Commanders spawn on two different planets - what happens?

Discussion in 'Planetary Annihilation General Discussion' started by workerbee, October 18, 2013.

  1. workerbee

    workerbee New Member

    Messages:
    23
    Likes Received:
    4
    No moons, no asteroids.

    They each build up, face each other.

    How is a win situation achieved for either player?

    The demo video doesn't explore that but it will be a situation in the current game mechanics.
  2. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    First question I have to ask is why are you playing on such a flawed map?

    It's like going into a NR20, No Nukes, No Air, No Naval, No Shields, No Arty, 2x Resources SupCom game on an 81km map and expecting it to be well balanced.

    Mike
    jurgenvonjurgensen likes this.
  3. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    More units and buildings need to be added before that functionality is integrated into gameplay.

    There will be many different ways to invade a planet. They just haven't been implemented yet as they are still being worked on. We don't even know all of the ways planets will be able to be invaded.
  4. Dementiurge

    Dementiurge Post Master General

    Messages:
    1,094
    Likes Received:
    693
    Except that you're already playing a game where nukes, air, naval, shields, and arty can become irrelevant due to planet hopping.
  5. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    >.> It's not meant to be a direct comparison. It's a similar situation, not an identical one.

    Think of it this way, you can in theory drive your car on it's rims, but you shouldn't go into that expecting it to be the same as if the wheels still had tires on them.

    Mike
  6. Culverin

    Culverin Post Master General

    Messages:
    1,069
    Likes Received:
    582
    20 minutes, no rush
    ;)
  7. ledarsi

    ledarsi Post Master General

    Messages:
    1,381
    Likes Received:
    935
    I read this question as more about 'what should happen.' Because the question 'what does happen' is pretty obvious.

    I think that it makes sense to allow some early-game orbital interactions for exactly this gameplay situation. Because PA advertises multiple planets as a key gameplay feature, it would be silly to always expect every game to begin on the same planet/moon.

    However, at the same time, orbital is such an intrinsically powerful ability that it needs to be expensive. Making the question about what to do with respect to early game orbital units rather tricky.

    I propose having "disposable" orbital units available at T1. Possibly even have a basic factory that is a rocket launch pad, with some basic orbital functionality on units that are single-use. The critical feature here is the ability to send a single unit on a one-way trip. This would allow a player to send a constructor to an enemy starting planet, although the player who spawned there would have a considerable lead in terms of time spent developing the planet. In addition, an orbital scout is necessary to enable a player to get information about their opponent's choices. A kamikaze probe/rover might be a good solution (call it the Curiosity :)). I think small, basic satellites might also be a good idea.

    The advanced orbital factory will contain the 'real' orbital units that have an enduring presence. Things like an orbital transport that can send dropships up and down from the surface, and is not consumed by doing so. The advanced orbital factory would also contain all the large orbital units.

    I don't think anyone really wants 20 minutes of forced non-interaction between players. They just want 20 minutes during which the game won't end, and where it is very unlikely to be sufficiently decided so that the conclusion is inevitable. You really must have the tools to scout, at least, in order to have a real strategy game where you react to your opponent's moves. And preferably you should have ways to interact with your opponent.


    As an additional, secondary concept, perhaps we should consider having the advanced orbital factory be exceedingly expensive? This would allow for the lower-end advanced orbital units (especially fighters, basic transports) to be much cheaper without making them available much earlier in the game, and allow for the creation of larger orbital units at the newly-available high price point. And with the basic orbital factory, the advanced orbital factory is not the first point where interplanetary interaction becomes available at all. In terms of lore, this might be justified by having the advanced orbital factory be a space elevator, used to haul large pieces of orbital units into space for assembly.
    Last edited: October 18, 2013
  8. Dementiurge

    Dementiurge Post Master General

    Messages:
    1,094
    Likes Received:
    693
    Except that you're already in a car that will be driving on its rims in fifteen minutes.
    It's nice that you used a wheel analogy, because this is going in circles. *rimshot*

    You're driving a car on its rims not because you've chosen to drive a car with no rims, but because orbital removes the tires. If you fix orbital, you fix the problem.
  9. workerbee

    workerbee New Member

    Messages:
    23
    Likes Received:
    4
    A direct fire interplanetary weapon is needed.


    4:15here check it!


    Teod likes this.
  10. vorell255

    vorell255 Active Member

    Messages:
    492
    Likes Received:
    190
    I think its simple. You go to the other planet and kill him!
  11. lapsedpacifist

    lapsedpacifist Post Master General

    Messages:
    1,068
    Likes Received:
    877
    To be honest orbital is in such a rudimentary state at the moment I don't think it's worth discussing things like this. Until we have unit cannon, teleporters, interplanetary nukes etc in game we can't really discuss strategy.
    I'm also hoping orbital launches will work more like in the trailer and you'll be able to easily launch off small asteroids with little gravity using tiny cheap boosters for engies.
  12. workerbee

    workerbee New Member

    Messages:
    23
    Likes Received:
    4
    No, you go to another planet and you lose all your invasion force.

    There is no way now to invade.
  13. vorell255

    vorell255 Active Member

    Messages:
    492
    Likes Received:
    190
    ???What are you talking about?????

    Do you mean the lack of transportation we currently have? I agree that is a problem. However, you can with the current system send orbital fighters and orbital radars to take over the orbital layer, then you can send orbital death lasers to protect a spot of land and then you can transport a constructor to build a foot hold. Or you can just use the orbital death lasers to kill his commander.

    So while it isn't where it needs to be it can be done.
  14. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    currently there is no seperate spawn option. (unless I missed something but then it's well hidden)
  15. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    It's all theoretical. There will be the options for separate spawns at some point.

    Mike

Share This Page