Area denial devices and weapons (Suggestions and discussion)

Discussion in 'Planetary Annihilation General Discussion' started by igncom1, January 4, 2013.

  1. Devak

    Devak Post Master General

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    Re: Area denial devices and weapons (Suggestions and discuss

    That made me smile :p

    Oh just thought of one more:

    A Nanoswarm, and a nanopuddle.

    The nanoswarm attacks air units, the puddle does the same for land units. (yes, the difference is mostly arbitrary but i think it's good to have air-based area denial weapons)
  2. insanityoo

    insanityoo Member

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    Re: Area denial devices and weapons (Suggestions and discuss

    I fail to see the reason people are trying to make the slowest and most cumbersome theater of war (IE land), even slower and more cumbersome.

    I'm curious how people who advocate mines think the game should play out, taking into account ground, air and orbital options of attack.
  3. Devak

    Devak Post Master General

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    Re: Area denial devices and weapons (Suggestions and discuss

    Simple:

    i would add more ways of area denial.

    Orbital denial is possible by severely contaminating orbit with radioactive waste or a nuclear detonation.

    air denial is harder, but i would make this a case of air units being weaker than land units.

    In real life, for example, Air is all about evading detection and evading weapons when detected (in the form of jamming, stealth and flares).

    modern 4th gen fighters make missiles nearly useless when fired at them, and are very stealthy.

    So:

    -Land units would have the most bang for the buck: fairly cheap, great health and firepower for their cost.

    -Air units would have superior firepower but inferior health, and increased cost (as they have far greater mobility and far better response times and no bottlenecks.)

    -Naval would be more expensive, but i would make each ship a force on it's own.

    -Orbital would require very advanced tech, and would be an ever greater eggageration of Air: More expensive, more powerful, very vulnerable.
  4. insanityoo

    insanityoo Member

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    Re: Area denial devices and weapons (Suggestions and discuss

    Yes, but how does the game PLAY? How do you make a meaningful ground attack when there are mines everywhere to weaken you in addition to the enemy defenses you'll face once you reach your destination?
  5. Pluisjen

    Pluisjen Member

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    Re: Area denial devices and weapons (Suggestions and discuss

    Leading the push with a minesweeper of some sort sounds like a good start. Probably some heavy artillery to deal with substantial defenses.
  6. bobucles

    bobucles Post Master General

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    Re: Area denial devices and weapons (Suggestions and discuss

    Hence my rather annoying insistence on dynamic and redeployable systems. A completely stationary device will only find itself placed in guaranteed locations, such as layered in with normal defense systems. Such a setup is ruined by simple anticipation, or at least it's being used in a way that is inconsistent with area denial.

    Aaaand this thread has gone full circle in only 5 pages. Good night everyone!
  7. Pluisjen

    Pluisjen Member

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    Re: Area denial devices and weapons (Suggestions and discuss

    It did? Sorry I haven't been following it very closely so I may have missed a few things.
  8. nightnord

    nightnord New Member

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    Re: Area denial devices and weapons (Suggestions and discuss

    It sounds like a terrible idea. You are not expecting me to fully control my 200 units army marching towards enemy position, by microing minesweepers/arty/whatever in front of them. And you don't really expect that enemy is so dumb that he will not just kill this minesweepers if they were sent far ahead of main force, aren't you?

    Mines. Are. Bad. Idea. Anything that may suddenly kill your units and could not be killed by non-controlled composite force or seen in advance is a bad idea.
  9. ascythian

    ascythian Member

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    Re: Area denial devices and weapons (Suggestions and discuss

    Mines have to be something viable unlike in TA. The fact is TA & Supreme Commander, were a lot about base building to launch attacks from even if those bases were generally overrun in the long run. I wish to at least be able to have some adequate defence. This ain't C&C.

    Mines can be gotten around by the use of air units, artillery pounding a path through a minefield/keeping their distance and pounding a base from a distance and other things.
    Mines will never be truly overpowered in that it takes time to set up a mine field amongst other things but I want at least the ability to be able to put some down efficiently to defend an area.

    Friendly units could cause mines to explode so you have to remember where you put them.
    Surround a mine field with dragons teeth as a method for example.
  10. Devak

    Devak Post Master General

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    Re: Area denial devices and weapons (Suggestions and discuss

    I am normally not that uncompromising, but now i am.

    Either there's unbiased Area denial or there's none.

    No smart mines. Area denial is a way of saying "if i can't have it, you can't have it." Smart mines are base defence. Any kind of mine would be the typical "bomb with proxy fuse".

    Arty: yes. uber seems to want walking bombs, and despite the fact that i hate them, i think they might actually be useful as a minefield clearer. (using bombs on bombs is how they clear IED's in afghanistan for example).

    Mines are not a perfect area denial by the way. They're army stoppers. they make the enemy stop and think. Time you need to launch your craft or fire your guns or send your army.

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