Population Cap per planet

Discussion in 'Balance Discussions' started by bauketop, June 1, 2014.

  1. bauketop

    bauketop New Member

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    Howdy!
    I'm very new to the forums here, so I have no idea whether this has been said before, but here is a problem and an idea!

    When I was playing Galactic War I was fighting two enemy commanders, one of which was on a different planet. I myself also had a sub commander helping me out. The commander who was on the same planet as I was, was killed easily, but the real fun began when I tried to reach the other commander (the one on the second planet)
    Because I hadn't been able to put some pressure on him, he had of course made the whole planet his own. When I arrived with a few space transporters, I noticed that half of the planet was covered in enemy units. This was because the AI just keeps on creating units, regardless of the situation. Because of my limited technologies (I was playing galactic war), I also wasn't able to for example, build some thrusters on a third planet to annihilate the commander. Because there was no limit to the amount of units the enemy could build, it became practically impossibru to reach the enemy planet and annihilate them.

    My idea is, that maybe there should be a planetary population cap based on the size of the planet, so that it doesn't become impossible to fight the enemy!

    Cheers
  2. exterminans

    exterminans Post Master General

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    You don't need it ;)

    All you have to do, is to outproduce him in terms of units, and you should be able to do that. Afterwards drop a dozen engineers, have them instant-build a portal and release hell. Assigning the other portal to a unit group can help you accelerating the connection process.

    Make sure that your army has already an order to use the portal, so they will all stream right through it. Haven't seen any AI defense yet which couldn't be broken this way. Only planets which have the entire sky covered in Anchors might be "difficult".

    Oh, and don't forget to send in a mixed army! You need a lot of AA in the first wave or the portal will get sniped. And be prepared to rebuild the portal, that means keep your fabbers alive or send in fresh ones.
    Last edited: June 1, 2014
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  3. emraldis

    emraldis Post Master General

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    There shouldn't be a population cap in the vanilla game, most people originally backed, bought and supported this game because of the massive scale. Also, you don't really need a unit cap (as explained in the comment above mine)
  4. bauketop

    bauketop New Member

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    Thanks for the replies!

    Hmm I guess you guys are right, and indeed I also bought it because of the massive scale, but I'll have you know that literally sent 75 space transport thingies at the same time, of which 35 had AA vehicles in them, and I still couldn't get through, because the planet was just too crowded (it was almost glorious to see my troops getting slaughtered on that scale). However, I think it was mostly my own fault for waiting too long :p

    Next time I'll try to take some screenshots so I can clarify the situation a little better!
    Thanks again guys!
    PeggleFrank likes this.
  5. pieman2906

    pieman2906 Well-Known Member

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    when i do astreus drops in GW, i do more like 200 or more at a time, infernos with some spinners in the mix work well, with a few fabbers to get up turrets and factories to form a beachhead (if you even need one, inferno spam wrecks this patch)
  6. cwarner7264

    cwarner7264 Moderator Alumni

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    Pffft, think bigger! :D

    In all seriousness, though, orbital play is still very stale, and invasions quite tough to carry out effectively. Anchors, for your info, can shoot at air and ground units (these are the defensive structures that can be built in the orbital layer) - this might help you secure the beachhead you need.
  7. pieman2906

    pieman2906 Well-Known Member

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    I'm assuming that in galactic war, he would likely be in a position where he only has astreas', and that anchor bombardment isn't an option.

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