Sub-commanders in PA?

Discussion in 'Planetary Annihilation General Discussion' started by iron420, June 24, 2013.

?

What form should Sub-commanders Play in PA?

  1. None (don't have any commander-like units in the game)

    6 vote(s)
    13.3%
  2. Similar to Decoy Commanders from TA (can only assist construction, mainly built to confuse enemies)

    11 vote(s)
    24.4%
  3. Similar to Sub Commanders in FA (almost a full commander with built in abilities)

    25 vote(s)
    55.6%
  4. Ability to just build additional commanders

    1 vote(s)
    2.2%
  5. Something New (explain below)

    2 vote(s)
    4.4%
  1. iron420

    iron420 Well-Known Member

    Messages:
    807
    Likes Received:
    321
    Hey guys,

    I haven't seen much talk of Sub Commander type units in PA yet and I wanted to gauge the community opinions on the subject. For me, I really loved the misdirection of having several decoy commanders in TA and it really made commander bombing fun when the opponent had to basically play a shell game to find out which incoming transport held his actual impending doom lol.

    I think Sup Com FA took this concept to the next level really really well with the sub-commanders. They were basically mini commanders and my favored builder and attacking unit all in one. I literally cannot build enough of these while playing FA. I love fully upgrading them and then sending them in small task forces close to an enemy base to build experimentals on their doorstep then marching them in with their creations. In fact, the only reason I play supremacy instead of assassination is that I feel you should continue the game until all commanders and support commanders are dead, since they are just so damn awesome! I love everything about Sub Commanders!

    My hope for PA is that sub-commanders will be in game, and with precedents set for their existence in all the games PA draws inspiration from I can't really imagine PA without them. I don't think I like the idea of being able to create commanders themselves (although they had to come from somewhere, right?) as much but being able to build something almost as good (and very similar looking) would be amazing. I loved all their upgrades, from teleporting to resource generation to launching missiles or having radar. I know upgrades for units is out (which is a solid choice IMO) but I hope these bad-asses start with some of these abilities as long as they don't outshine the commander.

    So what do you guys think? Would you like to see sub-commanders? Decoy Commanders? Something new? None of the above? Do you already know something I don't? Sound off and let your voice be heard. Cheers!
  2. ghostflux

    ghostflux Active Member

    Messages:
    389
    Likes Received:
    108
    I consider the commander an essential tool to manage your base. The build speed from engineers is significantly less, so the commander really is often tasked with building the components of your base that might require immediate attention such as maintaining a balanced energy supply.

    And since we have to manage several bases on several different planets. It would be good to have subcommanders in order to have atleast one commander per planet. Now the subcommanders would of course have to be inferior to the commander, but superior to any engineer. The downside could possibly be that they still cause a slightly smaller nuclear explosion upon being killed
  3. Ortikon

    Ortikon Active Member

    Messages:
    414
    Likes Received:
    183
    I think this will become in demand when we are managing lots of planets.
    Generals of the frontline, if you will.
  4. cmdandy

    cmdandy Active Member

    Messages:
    230
    Likes Received:
    118
    As others have said, when multiple planets are in play, sub-commanders are an absolute must. It will be a huge shame if they aren't included!
  5. iron420

    iron420 Well-Known Member

    Messages:
    807
    Likes Received:
    321
    It makes me happy to see the general consensus lining up with my own opinions. How could you not love sub-commanders!
  6. antillie

    antillie Member

    Messages:
    813
    Likes Received:
    7
    I think sub commanders could be more meaningful in PA than they were in FA since each sub commander can be a player in the case of multi-person armies. That makes each sub commander a viable target in addition to the normal commander.
  7. YourLocalMadSci

    YourLocalMadSci Well-Known Member

    Messages:
    766
    Likes Received:
    762
    I have to say, I LOVED decoy commanders in TA and it's mods. They offered an interesting way of countering commander snipes, without relying on constructing an impassible bubble shield fortress.
  8. Gippies

    Gippies New Member

    Messages:
    7
    Likes Received:
    0
    I think there should be a different reason for sub commanders. If this game is going to be played across planets then why don't we have separate sub commanders for each new base we build?

    It would be like, having our main commander as the head commander, and all the sub commanders are on colonies of different planets, usually to start building bases and doing things on its planet. There should be one commander per planet per player.

    I don't know, just a thought....
    Last edited: June 24, 2013
  9. antillie

    antillie Member

    Messages:
    813
    Likes Received:
    7
    Yeah decoys are a good idea too.
  10. technoxan

    technoxan New Member

    Messages:
    85
    Likes Received:
    2
    I think a supreme commander unit (original start commander, 1 only.) And a sub commander, a captain if you will. :) would make the game a EVEN better :mrgreen: :ugeek:
  11. hailmikhail

    hailmikhail Member

    Messages:
    33
    Likes Received:
    9
    I love the idea of a multi person army,but then wouldn't that just be a team game with 1 person elected "leader"?

    On the other hand though i also like the idea of sub commanders like the ones in Supcom/FA being like front line commanders while your main commander sits on their "Iron Throne" back in your main base/planet
  12. antillie

    antillie Member

    Messages:
    813
    Likes Received:
    7
    I think in practice a multi player army would be a team effort with each member being equal to the others. I guess you could have a designated leader if you wanted to. I suppose in ranked matches you would probably want a team leader.
  13. ascythian

    ascythian Member

    Messages:
    103
    Likes Received:
    3
    Sub commanders & decoy commanders!
  14. mushroomars

    mushroomars Well-Known Member

    Messages:
    1,655
    Likes Received:
    319
    I'm game for both Decoys and Subs, but there shouldn't be one unit that handles both. That would just be evil.
  15. iron420

    iron420 Well-Known Member

    Messages:
    807
    Likes Received:
    321
    Do you guys think Sub commanders should be included in the victory conditions of Assassination type games? Cause I do!
  16. antillie

    antillie Member

    Messages:
    813
    Likes Received:
    7
    I don't see why that couldn't be an option that you could toggle on and off. Good idea.

Share This Page