Hello! 4 Pi R^2 is the area of spere and IMO also the main problem with new 3D planet gameplay. In other words, "fire and forget" strategies seem to be more effecient now, as gaining any advantage from reckon is a weaker strategy, one needs to see at least both sides of planet, and look on things more or less vertically, to actually understand what is where. Much easier (and more effective as for now) is just to send units here and there and spam protective structures. I strongy suspect, that high-level games are going to be more of ball-turing competitions. I suggest doing: 1. Map projection minimap (probably what's already announced). 2. Planets with chokepoints, currently they are okay gameplay-wise, but not okay in term of pathfinding. Yes, I know, they might be generated, but this is an aspect of generation. An accessibility/(distances to reach) graph would do. 3. WASD for map rotation (now one cannot queur shift + attack (A) anyway, queing takes takes to rotate map, seriosly, try to rotate and queue up anything to get the point). 4. Slower economy down, probably. Technically now the complexity of controlling thing is greater, than in SupCom just because rotating is less convinient, than scrolling (or zooming in/out) and the area of the sphere is greater, than area of the square. Also economy currently is very fast in development and this makes things too fast too control. 5. Planet rotation controls need huge and creative work... They need to be perfect in reaction and in convinience of use, get me right, celestial things are great but any interest to the game is not going to develop after release if very basic things will be not just good, but no worse, than in other games. 6. I have no idea is it possible to freeze some axis of planet to rotate around it. I seem to be ok, rotating around fixed axis, but when true 3D rotation happens, it sometimes takes a few seconds for me to understand what is what in what I see. If it is not possible, this possibility would be very good, probably with some axis fixed by default. I also predict huge problems balancing air as it was unbalances in terms of speed and ability to concenrate in SupCom too, now with more area, the problem is going to get worse. The dilemma is that air OR is too powerful in map control OR is not capable of taking out land armies and bases. This is usually solved with fuel or munitions in other games. And if anything of this will take extra few months to release the game, this is going to be totally okay for me, having updating beta in hands. Thanks for reading.
the idea that the fire and forget mechanic is the best is untrue, you need to switch it up and counter whatever your opponent's doing and find your own new breaches to his counters. fire and forget will only give you victory against someone who poses no challenge. 1. screw minimap unless it's itself on a sphere or cube as I suggested here. 2.choke points are the main strategical advantage of metal planets, that aside they form naturally on all other planets, either through mountains and cliffs and canyons or with sea. 3.not such a bad idea but ←↑→↓ work and especially simply placing your mouse on the sides and rolling the scroll wheel. 4.not unless you have the IQ for it, I know I can't keep up with all that I could do even though I can visualise it but I get better at it as I practice. 5. go to the GUI thread 6.go into "option" you will find a pole lock option, best is to practice some though, I quickly turned it off. sure there needs to be some camera rework so it doesn't yaw so much and tries to not rotate the original view on your base but pole lock is not the solution.
I agree with the general observation that basically states "managing spheres is hard and PA has yet a long way to go to make it as effective as possible" Check out the options. You can enable wasd for that and rebind the other stuff (especially s = stop) to other keys. I never tried it though, as I don't have a problem with moving via middle mouse while pressing shift on my mouse thumb and selecting commands via hotkeys on the keyboard with my other hand.
cola, tatsujb, thx for the interface tips. What about this, I completely disagree, this just mean you don't get the point (what is the area of spere is), not to mention, that IQ has nothing to do with this (this sort of orientation on spere is about short-term memory and cerebellum FYI), chimps are much better in this, than humans, just for example. The thing is that the area of shere is Pi times large, than you would expect from sqaure map with side being equal to diameter. So, 1stly, as cola wrote, this is definitely going to be a long road. 2dnly, even if controls will be perfect, the area is still Pi times larger. And, condidering games with alive humans it's going to be more about not how good you are, but in what you compete. And competing in sphere orientation and globe turning what I call a gameplay issue. Hope this helps
reading you made me think that you were reffreing to exponetial groth and how fast you have too many things to watch over. this is not what you were talking about?
No, obviously that's not what I'm taking about. There is a consideration between balancing tactical and economic play, touched with the change to ability to control map.
I don't understand your sentence, could you please rephrase? "touched" means pocked, dabed, then you put two "to" verbs right behind one another.
No, obviously that's not what I'm taking about. There is a consideration between balancing tactical and economic play. The balance between tactical and economical playstyle depends on player's (in general) ability to control map.
Delivered for you from post #4. And, condidering games with alive humans it's going to be more about not how good you are, but in what you compete. And competing in sphere orientation and globe turning what I call a gameplay issue.