Creative maps through creative orbits

Discussion in 'Planetary Annihilation General Discussion' started by guzwaatensen, April 30, 2013.

  1. guzwaatensen

    guzwaatensen Active Member

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    Through recent discussion about how orbits should and shouldn't work in game i came to the realization that besides your normal sun-planet(s)-moon-asteroids there might be the possibility for some speciality maps that add an additional twist to the gameplay. I'm thinking of a few examples here:

    Binary planets:
    Have planets (small ones) on eccentric orbits that get very close to each other in periapsis so that they are in firing distance of each other. That would create a specific window of attack with regeneration phases in between. If that really works depends of course on the arsenal the game will offer (if interplanetary weapons always take the same time to hit another planet regardless of distance or if they don't have a max distance this wouldn't work obviously).

    Moons around a gas giant in the same Orbit:
    Have multiple moons orbit a Gas giant in the same orbital distance, you could build your base and metal ext ration there but it will also be tempting to fight for control over the massive energy resources of the gas giant.

    Metal rich asteroid on very eccentric Orbit:
    Think of an asteroid that's made entirely of metal but get's so close to the sun on every revolution that everything on it's surface burns to a crisp. You'd have high risk high reward scenario were you could build extractors on the asteroid but beware of them melting after a set time, if the other player isn't faster that is. ( This might be only possible through a mod that takes care of the melting / burning)

    Small body on collision course:
    Have one large planet and a second smaller body (that is big enough so it's not easily moved by thrusters) and have them on an intersecting orbit so that after a set amount of revolutions they collide. Think of it as a sudden death type of map. What will you do try to defeat the other player before the planet dies. Or try to fend him/her off long enough for you to amass an army while the planet lasts so can end the battle in the resulting relocation to the asteroid belt.

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    Some of those ideas have specific requirements about how the orbital simulation in the game is actually realized and might only be doable through mods. But still, i always liked scenario type maps in other RTS and i'd like to hear what other ideas you would come up with...
  2. smallcpu

    smallcpu Active Member

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    They all sound great and fun to me. :mrgreen:

    How about a mode for the "no rush" turtlers out there. Start each player on a seperate small system body that are on a collision course to a central planet. The long distance at the beginning doesn't allow fights, but the closer each gets the easier it is to attack other players.

    You could even make them derelict starships that slow down in the end at a fixed distance to the planet (unless they destroy your thrusters first... in that case, brace for collision). :twisted:

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    In other words, I hope we will be able to set up custom orbits resp. orbits that aren't necessarly just circles and/or be able to change orbital paths through some simple map scripts. That would allow tons of different scenarios fur custom games. :mrgreen:
  3. blacksun777

    blacksun777 New Member

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    Or a coop game where your planet will collide with the sun. so you have to build thrusters and push the planet to the side. While an AI is constantly attacking you, and even tries to hit with asteroids so you go on collision course again.

    What about a black hole where all planets circle inside the hole and you have to jump from the always new spawning incoming planets to the next outer one. -last man standing

    Or what happens if there are a view moons from a planet with a too small orbit. where they end up actually "rolling on the surface" (though I do not think that one is technically possible with that engine)
  4. iron420

    iron420 Well-Known Member

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    I like you. We should be friends :)
  5. bmb

    bmb Well-Known Member

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    Asteroid starts sound like a much better no rush than separate planets.
  6. neutrino

    neutrino low mass particle Uber Employee

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    Asteroid starts sound like a much better no rush than separate planets.[/quote]

    We are doing some work on the orbit stuff so we'll see. I share your enthusiasm for setting up scenarios based on orbits.

    And yes, things like asteroid starts are a game changer. I think many people are making way too many assumptions about how the game will play without thinking about the implications of multiple planets.
  7. guzwaatensen

    guzwaatensen Active Member

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    Oh that gave me an idea, how about the small bodies (asteroids, small moons, your choice) being captured in a stable orbit by a planet (by scripting magic as they do not have thrust). As they are small and therefore have low gravity, traversal to the planet with whatever you've build until then should be rather easy.

    This could also be a fun map with a very small planet that somehow allows no building. In your version where the asteroids crash into the planet, you'd have to build means to get off the asteroid before it crashes and bring a sizable army as well, since you won't be able to build anything on the planet and have to work with what you've got... commander deathmatch anyone?
  8. Hydrofoil

    Hydrofoil Member

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    This is because the only comparisons they have mostly (with a few exceptions) are games that where based on flat maps on a single world. They can only assume from experience of what they know your entire game Neutrino is a game changer!
    Last edited: May 2, 2013
  9. bmb

    bmb Well-Known Member

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    I think your quotes broke which makes it very confusing to read.

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