Solution to map disorientation and environment manipulation

Discussion in 'Planetary Annihilation General Discussion' started by rage1, August 1, 2013.

  1. rage1

    rage1 New Member

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    I think a view mode should be added that ,like passable Terran view, divides the planet into quadrants/ sectors/Gris - like so in a team match if a scouting player see's a super weapon or a really important something's being constructed at a certain grid - he can tell his team mates : " Guys - concentrate all forces to attack grid/sector 47" or " NUKE SECTOR 47 NOWWW!!!!!1"

    And speaking of impassable terrain - I'm I the only one who thIngs it's silly that a self replicating robot army with such high tech can't build a bridge or better yet produce a unit that carrier a mobile bridge to attack over a fissure into the enemy's base
    I mean we have this technology today

    Also - it would be nice if we could construct channels between 2 oceans on a planet to allow ships to go between large bodies of water - so a fleet won't be limited to one body of water.
    Even better would be if in an ice world we could break the ice with an ice breaker unit to allow for a more useful fleet

    Who's with me?
  2. hanspeterschnitzel

    hanspeterschnitzel Active Member

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    Re: Solution to map disorientation and environment manipulat

    If I am not mistaken we will be able to deform planets.
  3. rage1

    rage1 New Member

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    Re: Solution to map disorientation and environment manipulat

    I hope you are right
  4. gobbygee

    gobbygee Member

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    Re: Solution to map disorientation and environment manipulat

    i think the main idea is why wast so much time building a river connecting 2 seas when you can use so meany more methods that would be much quicker, the robots only use the most efficient/fasted way to kill them, and they expand to every corner of the world so why move units over a ravine just build the factory's the other side.
  5. rage1

    rage1 New Member

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    Re: Solution to map disorientation and environment manipulat

    The idea is - you have a massive army - the enemy has a lot of defenses at the passable end of the ravine but few along the ravine itself - get a mobile bridge across it ans charge his base - I'm thinking of the assault potential of such a move

    But what do you think of the grid idea - I think it's a good idea to help with orientation
  6. gobbygee

    gobbygee Member

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    Re: Solution to map disorientation and environment manipulat

    ok, well they said on a live stream they will be putting in transport craft so that should solve that,

    but yeah i do like the grid idea, also the numbering of the spawn points thats been mentioned in another thread is good. but you can lock the worlds pols so that north is always at the top and south is always at the bottom makes it soo much easier! give it a try. its in game settings
  7. sacrificial_soul

    sacrificial_soul Member

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    Re: Solution to map disorientation and environment manipulat

    A simple persistent ping option with a graphic similar to the start location beacons solves the grid issue without needing to resort to numbers and grid-hunting.
  8. comham

    comham Active Member

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    Re: Solution to map disorientation and environment manipulat

    I believe navigable, buildable bridges have been mentioned as a goal for the engine.
  9. rage1

    rage1 New Member

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    Re: Solution to map disorientation and environment manipulat

    A simple persistent ping option with a graphic similar to the start location beacons solves the grid issue without needing to resort to numbers and grid-hunting.[/quote]

    How does that help you tell your buddies exactly and simply where to attack instead of using phrases like: " he's right below me / above me on a 3d sphere?
    It's not to know where you are it's to know where they are and it's optional - you don't have to look at. If you want a continuous ping thing - hope you get it but it does not exclude the need for a grid.
  10. sacrificial_soul

    sacrificial_soul Member

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    Re: Solution to map disorientation and environment manipulat

    I take it you've not used pings in RTS before? Essentially you hover your mouse over a point on the map and press a key. It creates a "ping" on your allies screens both audibly and visually. I mentioned the start beacon type animation because that is easily seen. Memorizing the numbers of multiple "sectors" of a grid on a map would be a PITA and less precise. SupCom 2 is generally a bad example, but it had pretty decent map pings:

    "Map Pings - Added three different kinds of map pings for team play. F5 issues a generic alert to your teammate at a specific location, and it appears as a yellow arrow when zoomed in and a yellow animated ping indicator in strategic mode. F6 is a Move ping, and it uses a blue indicator. F7 is Attack ping, and it uses a red indicator. Color coded arrows will appear on each edge of the screen where your teammate has placed one of these for you to view"
  11. rage1

    rage1 New Member

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    Re: Solution to map disorientation and environment manipulat

    Ohhh now i get it - well you're right about that - that feature would be welcome.
    however I'd still want to see an optional grid display because:
    1) its easier to tell someone meet me here and if someone does pa attention or was zoomed in at something they would ask you again where do we meet
    2) no memorization required - switch to grid - find the sector and turn it off
    3) its just cool at wont hamper gameplay IMHO
  12. schuesseled192

    schuesseled192 Active Member

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    Re: Solution to map disorientation and environment manipulat

    pings make more sense than a numbered grid.

    Ping on map, "hey guys, i've got some bombers coming at me" ping again for emphasis.

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