more space building options

Discussion in 'Planetary Annihilation General Discussion' started by wizardhat, March 20, 2014.

  1. wizardhat

    wizardhat New Member

    Messages:
    4
    Likes Received:
    0
    while playing PA i felt that the orbital build menu was very bare compared to all the others so here are few of my ideas tell me what you thing?
    Space factory to build orbital fabricators, space fighters, radar satellites and maybe landers or a bigger transport?
    orbital mass productions and storage (mass and energy) maybe off asteroids or comets.
    space elevator for moving units to and from orbit for easy pickup in transports so lander doesn't have to risk the air of the planet and get shot down.

    these are my ideas as i said let me know what you think.
  2. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    While more variety is nice, I believe the intention is for the orbital stuff to resemble more 1960's technology, but with more death rays.
    Geers and ace902902 like this.
  3. wizardhat

    wizardhat New Member

    Messages:
    4
    Likes Received:
    0
    i know but the orbital building list just seems bare compared to the rest off the game
  4. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    I agree that Orbital is underwhelming and... off.

    I'm not sure if it's because it's over developed or under developed.

    I'm not sure if I want more, or less.

    On one hand I want more units and options in the orbital layer because combat up there is so binary and... lame.

    The main issue I have is the numbers game, which is very similar to the current balance issues with air. In the orbital layer, whoever has more anchors/avengers wins. If your opponent takes control of the orbital layer it is nigh impossible to take it back. Which I suppose could be a good thing, but even so, I think options are desperately needed.

    Air is making steps toward being more balanced due to the buff to ground based basic anti-air. There isn't much in the way of orbital progress.

    I've spent a decent amount of time thinking about the state of Orbital and I still can't make up my mind about it.
    Murcanic, stuart98 and igncom1 like this.
  5. wizardhat

    wizardhat New Member

    Messages:
    4
    Likes Received:
    0
    i agree if the units were a mix of sea and air, so big frigates and destroyers with some air units like the fighters that could be built in orbit wit ha factory instead of having to launch everything slowy
  6. Geers

    Geers Post Master General

    Messages:
    6,946
    Likes Received:
    6,820
    The '60s gave birth to death rays.

    In fact the Nazis even had the idea of building a giant space mirror to deflect sunlight onto the battlefield and melt tanks etc.

    ....That's brilliant. Make the death ray melt things instead of exploding them

    Dangit Godwin.
    vyolin and igncom1 like this.
  7. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    I said MORE death rays, not the normal amount.
    corteks, spicyquesidilla and Geers like this.
  8. xuereb

    xuereb New Member

    Messages:
    20
    Likes Received:
    9
    I think an orbital nuclear launcher is really the only building I could see fitting currently
  9. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    nope thanks not gonna want to have that one ..



    at op:

    i am generaly aggreeing with more variety for orbital
    however unitproductionwise i would it rather have for stuff to be produced planetside instead of in space
    i fear if you put too much factories in orbit it may take focos away from what realy matters and this is groundcombat ... unitfactories should be build on ground in my opinion ...
    Last edited: March 26, 2014
  10. Geers

    Geers Post Master General

    Messages:
    6,946
    Likes Received:
    6,820
    But orbital stations are cool:

    [​IMG]
  11. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    as are shields, giant spiderbots with 360 degree 8 barralled plasma gatlingturret and lazbeamturrets 2 front and 1 back, and shivan juggernaughtclass spaceships ..... do they keep overall gameplay balanced though ..... that's the question
  12. wizardhat

    wizardhat New Member

    Messages:
    4
    Likes Received:
    0
    but that's what this game needs crazy experimentals like supreme commander it needs ridiculously big space ships in battle over head i want lasers that cut planets in half they need to turn crazy up to 11
  13. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    Replace singular big units, each, with an army.

    And you are right on.
  14. xuereb

    xuereb New Member

    Messages:
    20
    Likes Received:
    9
    That is an interesting thought if you select several units and assign them to a group from then on when you select one you select the group instead. This would be good once they get formations to actually line up your units properly.
  15. mredge73

    mredge73 Active Member

    Messages:
    201
    Likes Received:
    96
    I think we need all or nothing in the orbital layer...

    I think the orbital layer can be built like an ocean, where all units acted like the current naval units.
    Big and slow units that are very powerful and require massive amounts of resources to build; stationary point defense, economy buildings, and factories would also have their place. When a ship is destroyed, it "sinks" into the planet and causes some AOE damage on the ground or floats aimlessly and can be harvested for vast amounts of metal by a space janitor/metal extractor of some sort. Because of their mass, they cannot be built on the ground and cannot leave the orbital layer unless they are destroyed.

    Or, just eliminate this level of game play altogether. Transportation between planets is accomplished with cheap one-way rockets that have to built and loaded up with units. Late game can include a "unit cannon" that would take the micromanagement out of this process and increase the volume of units that can be sent per "launch".

Share This Page