too much resources that he could have used to make asteroid bases, thus allowing the defender to build fusions, and allowing him to shoot down armies...
    I agree with subdivisions of planetary systems within a galaxy, not territories though...
    Resetting playing fields is good, but I don't think players should be forced to play each other at the same time... If the defender is late to the scene, he better hope his allies have an asteroid base to give him.
    My clan used to do clan wars, but my old commander and our clan wars team left, leaving his 2nd account in charge, which eventually ended with my getting commander rights and killing off a plan to merge with another clan.
    Drama.
    I hate it. If only my old commander and his CW team hadn't left, and I wouldn't have had to watch my clan disintegrate. KIC and KGC are shadows of what they used to be. WoWP brings new hope, we're all better pilots than tankers, it seems.
  16. tankhunter678

    tankhunter678 New Member

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    Here is one of the things I had been thinking on:

    Some people for this type of game mode are going to want the ability to drop in/out in real time. You have shown this opinion. This does have the unfortunate implications that due to this one side can become too strong and there is no chance of turning the battle around. Eventually one side will reach critical mass that even the ability to shoot entire armies planetside becomes nothing more then a pointless waste of resources, time, and the only recourse left would be to turn the asteroid base you need to hotdrop into a game as a KEW to deal with the problem. Provided the enemy does not just invade the asteroid base as you are trying to start building up.

    Which is part of why I want to see areas being reset regularly. When all attackers/defenders are defeated or leave it goes to the victor and is reset so it can be contested again. This way when it is apparent that one side is too strong, the losing side can hit the surrender button which flags the system as surrendering so that people thinking of joining can choose to wait to start a fresh battle. When a period of time has gone with no one joining then the battlefield is reset and handed to the victor.

    Basically using your idea only using reset to prevent the more methodical defensive mindset of players from turning it into nothing more then fortress assault after hopeless fortress assault. Granting the player base the ability to force it to become a conquer and move on scenario by utilizing the reset/regenerate system. If a planetary system is simply too difficult to take then just do not join that battle and it will reset itself then try to take it when both sides start on the same footing.


    Also I suggest territory sectors because then when a person first joins the galactic map they are not overwhelmed with thousands of clickable dots. They instead select a sector which then gives them the planetary systems map. The Territories act as a visual display of the frontline, and to prevent information overload.
  17. theseeker2

    theseeker2 Well-Known Member

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    I think that one can only build on a planet after an enemy has arrived, and any good player wouldn't let an enemy hit critical mass... If an enemy arrives and there is no opposition, why let him show up? Capture the planet and move on! There is no need to fortify if there is no enemy present, but you can leave an asteroid base to prevent the next attacker from capturing the planet.
  18. jasassin

    jasassin New Member

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    Are we assuming that the resources that you collect from every planet gathers into one large pool that you can use at any location? In TA it didn’t really matter since you were in a small area of some world; but with larger planets and galaxies, how is it you are able to transfer stored metal to an asteroid base or to some other distant world?

    Also for players who choose to leave during a huge galactic war; I like the idea of trying to hide bases or storage systems if in the event you rejoin the game 10 hours later to find that your main base Dantooine was completely gone. With hidden bases you aren’t left with empty pockets starting from scratch. But once again the question of transferring resources to different systems presents itself.
    As far as the commander goes, he would obviously be cloaked, but why not (and just a weird idea) have him load up into a pod or transport and have him drift out in space until the player gets back? The units would still be available for annihilation, but the commander would be safe orbiting some moon or asteroid that other players are unable to see or detect. This way when the player does come back he may have to rebuild his army or continue where he left off, but it gives the player a chance to leave.

    Or you could simply have an AI or a buddy take over for you and just have some sort of warning (or taunt depending on who chooses to notify the player) to the player via email or something so that it gives the player a choice to run to his pc to micro manage his units or just rely on his pre-planned defensive measures since it’s kind of expected for his units to be attacked. Granted it would be better to leave your army in the hands of a buddy so that he could use it offensively in addition to his own units rather than letting the AI take over in a defensive strategy.
    Also if a player is seriously worried that his buddy is going to mess everything up by building some stupid formation of fusion reactors or something just allow the original player to lock some of his units and/or resources from being used.
  19. igncom1

    igncom1 Post Master General

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    I always thought galatic war would play like a series of linked maps, meaning that if you leave the game it's like leaving any MP game.

    No persistant bases for a player, but persistant bases per side.
  20. blodhskolir

    blodhskolir New Member

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    Going back to Dawn of War, it was possible to 'fortify' an area with some basic buildings and a few units. Surely this would work here as well? This would give the defenders an advantage, but not a large one. Just enough for basic unit production to begin as soon as enough resources are gathered. In essence, what I mean is being a minute or two ahead in development compared to the attackers.

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