IDEA: Mining

Discussion in 'Planetary Annihilation General Discussion' started by drrex, March 2, 2014.

  1. drrex

    drrex New Member

    Messages:
    8
    Likes Received:
    0
    I was just bored out of my mind when suddenly an idea came up for planetary annihilation: Mining. How this will work is that basic factories will have miner bots/vehicles. they have a special order called, Mine.
    When you click on it, it shows a small circle to where it mines. After you select it, the bot/vehicle mines in the area. What you can find is small/medium/large metal spots. What you can tell the miners is to, A, Mine the metal (Cost: 1,000 Energy, Gives: +15 Metal) Or B, Tell it to build a stationary mining drill. (Cost: 2,500 Energy, Gives: +50) These metal spots is a temporary spot. After a spot is depleted, the closest fabricator bot/vehicle/plane will automatically dismantle the drill. Also, mining can be capable of building underground bases. If you find this OP, Think about it. Easy Metal for Early game. Underground bases so you can have more surface room, And not have to expand your defenses every time. Also, you can use them for secret tunnels to make a way to get through enemy defenses. This can remove a use for the teleporter. Tunnels can be also used for tiny bases and ambushes at enemies. So, this is my idea for planetary annihilation. Also, a Underground radar should be implemented into this if this idea is implemented. (Cost: 6,000 Energy , 100 Metal. Uses: 3,000 Energy Per Second.) I hope you like it!
  2. Geers

    Geers Post Master General

    Messages:
    6,946
    Likes Received:
    6,820
    I'm not sure why you'd want to remove a use for the teleporter when it only has one use. "Get units from A to B".
  3. lynxnz

    lynxnz Member

    Messages:
    87
    Likes Received:
    10
    The idea is interesting, but the game is already too complex.
  4. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    I don't like it.

    Adds un needed complexity.

    PA is supposed to be about map control.

    "Easy metal" should have no place in PA.

    You need to fight for your metal spots. Defend them. Not just tell a fabricator to stand there and get metal.

    Early game metal is never an issue anyways.
    zweistein000 likes this.
  5. vyolin

    vyolin Well-Known Member

    Messages:
    631
    Likes Received:
    479
    Mod territory as all the other stuff changing core gameplay. Plus it seems quite gratuitous an idea without any meaningful purpose or application. Could become an interesting mod, though, if it were to be fleshed out a wee bit more.
  6. drrex

    drrex New Member

    Messages:
    8
    Likes Received:
    0
    I Guess your right. But Honestly, wouldn't it be nice to have an underground base when the planet its on is completely taken over? Seriously, it would be nice to have a way to get to them w/o making too much attention.
  7. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    First of all your ideas would require some serious coding to do something we already have lots in the game: metal. Usually the limiting resource is energy not metal and once we get t2 metal we already gave lots and lots of it and after you win over a moon or a planet you can bathe in and feed it to a black hole and still have too much of it. So minas basically aren't needed, not in early and not in late game and especially not with that kind o energy usage when energy is already limited.

    Second of all, I think it was confirmed that there will be no underground layer and additionally why remove something they've put hours into to work right and works just fine (teleporters) just to do tunnels. Also you cant dig a tunnel through space to cand your army instantly to the moon (unless we are talking about a game that exists more than 4 dimensions ;) )

    Third: What you talk about has already been discussed in a way: your mine would basically work much like a metal fabricator (but only for a limited time) and it was generally agreed that we don't want those as they are either OP and negate expansion (why expand when you can just sit in your base where it's much safer and have equal amount of resources) or they are so energy inefficient that they aren't used except in late game (but by then you've either won/lost or have a planet for yourself).

    I would however like to see T2 resource structures specialised and one of those be a metal pump that does something similar. But I've already suggested and explained that in some other thread.
  8. dusanak

    dusanak Member

    Messages:
    91
    Likes Received:
    19
    This is definitely mod material, it may be quite interesting but I wouldn't like such things in the game itself.
  9. Geers

    Geers Post Master General

    Messages:
    6,946
    Likes Received:
    6,820
    The thing is, robots the size of pine trees and guerrilla warfare don't go hand in hand for some strange reason.

Share This Page