Directional Bombing and Potential Bomber Changes

Discussion in 'Planetary Annihilation General Discussion' started by RoboticPrism, January 15, 2014.

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Should aerial bombing be directional and should bombers be used as a hit and run unit?

  1. No, I don't like either of these ideas, keep stuff as is

    12.5%
  2. I like the directional bombing idea, but I don't like the idea of hit and run bombers

    25.0%
  3. I like the idea of hit and run bombers but I don't like the directional bombing

    6.3%
  4. I like both ideas, lets see some strategic carpet bombing

    56.3%
  1. RoboticPrism

    RoboticPrism New Member

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    Here's an idea and I have no idea if its a good one or not, but how would directional bombing sound? Here's how I imagine it:

    With the new build system, with some buildings when you hold-click and drag, you can either tell units to build a circle of that building, or if its things like towers, walls or production, you build it in a line. Well as we have seen in the new update, you will soon be able to click and drag the attack command in a circle, similar of that to circular building, only units will attack anything within the circle.

    So what if bombers worked differently: what if when you held the click command, it would instead drag in a line that bombers would then bomb along. Instead of your bombers randomly dropping the carpet of bombs in some direction, you can instead coordinate a line that they all followed, leading to more precise strikes.

    Currently I've seen a lot of posts about how teir 2 bombers are over powered. Branching of my current idea, we can increase the amount of time bombers take to reload their bombs significantly and instead make them a hit and run unit. You take your bombers, run them by strategic locations, such as long walls to break into bases, along armies squeezing through a choke point, or across densely packed unprotected buildings, and then run away while the bombs reload.

    I can also envision this making bombers both harder to use, requiring more timing and forethought to use, but also more annoying, as they could become harder to kill when they take less time in the fray. Would either or both of these changes interest anyone?
    lapsedpacifist likes this.
  2. krakanu

    krakanu Well-Known Member

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    Area commands are in the current build already (mostly). I think in the next build there is a key or something you can hold to switch between area building and line building (instead of one or the other being the default). It would be awesome if the same applied to other commands. Being able to issue a line attack command with a column of tanks to drive a path of destruction through an enemy base or as you suggested, a line of bombing runs to hit the line of p-gens/defenses/factories that your opponent conveniently lined up for you would be awesome.

    Of course, if this were added, it would need to spread out the bombers a bit. If all the bombers dropped their bombs at the beginning of the line, then that wouldn't be desirable. I believe current area attack commands divide up the attackers based on the number of targets, so it should work the same for a line attack, spreading bombs all along the line with different bombers dropping at different points. This would also help with avoiding AA defenses, coming in as a line instead of flying over an entire field of AA.
    Pendaelose likes this.
  3. Pendaelose

    Pendaelose Well-Known Member

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    I have mixed feelings about the directional bombing. It adds micro and the community consensus is we want as little as possible. If not for that sole concern I'd be all over this idea shouting I love it. I think it has the potential to make a really distinct and interesting unit that stands out as different from the T1 bombers and would no longer be a linear upgrade. However I don't think it meshes well with super top level commands given at the factory or an entire army at a time.

    As for reload times, I'm an advocate for a C&C Generals style return to base for rearm and refuel, so I think that would count as "longer reload time".

    edit: I think krakanu's suggestion is great and if it were applied to all units, not just T2 bombers it could have lots of micro saving applications.
  4. RoboticPrism

    RoboticPrism New Member

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    Exactly what I was thinking! If it spread the bomb dropping evenly across your target area, that would be pretty neat.
  5. RoboticPrism

    RoboticPrism New Member

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    To address this, what I'm imagining is the attack happening in this fashion: click to select, drag click a line of attack, and then shift click a route away. That doesn't require too much micro, although in late game stages it may become increasingly more difficult to manage when you also have to control many other aspects.


    I haven't actually played a C&C game, however this idea sounds pretty cool! Where would you imagine bombers flying to in order to reload in a PA game? Back to an air fabricator or would a certain new building be required? Would a proxy reload become an issue?
    Pendaelose likes this.
  6. Pendaelose

    Pendaelose Well-Known Member

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    I would allow air factories to rearm aircraft (one at a time) if they are not actively building a unit. The plane could land right on the construction point and get the build animation for a few seconds before taking back off. I also think a new advanced air staging structure that allows aircraft to reload in bulk is called for. This type of game mechanic would also lend itself to meaningful carriers in both naval and orbital.
  7. brianpurkiss

    brianpurkiss Post Master General

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    The directional bombing would be a nice addition to area commands.

    No need to force it into one role though.

    So why not multiple attack area commands for bombers?
  8. RoboticPrism

    RoboticPrism New Member

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    I have mixed feelings about this mechanic. It sounds a little complex, especially considering that the game is trying to avoid being micro oriented. Would other planes circle while they waited for their refill on bombs? The one ship at a time aspect sounds problematic and the whole system seems a bit complicated. What if planes just had to land for a certain amount of time? Naval could then allow for planes to refuel by acting as a landing spot when there isn't any land nearby.
  9. stormingkiwi

    stormingkiwi Post Master General

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    T2 bombers aren't overpowered.

    There problem lies in the fact that they are able to snipe the commander very easily, and that's mostly because fighters are quite ineffective against air units, and we don't have flak cannons yet.

    Wait for the next build. Then review your opinion.
    Pendaelose likes this.
  10. lapsedpacifist

    lapsedpacifist Post Master General

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    I would definitely like to see different 'forms' of area command (line/circle etc) for everything, not just bombers. This could add a very interesting layer of strategy.

    Also I really think the community needs to get away from this idea where all clicking is micro and therefore not in the spirit of PA. If it adds strategic thinking and planning, then good EVEN IF you have to click once to make your bombers do it.

    EDIT: pardon me. Click and drag. Oh the horror, so much micro!!!1!1!!one!!
    stormingkiwi likes this.
  11. Pendaelose

    Pendaelose Well-Known Member

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    There's no micro involved. Planes could circle while waiting to rearm with zero user interaction. The user never has to tell them to go land because when they typically use their ammo in one or two passes and then automatically seek the nearest idle rearm location. Once rearming is complete they automatically resume their last orders. Zero micro.
  12. Pendaelose

    Pendaelose Well-Known Member

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    I don't think the option to use an extra click or some click drag would destroy the game, or even hurt it in any way. However, I would shy away from any game mechanic that REQUIRES an extra click per use to be used. In a hypothetical combat I should be able to give every unit and structure "patrol planet" orders and use my economy to destroy the enemy with zero micro. It wouldn't be the most efficient use of my army, but there should never be a game mechanic introduced that prevents me from doing so.
    stormingkiwi likes this.

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