A modest analysis of what I'm watching

Discussion in 'Planetary Annihilation General Discussion' started by jurgenautt, June 20, 2013.

  1. jurgenautt

    jurgenautt New Member

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    Hello, I've been watching a lot of information about the program, I have seen some demos on youtube and I've been looking at the features of the game, also the comments of the community that is very important ... :)

    Now my modest personal analysis for which it may concern:

     When I found online that was in development TA style game, with people who developed the game, I was nervous with excitement, just thinking about an upgrade of the soul of this game in the technology and possibilities of today, it seemed a bomb!!

    I have 46 years, I know I'm a dinosaur :), I've always been passionate about the quality rts when I went TA that marked a before and after in the genre, then came many many games ... many years later came supreme commander, and I think it was a worthy successor, with good ideas, different factions, good graphics and a campaign for a single decent player, then appeared the SC2 and it was a kick in the balls, missed depth of gameplay, units and loose textures, graphics boring and simpletons, a campaign for single player pretty bad, and quite deplorable IA.
    Anyway I must confess I still sometimes, I log on to play some online game ;)


    Do not go into the issue of financing for development of the game, each with their money for what you want, I will discuss what I've seen online, I have not tried the alpha version :)

    The conceptual idea of ​​the game seems very good, with a huge depth of gameplay possibilities:

    -Possibility of invasion from various planets against one or more opposing planets

    -The idea of ​​crashing asteroids have you introduced is brilliant but do not abuse this

    -I would add some kamikaze units

    -The issue of scale is something at least very important to me, for my taste the planets are small, therefore also space battles, we are talking planetary scale battles .... I hope that was not some kind development of programming ploy SC2 style

    -I saw the theme of the shots of the units, it is necessary that the shots all have the same style?, With gusts as high ballistic?, There may be some variety as lasers etc etc, that way we do not charge both the calculations and the general mobility and safe game more fluid

    -It is an alpha version, but the issue of the environments of the planets, I see a bit poor, now it is not an essential issue :)

    -If you have thought some sort of atmospheric effect, could be used to create energy eg, (remember the windmills on TA?), Using for example the magma of a volcano etc etc

    -The units and buildings have air vintage, there are different factions as such, or at least I have not seen a big difference, you have plans to develop the theme of factions?

    -The issue of adding some kind of mini radar, I think you can add ease and playability. For example if I am in a campaign against two opponents, or two planets, I would like to visualize the battlefield, where I'm involved, create a unit CNN reporter :), that while I can see me operating real-time battlefield ..., and these screens can be moved to a second monitor


    -The issue of adding sequestering units once kidnapped and taken to the base allows us to clone and recreate the same units, we can also think of buildings :)

    Non-implementation of technological tree shields and I think it's a bug

    -No need 10,000 units at a time to control

    I have many more ideas but do not want to be weighed :lol:

    Just one more thing, please is possible to create some kind of campaign for single player with an AI? I'm Old school, although it has one dlc, or any extension

    thanks

    pd. sorry for my english, :)
  2. hixday93800

    hixday93800 Member

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    i think using 10k units is part of the game, it's a game for massive fight..
  3. jurgenautt

    jurgenautt New Member

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    those numbers sound great, but in real game is unworkable
    prefer less, and more development of units, artillery, shields, technological tree,etc. etc
  4. hixday93800

    hixday93800 Member

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    what will you do with 6 bases on diferent planet moons and asteroid with a cap of 200 units, it's maybe impossible i think
  5. jurgenautt

    jurgenautt New Member

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    I think then we must think and create a strategic study of each battle, and not throw thousands of units as a mass of brainless zombies units against the enemy :lol:
  6. hixday93800

    hixday93800 Member

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    lol also, 5k units agains't the power of many tower and a base defense can be returned fast :D , i was just saying that because if you get attacked at 3 place at time and units cap is reached your base is ''censored word'' if you're far away from it :p
  7. jurgenautt

    jurgenautt New Member

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    this is supposed to be a rts, think the strategy before launching an attack, I would like it to be a brainless real time :lol:
  8. jacoby6000

    jacoby6000 Member

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    Sounds like you just prefer micro management. Micro management in a game with the scope of a solar system - even multiple solar systems - is unfeasible to say the least. With a unit cap, you would be so thinly spread across the planets that you would only be able to send a couple of units to fight at once. In the grand scheme of things, 10k units across 1,600,000,000m^2 of space (excluding the surface areas of planets), is very small in the grand scheme of things. And that's on the low end of the scale.

    If your curious as to how I got that number, It's mostly observation. Uber has said that their biggest planet's diameter is 1400m. Their biggest planet doesn't even cover an entire grid section on the star map, in fact it's about 3/4 of the size of one segment length. I took this to estimate that one grid section is 2000x2000. Then, I took the assumtion that one game will be 20x20 grid units. So, (2000*20)^2. From what Uber has said, a single game will be much much much larger than this. Now, lets include the surface area of 4 average size planets with a diameter of 1000m. Surface area of a sphere is determined by the equation 4πr^2. That means each planet will have an effective play area of 12,566,370.6m. With only 4 planets, that's 50,265,482.5m. So now, with only 4 planets, you're at 1,650,265,482.5m^2 in a SMALL solar system. If you think you can nicely and reasonably distribute 200 units and micro manage them across 1.65 GIGAmeters, I don't think I can convince you that a unit cap is a bad idea in this game.

    I'll get back to you later when I have a chance to fire up the game and get some actual numbers, using the planet size, number of pixels a planet takes up, and starmap grid segment lengths. It'd actually be cool if an employee gave us a better idea of scale.

    Regarding the tech-tree thing, I only disagree with that because tech-trees are permanent and function across the board (or are really inefficient and clumsy to use, pick one). You wouldn't want a base that you just made on another planet capable of everything you could do on the other planet. Instead, you should have to build up the structures necessary for the tech you want to have where you want to have it. It makes more sense that way, in this game.
  9. hixday93800

    hixday93800 Member

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    and the game stay very stratagic, it didin't become less cuz of many units :p
  10. revancakes

    revancakes Member

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    TA was very strategic, and units mashing against each other in insane numbers is exactly what TA was all about. If you never did that in your games then I applaud you for playing differently but that's the beauty of TA, the limitless strategies and not just one type of game play over another. I don't want to play StarCraft again haha I wanna play a new kind of RTS all together.
  11. jurgenautt

    jurgenautt New Member

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    I understand what you say, I prefer a more controllable, others want to see massive and against people as possible

    I'm getting older .... :lol:
  12. iampetard

    iampetard Active Member

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    You must not forget, there will be a person on the other side doing the same thing like you. So technically if you think managing 10 planets will be difficult, your opponent will be doing the same. So in the end, the one who can manage 10k units better will probably win.

    If you own more planets you have an advantage but also a disadvantage cause you have to spend more time controlling more areas. It's the same thing as any other RTS, just much more massive. :lol:
  13. jurgenautt

    jurgenautt New Member

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    marabunta real time :D
  14. dacite

    dacite Member

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    In this sub-genre groups of units behave like a single unit. Your interceptor force is essentially an anti air unit with DPS multiplied by the number of constituent planes while your group of 40 bots is your fast attack raiding unit. When you think about it you're really only manipulating 10 or 15 units rather than 1000 individual robots.

    This scale seems more manageable when you think about it that way.
  15. hixday93800

    hixday93800 Member

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    Cap unit just didin't work with this game.

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