My first little thing you should change is how the wall building works : make it so you hold it down and drag a wall instead of placing a lot next to one another, like most strategy games have, like age of empires or the command and conquer games. its just much better, so your a sure that the enemy cant get through you defences, becourse of small holes in the wall if you build like the game is now with the wall blocks you can place.
Structures do have a snapping system implemented(along the edges), so you can make a solid wall, it just takes more time to get it plotted out in the meantime.
okay i hope they make them a little more like i want, when so many other rts games has that option with walls where you drag them as you like, maybe use the way the Black & white series do, where you can curve the walls thats pretty nice , But i have one more suggestion for the Alpha version if they read this, Please make a Save option when its only AI your are playing against if it is possible. so the option only comes when playing with computer controlled players, i dont see any reason to do it when it is real players.
wouldn't it be implemented anyway? at the moment it would not make sense, but if we have fights with 40 players over several planets, a save function would be needed
To expand on that, the chronocam basically saves everything that happens during the course of a game. So, you don't need saves, as it will eventually allow you to rejoin/restart the game at any given time and continue from there. Basically its the ultimate save system. :mrgreen:
For me, after playing some alpha, I immediately noticed one thing: my base would get destroyed very easily. One or two t1 bombers could take out 4 power generators before I could blink if I didn't have defenses up. The next thing I noticed was: my anti-air towers were too short-ranged to do much about it, unless I built them all around my base. This got me thinking, and I realized that base defences in PA don't really work. For a number of reasons, including short ranges for towers and low building health (that I'm sure will be fixed in beta or the full game), but mostly that the game is set on planets, which are spherical. This is a huge difference from TA and SupCom+FA, which had square map borders that stopped troops from going around to the back of your base (for the most part). However, in PA an enemy force can ALWAYS go to the 'back' of your base where you have the fewest defences. It also worries me, because in SupCom, base defences often saved you from a 'Zerg Rush' early on. If I have to place defenses 360 degrees around a base, then most likely an attacking army of the same size can go right to the weakest point and break through. That raises the problem of how to ever safely establish resource structures in PA when two players are competing for the same planet. And without proper mechanics for building bases to crank out units, two players on the same planet would most likely wind up doing commander battles, with a few t1 units. The solution, as I see it, is to increase the range and power of defenses fairly significantly so that 2 or 3 groups of defensive structures can defend a base effectively. I know shields are up in the air right now, but they would also probably help give people 'safe' bases, at least early on. Another solution that could help alleviate the problem is to give most planets large mountain or cliff formations that units can't climb, which would narrow the possible angles of attack, and so save costs of tower-building. Again, I'm sure the developers are aware of the general problem, but I would hate to see it not get fully addressed. Other suggestions?
Mind you, a Mex takes only about 12-18 seconds to pay for itself. SupCom Mexes took 40 seconds-3 minutes to pay for themselves, so you don't *need* to defend mexes, you need to defend the engineers building them. Also, another big change in PA, it is much more efficient to build 20 of any factory than it is to assist 1 or 2 of them.
Luckily PA Factories are more efficient than engineers at building units because of rollout time. It creates a sort of fissure between factories and fabbers that makes the two feel more separate than they were in SupCom. Which is a good thing, it makes balancing Factories vs. Fabbers easier.
I love this about PA. Incentivizing people to cover a continent in factories over having a thousand engineers assist 1 factory is a positive thing. Especially since the larger base will naturally make you more vulnerable to counter attacks. But you need to pay for your massive wall of units somehow right?
Quite to the contrary, I don't think a base being larger makes you more vulnerable to anything. I do think I am going to miss the snideness, the wisdom of FA, teaching you lessons as you go... as here it is obvious straight from the get go that building more factories (and by more, understand infinity) is the only way to go. but I like that. As a newb on FA when I first started I coined this method, and got noticed for it, it would only work against noobs but when it had taken off it was amazing to behold. i remember an opponent entering my bay saying on the main chatt "I've never seen so many t3 naval factories!" then again "I'VE NEVER SEEN SO MANY T3 NAVAL FACTORIES". then I got taught what was what and I moved up a level. using reclaim and the assist techiques. But it had always been the opinion of the community that these hordes of t1 engies lagged the game out. so out came engiemod and gone are the engies and in come my good old strategy that I now I must re-adapt to and I'm having a terrible time doing so. (in FA, PA is easy since the amount of work needed for eco is next to nothing and you don't have to upgrade factories)