Changing orbital to a specialist role

Discussion in 'Balance Discussions' started by chronosoul, January 25, 2014.

  1. chronosoul

    chronosoul Well-Known Member

    Messages:
    941
    Likes Received:
    618
    Currently the Balance is young on orbital and its only going to get better. I've been one to speculate on the forums but I find a little fun in thinking up of new features/designs for current units.

    To understand what I'm trying to say, i'll relate my whole thread to Team Fortress 2.

    land/Bot/Air/Naval are basically the meat and potatoes that everyone agrees is the core (I believe everyone) game play for PA and should not be changed. However we have this new and exciting layer of Orbital that is a bit... different per say from regular orbital mechanics and from other video games we have played in a RTS.

    This is why I want to suggest that orbital mechanics be melded into the game via SUPPORT class actions. As in, these satellites and landers we build are only meant to be pin point support and useful only in pin point engagements. Basically a cross between a spell caster in Starcraft 2 and the usefulness of a spy in a full game of TF2. Support in TF2 and spell casters in Starcraft 2 share the same importance as the rest of the meat and potatoes army but can be really good if utilized well or near useless if spammed. So the question is ..how do you turn a game based on Continuous army building into one where one producible unit can vary in its production to supplement the rest of the army... Lets find out one way.

    The Current Satellites vs TF2 similar units:

    Anchor Satellite: Defensive satellite used to defend valuable orbital air space
    Defend against Drop pod strikes/ lasers/ other intel gathering devices
    In relation to TF2 balance:

    Anchor Satellite =/= T3 sentry bot for Engineer
    strong defensive building, but is weak to specialist attacks and basic attacks at range.
    (Spy sapping/ Sniper shots/basic attacks are this unit's weak point But will defend your orbital space quite well. )

    Avenger Satellite: Offensive Satellite used to assault the air space around an object
    Attacks other satellites....
    (Judging from the lack of roles this satellite offers, it is indeed in need of a change to make the interaction more fun)again, IMO

    In relation to TF2 balance:

    Avenger Satellite =/=Rocket Solider
    Mobile, strong and straight forward for an assault unit
    Doesn't make sense in a specialty or support role but again thats my opinion on the topic.

    Considering it acts just like an Air Craft in every way. It can probably be moved to the air factory is a scram jet fighter used to invade other orbital bodies.

    How I envision: the scramjet/ avenger satellite to act is that it gets launched from the air factory is that it can enter the orbital layer over a large area and launch an alpha strike attack on orbital satellites in an area and then zoom straight out of it with massive acceleration. Then if it wants to do another pass, it has to do a full circle around the planet. It might be slower around bigger planets but i want the engagement to be serious and different from the Air layer.
    Anchor satellites are also not an easy satellite to bring down, so it will take more then just Avengers to destroy some anchors.

    Radar Satellite: Intelligence satellite used to gather other planet intel from orbital safety.
    Gathers radar blimp data that is useful for attacks and early scouting of hostile planets.

    In relation to TF2 balance:

    Radar Satellite =/= Spy with cloak in the back of bases giving intelligence information

    I think this is a really good base role for this satellite and I think it just needs a little more Oomph to its intel gathering.

    I propose that this satellite can move at the same pace as my new avenger and gather quick radar blimp data from other planets. but the difference between this satellite and ground radar is that the blimps are visible from outside of the planets orbit. It has no ground vision, but it provides positive intel on whether other people on different planets. There is no unit that currently does a good job of quickly deducing if someone is on another planet, but not extensive information.

    Laser Satellite: Ground bombardment satellite

    Provides orbital ground attack support for land invasions, but can be used to destroy vital structures in the back of unprotected bases.

    laser satellite =/= Spy Back Stab

    This satellite has the best ability to do sneak attacks on unsuspecting opponents and provide an ability to cripple key structures in game if launched right.

    Compared to the laser it shoots now. I think it deserves a long Ion Cannon round that shoots a continuous beam that travels in a straight line from the source. For it to do this however, it needs to Do an orbital acceleration until it reaches the target where it then brakes for half speed, releases laser payload on specific target, and then speeds out in the same orbital trajectory. The shot is better against big buildings or stationary strong units. but it is no means a quick kill for commanders. It's meant to wipe out that important anti nuke, or eliminate important production structures. It's easy to kill if prepared with defenses, but if unprepared, it can wreak havoc.

    Astraeus lander: Transport satellite used to place pinpoint units somewhere on another plan.
    Stealthy transport. Similar to a teleporter, but just longer travel time for a unit

    Considering it picks up only one unit to another planet, it seems to rely on factors of : picking up an engineer worthy of expansion/ sending it to another planet to expand
    However, it seems redundant since an orbital engineer + teleporter is much quicker and easier to send armies and engineers. These are surface level observations on the current balance pass, maybe this unit can be delegated to being a air factory transport.

    Solar Satellite: Generates power like a dispenser from the engineer.

    I think this is a really great multi power approach with a possibility where the power is variable with relation to the sun. I think what would make it even more interesting is if it can transfer its power generated to Orbital lasers that get near it to lower the charge time on its orbital laser. But that might be a little to micro intensive

    Nothing Is bad about this satellite
    What is Missing??

    Well. to be honest there are a few things missing.

    A sniper style satellite:This satellite is slower in acceleration speed and doesn't attack with a lot of speed, but with enough time, can take out anchor satellites that have no avenger support to eliminate the snipers. Snipers are also good for defense.

    A medic style satellite:
    This satellite would be useful to prevent the defensive orbital player from losing their precious defenses if they get surprised by some avengers or a sniper. There won't be any uber charge, but the act of repairing satellites and maybe even making space land mines would be an interesting idea.

    A spy sapper satellite: A simple radar or shot jamming satellite. Used to slow down shots from Anchor satellites or snipers to help offensive troopers. Will get shot down if not careful.

    TL;DR Change orbital mechanics to reflect a specialist role then any type of real offensive maneuvers. The meat and potatoes should stay in the ground, but if you need one sneaky bit of orbital support, its always there to shift the battle in your favor, but never being stronger then then the ground armies.
  2. dc443

    dc443 Member

    Messages:
    68
    Likes Received:
    19
    I think you're describing a much different game than the one that this forum is about. :(

    Good ideas though. I like the directions that you are going in. However, I don't have much to add because I think the chances of all these things happening are pretty low at this stage. There's a lot of actual orbital mechanics (and celestial mechanics, vis-a-vis Halley-propelled moons) where these scenarios' kinetic energies and mass scales and so on are not being modeled even a little bit realistically. It boils down to controlling the complexity of the simulation and the game as a whole.

    Like, yeah it'd be really nice if orbital units really actually had to orbit the planet, where if they lost their orbital velocity they would incinerate upon inevitable re-entry. But that's a UI problem that nobody has ever even attempted to properly solve, let alone put into a game (fully integrated as a core gameplay mechanic...) that is supposed to be fun.

    I'd be somewhat less ambitious and hope for more variation in Halley count requirements on moons. Maybe the addition of asteroids! And perhaps a modal interface for switching between orbital and surface command (don't let me select avengers and aircraft and land armies at the same time...). Comparatively simple stuff.
    Last edited: January 25, 2014
  3. chronosoul

    chronosoul Well-Known Member

    Messages:
    941
    Likes Received:
    618
    I understand completely good sir. I had no intention for orbital units to be changed to my style of play outlined, just wanted the developers to take a "different look" at orbital. I too don't want to worry completely about orbital. at the same though, its part of the game and needs to be as fun as the other units. since most people seem concerned with the land battles, I didn't want orbital battles to emulate the air layer and be spammed, but used sparingly and as a supplement.
  4. LeadfootSlim

    LeadfootSlim Well-Known Member

    Messages:
    576
    Likes Received:
    349
    My main gripe with orbital right now is the terrible, terrible UI. Until Orbital can actually be managed effectively, its gameplay is hard to grasp during the course of play, much less balance.
  5. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    I think an interesting role for a satellite would be a radar jammer for ground units. Its range would be larger than a potential ground-based radar jammer.

    You would need to control the orbital space above your army to use it. It would be an good support for your ground army while not being overpowered if you use it and not game breakring if you don't control the orbital layer on that planet.
    chronosoul likes this.

Share This Page