GALACTIC WAR METAGAME : TURN BASED vs MORE REAL TIME

Discussion in 'Planetary Annihilation General Discussion' started by tatsujb, October 27, 2013.

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  1. SOASE style

    20 vote(s)
    51.3%
  2. Turn based

    19 vote(s)
    48.7%
  1. schuesseled192

    schuesseled192 Active Member

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    Real-time or not, you won't be fighting in multiple systems at the same time, it's a strictly one system battle per group of players, as far as I would guess. With multiple, possible dozens or even hundreds of groups going at it.

    You, the player in question, will only be dealing with a single-star system, when not in a game you can make decisions on a grander scale, i.e. which part of the galaxy do i want to be fighting in next, and where am i needed to fight next.

    The only difference between real-time and turn-based here will be the pressure put onto fighting another battle immediately after finishing one, which can then be suppressed by making it slow-time or having a lot of AI vs AI battles when humans aren't ready to play matches.
    BulletMagnet likes this.
  2. BulletMagnet

    BulletMagnet Post Master General

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    Very awesome, but very ambitious. You'd require an entire cluster of servers dedicated to sitting around waiting for people to play on. This is a cluster that has to exist as well as all the servers for non-GW gameplay (ranked, custom, etc).

    I'd like to do this as a mod, hire some servers off Amazon, and leave the stock GW to Uber's management. I have ideas on how to get around all these problems. There'd be some hand-holding needed to make sure things like the above won't happen (no custom factions/groups/clans/etc).
    Last edited: October 28, 2013
  3. tatsujb

    tatsujb Post Master General

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    i like this.

    it's spiking ideas. what if (considereing when you disconect your commander dies and when it dies so does all its units) there was no advantage drawn from ocupying empty planets? (resources transferable from planet to plant but not from system to system) so you'd only gain points from defeating an adversary faction's com because your faction's primary directive is to irradicate all insubordinate coms not posses the galaxy, your faction already posesses all the resource it could ever need in it's home nebulae, enough ressources to be able to produce coms! and basically it's be a matchmaking system.

    when a player starts to gate into a planet, it sends a shockwave throughout space that is detected by the other factions. who immediately go hunting. having to be responsible about resources means a faction can't spare more coms than are necescessary. the the match is always evened up. as much in terms of ranking as in terms of player numbers.

    the type of random system generated is determined by the number of people and factions having responded to the shockwave call.
    1 v 1? 20 v 20? 2 v 2 v 2 v 2?
    this make any sense?
    no need to "keep" bases or whatever. just play whenever you want.
    Last edited: October 30, 2013
  4. stormingkiwi

    stormingkiwi Post Master General

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    How does Anno 2070 do a continuous game which may last several 24 hour periods?

    Oh wait.... it gives you the ability to save multiplayer games and pick up from the save game. Plus, if a player leaves, the games AI will take over for them (this is also what SOASE does, but the AI there is really quite bad)

    If each person starts alone on their own planet, and there are significantly good mechanics and units for planetary invasion, there is no reason why this couldn't be a thing.

    Server load wise, it would be have to be a different mode from the galactic war, which is capable of supporting 40 players at once (you couldn't have 40 players capable of saving the game). But it would allow smaller scale wars on a galactic scale. That could be cool.

    The whole game makes me think of interplanetary battles. I don't really see the point of dropping an asteroid onto a planet if both players started off on that planet. You should be able to drop an asteroid onto a planet to desolate that area, then use that area as your beachhead for the rest of the battle.
    zaphodx likes this.
  5. omniao

    omniao Active Member

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    If it was turn-based, it would completely deface and ruin the RTS environment that the game were to be played in.
    Anyways, I don't think uber is planning a Massively Multiplayer server. I think it's just going to have 3 or 4 systems like in the trailer.
    But turn based still is optional, it just won't be RTS.
    Massively Multiplayer will still be possible, but you'd miss out a lot on each game. Your faction could have 1000 people playing on 100 systems at a time.
  6. slywynsam

    slywynsam Active Member

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    I think a game-within-a-game option works best. There's planets under attack and players have to physically 'resolve' the attacks one way or another, and it all depends on how many players actually 'respond' as long as there's even teams(Because nobody wants to be curbstomped 5v20) as to how many players participate in the battle.

    The battle is won, and a timer is set for the next battle(Multiple timers can be running at once), to allow as many people to sign up as are available, up to a limit(like the 40v40 battles they want to have), and then the next battle starts.

    Many battles can be running, starting, ending all at once. It's not really 'turn based', but the 'metagame' is not RTS either.

    Battle lines fluctuate, systems are won and lost.
  7. KNight

    KNight Post Master General

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    brianpurkiss likes this.
  8. liquius

    liquius Well-Known Member

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    I think you misunderstanding what galactic war is. Galactic war spans a galaxy. That means lots of separate star systems.

    What your talking about is just a normal game of PA. The only difference is spawning on different planets orbiting the same star. That will be in the game when Uber decide orbital works well enough.
  9. stormingkiwi

    stormingkiwi Post Master General

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  10. MrTBSC

    MrTBSC Post Master General

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    let me warn you:
    bit messy post incoming:
    i hope you get what i try to say ...





    but how do you intent to do that? send in single Units or a small army with? build a Invasion Asteroid?
    that already will need a lot of time to build aswell as taking time to get to the Destination you want to go to ...

    but that´s just the smallest of Problems ...

    considering how a 40 Player match spawning 20+ or so planetoids (say with lots of scale 1´s)
    and how long it will take to even Scout the enemies comander ... and this is just one example ...
    and here i imagine that will generaly be a thing for Clans or Players with lot of ai allys and enemies ...

    to get to the main point ...
    imagine one System may have like 5 or more planetoids on average (say 1 or 2 main planets + a gasgiant + moons + asteroids) and multiply this by 20 to 30+ starsystems
    you get easily 100 to 150+ planetoids to be calculated put in those 40 Players each spawning like ( i exaggarate ... i think? ) 3000 buildings + i don´t know 10000, 20000, ... 50000 units?
    i don´t know but to me this rather seems to be a astronomical calculation to send to a Server all in real time ... and also taking alot of work to manage from a playersperspektive you would always be able to only control a portion of your systemspawning army at a time

    another issue once a couple commanders may have been destroyed ( and a portion of planetoids )
    it also may take even longer to send troups to the enemies commander or main base that is on the other end of a galaxy unless you have build up a propper teleportation webway and that may take god knows how long as well to build to the point were people just calling it a day and be done with the match ...

    i´ll just find that a bit too crazy
    i personally had problems with SoaSE already playing on large galaxies and PA is a even far more detailed wargame on a starsytem then SoaSE is and this is without spaceships ... it sounds cool in theory ... but i imagine it to be either a chore and/or a waiting game when you would send armardas of orbital interceptors through the galaxy late game f.e. and then sending your landing army afterwards ...

    i imagine to make this even remotely work you would need more different Units/buildings and/or mechanics
    but that would make galactic war an entirely different game ...

    i may be overthinking this stuff too much but to be frank i just wouldn´t want this because i think it would become just too big to handle it propperly ...

    remember Imperium galactica 2 f.e ? now imagine that with PA planetarybattledetail and without the battles beeing seperated ... good luck managing THAT ...
    Last edited: October 31, 2013
  11. atharol

    atharol Member

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    How many times do i have to say to you guys who want this to be some kind of lame Civilisation game...

    There are allredy planetary TURN BASED strategy games with conquest. There are no Real time strategy thats allow you to fight in on planets yet thats what this game will be about.
    First of all we have:
    Starwars Empire at war. Go and play Campaign on this game its exactly like you want this game to be.
    Dark Crusade Campaign also Turn based with planetary conquest.
  12. MrTBSC

    MrTBSC Post Master General

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    won´t change that galactic war WILL BE a turn based metagame ...

    ... not at all ...
  13. bytestream

    bytestream Active Member

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    You really should read: https://forums.uberent.com/threads/psa-what-galactic-war-actually-is.53312/
    Battles in PA will always be real time but the meta game called Galactic War will be turn based. You won't fight over the whole galaxy in real time, that's neither gonna happen nor is it possible with the hardware we currently have.
    brianpurkiss likes this.
  14. stormingkiwi

    stormingkiwi Post Master General

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    Sorry for my bad quoting.

    I've since revised my idea - I think I'd prefer it on smaller scale (a couple of solar systems neighboring each other)

    You're right in that it seems technically infeasible once you really think about. . . :Ah well.

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