Cyber Warfare

Discussion in 'Planetary Annihilation General Discussion' started by Consili, October 17, 2012.

?

How should Cyber Warfare be implimented, if at all?

  1. Hacking/reprogramming of enemy forces to gain control

    10 vote(s)
    43.5%
  2. Interference with units and/or structures to disable

    8 vote(s)
    34.8%
  3. Interference with units and/or structures to lose control

    5 vote(s)
    21.7%
  4. Countermeasures against guided weaponry (ECM)

    14 vote(s)
    60.9%
  5. False Intel

    17 vote(s)
    73.9%
  6. All of the above

    3 vote(s)
    13.0%
  7. I would like it implimented but not like this (comment below)

    2 vote(s)
    8.7%
  8. Vote here if you said yes to any of the above options (to see number of people for/against)

    18 vote(s)
    78.3%
  9. Vote here if you do not want cyber warfare of any kind (to see number of people for/against)

    5 vote(s)
    21.7%
Multiple votes are allowed.
  1. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    I just want a facility that fakes the nuke launch warning, just to mess with people.
  2. Consili

    Consili Member

    Messages:
    527
    Likes Received:
    3
    I think it is a helpful exercise to discuss what aspects we liked in prior games and whether people want them to be included/excluded/improved upon. In any case new ideas may arise from the discussion, or reimagining of existing mechanics.

    I do agree however that it is helpful to know what has been in past games in order to better direct the discussion, so thank you for the list : D
  3. Consili

    Consili Member

    Messages:
    527
    Likes Received:
    3
    Damn, I didn't realise that adding new choices in the poll wiped peoples existing votes. Sorry everyone.
  4. ucsgolan

    ucsgolan Member

    Messages:
    158
    Likes Received:
    0
    Ah, It will be fine if there are just limited level of cyber war such as loyalist's or false intel. I believe that hacking like the Earth series or Loyality gun which belong to micro management. Sorry for mentioning Space War, I just wanted to say that complicate system will not be amusing for players in general for an extremely huge game like PA. Anyway I made a silly mistake consequently and I want to say sorry about it.
  5. thapear

    thapear Member

    Messages:
    446
    Likes Received:
    1
    If you make a multiple choice poll, at least add an option named "I voted". Otherwise there'll be a lot of yes votes (since there's multiple choices which say yes) and few no votes which makes this poll useless to the devs.
  6. Consili

    Consili Member

    Messages:
    527
    Likes Received:
    3
    I am not sure I understand the point of a "I voted" option in a poll. Yes there are a number of yes votes, but it is needed to show that people may only be interested in a specific kind of Cyber/electronic warfare as opposed to a simple all or nothing.

    The no option is for those who dont want it in the game in any form. Right now it appears helpful to me:

    1) My original concept of unit capture is not wanted. Nor anything that is equivalent to a 'stun' (There are some really good points and I agree with quite a few of them).

    2) What people are mostly interested in, are countermeasures and false intel.

    It seems pretty readable to me.
  7. garatgh

    garatgh Active Member

    Messages:
    805
    Likes Received:
    34
    Im assuming he means that you should add a few "I voted" polls. For example one named "I voted yes to some sort of cyber warfare" and one named "I voted no to cyber warfare".

    Since that would give the devs a picture on the amount of people on each side.

    The current poll gives no such indication since one person can give several yes answers.
  8. Alcheon

    Alcheon Member

    Messages:
    116
    Likes Received:
    1
    what i really what to see most of all out of cyber type warfare, is the ability to falsify radar signals, along with that ability though i would like to see the removal of the aility of Omni radar instalations to penetrate all stealth/cloak/false intel setups, when you have a good mechanic that can be completely negated by a tech upgrade you basically render the whole mechanic useless since radar installs are relatively cheap and everyone builds them as soonn as their able, i would really like to see atleast this aspect of cyberwar remain viable throughout the whole game
  9. garatgh

    garatgh Active Member

    Messages:
    805
    Likes Received:
    34

    In Supcom

    On the bigger maps the omni range is tiny (The radar range is huge, but the omni scan ranges is much much smaller). So it dosent completely negate false radar signals or stealth/cloak in any way.
  10. Consili

    Consili Member

    Messages:
    527
    Likes Received:
    3
    Ah I follow now, yes you guys are right I'll make the change now. Bit of a pain that it resets the stats, oh well.
  11. mortiferusrosa

    mortiferusrosa Member

    Messages:
    121
    Likes Received:
    2
    In supcom (only worked in LAN parties) I would periodically go to the sound settings and "adjust" the volume for the in game speech. The test phrase for it was "strategic launch detected" *trollface*
  12. elfswe

    elfswe New Member

    Messages:
    22
    Likes Received:
    0
    Like someone wrote earlier. Converting enemies would most likely not be so easy as all or allmost all security holes would be plugged. Though I came up with an idea about a unit that could do this.

    So, the unit
    The unit is a slow to mid moving unit that needs protection from other units as it don't have any actual weapons. The pricetag is also quiet high, so you would not want to build to many of these if you don't have a very good economy.

    How does the conversion of enemy units work?
    To convert an enemy unit, the player must choose to actively do so. (Press a button and then select the corresponing enemy unit)
    When the unit/main unit is close enough it sends out a small flying bot. The bot flies up to the enemy unit and stops on top of it. It then puts up a stasisfield around the enemy unit that gets immobalized. After that's been put up, the bot then ejects nanobots that tries to infiltrate the enemy unit's forcefield and after doing so converts the unit. When successful, the bot shuts down the stasisfield and then flies back to the main unit. It's now all finished and the enemy unit is now yours to control.

    You can capture multiple units
    You can capture multiple units within the stasisfield at the same time. But this depends on the size of the units and also, all units can't be captured as the stasisfield is to small for the bigger/biggest ones.
    Capturing multiple units takes longer time. This is because of that the bot only has one batch of nanobots that's only enough for one unit. The first batch of nanobots infiltrates one of the enemy units and starts converting it. Under the proces, a new batch of nanobots is beeing created in the bot and they are later beeing ejected so they can infiltrate and convert the next enemy unit. This is then done as many times needed.

    Taking over the biggest units that can be captured
    Taking over the biggest units that can be captured works more or less in the same way as taking over multiple units. You will need two of nanobots to take over the units. The first batch breaches the forcefield and starts converting the enemy unit. Though they can only convert 50% of the unit. When the second batch on nanobots is ready, they are beeing ejected and will need to breach the forcefield as well. When done, the rest of the conversion starts and the unit will then be your.

    Some other very important things to know
    You do not want to leave the main unit left alone when it is converting enemy units as the enemy will see the intruder on the map. So don't forget to protect it with other units.
    The main unit can be moved around but has to be close to the bot that has put up the stasisfield as the very small bot can't keep the stasisfield up too long without a constant stream of energy and some times small bursts of mass (used for new bots) beamed from the main unit. Knowing this, it could be used for a couple of tactics. You could immobalize a couple of units and then simply drive away if needed. Though, doing so, you will loose the bot and it will take some time to rebuild it, so the main unit is more or less a slow moving turtle that does nothing good for a while. You could also use the unit to immobalize a couple of enemy units and safely take them out without getting damaged or if there is to many units and you want to even out the numbers a bit. When the enemy units is destroyd, the nanobots is ofcourse also destroyd, but new ones is ofcourse built in the bot. The bot will ofcourse fly back to the main unit when all the enemy units within the stasisfiled have been destroyd.
  13. Consili

    Consili Member

    Messages:
    527
    Likes Received:
    3
    The concept is pretty neat, but the issue I see with having to specifically select a unit to hack is that the player would have to micromanage the cyberwarfare unit in order to have them do anything. So far the idea of gaining control over units doesn't seem to be that popular, but were it to be implemented with a unit like this I think it would have to be given orders like any other unit is given attack orders.

    That is to say that it would attempt to control enemy units that came into range in the same way as offensive units attack enemy units as they come into range.

Share This Page