Uber Weekly Update - August 13, 2014

Discussion in 'Planetary Annihilation General Discussion' started by BradNicholson, August 13, 2014.

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  1. kvalheim

    kvalheim Post Master General

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    Uber Update:
    The Year is 2921
    PA has become Self Conscious
    The Unit Cannon our ancestors foretold has yet to arrive.
    SMNC just got Rule Change 34.
    Brad Nicholson is revealed to be Jesus but hella more buff.
  2. ace63

    ace63 Post Master General

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    Yeah I know all that - I am a developer myself.
    PA was clearly and fully intentionally marketed as a TA sequel. The reason they called it a 'spiritual successor' was probably mainly because of legal reasons.
    Wreckage is a feature which is clearly one of core concepts of the gameplay. In one of the earlier livestreams they actually talked how it was gonna be just like in TA.

    There is not much left to drop from the core concepts...
  3. squishypon3

    squishypon3 Post Master General

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    The entire economy?
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  4. exterminans

    exterminans Post Master General

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    Already happened.

    No natural metal sources except for metal spots.
    No wreckages as metal source.
    Trees don't really act as an working energy source.
    Extremly fast paced eco with small default storages.
    No implicit storages in factories and defenses, like it was in TA.
    Only 1 type of pgen technology.

    How much more could possibly be changed?
    Yes, it's still a streaming eco. And it's still using 2 ressources. But that's about it.

    Concept of dedicated storage buildings is still somewhat weird and counter-intuitive.
    eroticburrito, Imsvale and stuart98 like this.
  5. squishypon3

    squishypon3 Post Master General

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    No natural metal sources except metal spots, did you forget about trees? ;)

    Also, I'm talking about the fact it has streaming economy.

    (I'm wondering, is factory and building wreckage still in, or were both removed, it said unit wreckage.. I haven't tried out the latest build.)
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  6. ace63

    ace63 Post Master General

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    I'd also add 'no geothermal vents' as a natural contested source of increased energy in the early game, although that counts as "Only 1 type of pgen technology".
    eroticburrito and stuart98 like this.
  7. squishypon3

    squishypon3 Post Master General

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    That goes with the Only 1 type of pgen technology :p
  8. exterminans

    exterminans Post Master General

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    Shouldn't trees be an energy source?...
  9. drewsuser

    drewsuser Active Member

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    I'm thinking of making a map where metal ore is scarce and you must reclaim trees as a primary metal source.
    It forces expansion and you have to keep your combat fabs alive at all costs.
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  10. exterminans

    exterminans Post Master General

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    Can you imagine what must have happened to these trees? I mean, they look like they were made from wood, and they burn quite well.

    So why do they yield metal, and not energy? And why are there no metal boulders?
  11. squishypon3

    squishypon3 Post Master General

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    I guess it's considered mass as supcom had it. Even though it's named metal as apposed to mass with the extractors and such.
  12. exterminans

    exterminans Post Master General

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    Uhm, but SupCom trees did yield mass AND energy. Foremost the latter. In PA you actually have to pay energy to harvest trees for an neglectable amount of metal.
  13. igncom1

    igncom1 Post Master General

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    Yeah, I feel it was more the energy cost to reclaim that made it a hassle.

    Not that I was ever a early game reclaimer kinda guy, I like it being mod-end game stuff, when fabbers are expendable.
  14. RMJ

    RMJ Active Member

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    What if when a group of units within a certain distance they, they instead of many piles of scraps, kinda turn into mountains of scrap. So like there is piles that dont clutter too much.
  15. igncom1

    igncom1 Post Master General

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    Or just have the wrecks sing into the ground a little, so it doesn't look weird when stuff drives over them.
  16. exterminans

    exterminans Post Master General

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    Sink? Better grind them down, like it was in TA.

    Keep them in "full state" until something collides with them (and reclaimable for "full" mass while in that state), but reduce them to rubble (pure texture) once they collide with ANYTHING. Still reclaimable for slightly less mass.

    Unless nuked. In that case remove even the rubble entirely.

    No impact on pathing, and aggregatable for reduced entity count as soon as units start to pile up.

    Completely removing wreckages is the worst solution possible.
  17. igncom1

    igncom1 Post Master General

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    Well a compromise is a compromise.

    Although the idea that they get damaged when rammed is cool, with proper effects it could look awesome to trample the dead on your way through.
  18. tatsujb

    tatsujb Post Master General

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    uhm ....THIS ?

    very much this.
  19. doud

    doud Well-Known Member

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    Trees should be removed considering the huge overhead they put in the rendering process.
    Let polys but more terrain variations, plus wreckages.
  20. drewsuser

    drewsuser Active Member

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    I have a sort of un-tested prototype on system share-er mod. Feel free to try it out! ;)
    I just played with some values, but if you guys like it, I'll get more involved.
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