We're Doing A LiveStream today! Drop Your Q's Here.

Discussion in 'Planetary Annihilation General Discussion' started by BradNicholson, January 17, 2014.

  1. iron420

    iron420 Well-Known Member

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    Already a confirmed no
  2. blockheadd

    blockheadd New Member

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    They have already stated that there will be an offline mode, but even they may not be able to give you an ETA.
  3. comham

    comham Active Member

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    How are the fancy effects coming along? Can we see some WIP?
    azimuttheut likes this.
  4. azimuttheut

    azimuttheut New Member

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    This!
  5. azimuttheut

    azimuttheut New Member

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    Are sound effects beeing worked on? What to be expected?
  6. Infrabasse

    Infrabasse Active Member

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    Are you guys working on area attack for nuke launchers?
    We've already had threads about this and there's 2 behaviours that could work #2 being the preferred behaviour)

    1. standard drag circle to attack, the command auto spreads all your missiles to cover the area as evenly as possible
    2. Select multiple nukes, press A and then all following left clicks will launch a nuke on those individually left clicked locations, and this until all selected nukes are empty or until you press ESC.
    ORFJackal likes this.
  7. FXelix

    FXelix Active Member

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    How far is the work for the Orchestrial Soundtrack? Any new sounds you would share with us? :) or information?
    lokiCML and allister like this.
  8. Pendaelose

    Pendaelose Well-Known Member

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    well FINE! o_O

    Is there any possibility of the behaviors being supported through the unit blueprints? Such as a behavior "RearmAtTypes: " and a weapon property of "RequiresRearm". If the system is flexible enough it would give modders not only the ability to add carrier and airfield mechanics, we could also use it to make new ground units, like an anti-nuke vehicle that reloads it's missiles by returning to an anti-nuke, or a tactical launcher that reloads at the nearest catapult before returning to the front line.
  9. uwcsdemo

    uwcsdemo New Member

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    The orbital mechanics are evidently first pass at the moment, but what sort of systems are you considering in the future to avoid things like planets clipping through one another, or derpy looking systems where a huge planet is orbiting a tiny moon?

    Also, are the orbital transfers and/or asteriod tranjectories going to be worked on, because they are rather dubious from both a realism and gameplay perspective. The gameplay issue being that the relative positions of two bodies on their orbits is virtually irrelevant to how long it takes to get from one to the other at the moment, which seems off.
  10. ledarsi

    ledarsi Post Master General

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    What is the long-term vision for how much UI sauce/automation/high-level commands PA will have? Will there be features like being able to control the orders of many factories at once, establish organized squads/armies, or other high-level management?
    iron420, ORFJackal and Pendaelose like this.
  11. ainslie

    ainslie Member

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    I didn't really play SupCom much, but I was a big fan of TA. The one thing I really miss though is the versatility of units being able to fire at all targets (air/ground). I'm sad this functionality has been removed, at least at this point in PA. Fighters able to shoot ground, tanks able to shoot at air (though usually only able to hit construction air craft).

    Is there any thoughts on this being changed back to make units more versatile, or is the game going to be sticking to AA only shoots at Air, etc.?
  12. zmhamster

    zmhamster New Member

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    Out of curiosity, why did you prioritize the teleporter over the unit cannon?
  13. Arachnis

    Arachnis Well-Known Member

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    Because the unit-cannon is bone-hard to implement, while the teleporter was rather easy in comparison.
    Also Mavor has said, that teleporters will be much more essential to gameplay than unit-cannons.
    drz1 likes this.
  14. v4skunk84

    v4skunk84 Active Member

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    *Will the D-gun be improved to TA level standards? I liked the way you could fire at your feet and the explosion would run along the ground destroying everything and anything in its path.

    * Are there any plans to visually improve the way aircraft fly by having the craft randomly do barrel roles etc....Like on TA.

    * Are there any plans to add more weapon types (visually) like lightning guns etc...

    *How much of a performnace increase can we expect by the time you guys finish work on optimisation.

    Thanks and great work.
  15. teg198

    teg198 New Member

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    Are there any plans for an orbital construction factory (Not the ground one). Are there going to be area commands for orbital constructors? Are there plans to move orbital bombers to the base orbital factor? I ask these because all of the clicking to create a small army of bombers is hurting my hand and the mouse.
  16. Xagar

    Xagar Active Member

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    What are your intentions as to the mechanics of how asteroids are going to work?
    Specifically:
    How common are they going to be? Do you imagine a large belt with a large number of usable asteroids, or would they work like current planets, being more of a limited strategic resource? (Obviously you can change these kind of settings, but what would a "default" asteroid belt look like?)
    Do you plan for asteroids to be destructible by nukes or similar kinds of things, like in the pre-vis, or will it just be limited to delta-v smashing?
  17. Tontow

    Tontow Active Member

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    How is the mini map / mini map equivalent proceeding?

    Aside from the unit cannon and star-gate, what other options will we eventually have for establishing a beachhead on a well defended planet?
  18. Xagar

    Xagar Active Member

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    You can area build stuff with orbital fabbers right now, the previews won't show up until you finish drawing the line though.
  19. ORFJackal

    ORFJackal Active Member

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    What plans do you have for improving the moddability of the game? What's the current status of that work? How powerful UI mods will be supported - for example could somebody create a mod that controls your own units, so that you can delegate some basic proxy base building to an AI?
    lokiCML, cola_colin and Pendaelose like this.
  20. stonewood1612

    stonewood1612 Well-Known Member

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    Q: are you going to separate dessert and ice from the earth planet type? You can't make a mars-like (a.k.a. wasteland planet) planet now, because if you have no water, the planet is completely covered in mountain biome.

    Q: are teleporters supposed to be basic? They have an adv. strategic icon.
    iron420 likes this.

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