Just a penny for the thoughts.(shielding)

Discussion in 'Planetary Annihilation General Discussion' started by BooberSmack, March 5, 2014.

?

Would this work wonders?

Poll closed March 12, 2014.
  1. yes(awesome)

    48.4%
  2. no(boo)

    58.1%
Multiple votes are allowed.
  1. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    I'd like it to be able to break walls and win the game if that's what you are asking. Otherwise I don't see why inferno exists. It's definitely not there to raid people and take map control. Also you what you are describing is done by mainly bots and bombers. Tanks are for frontal assaults and are too slow to raid and position effectively. If they can be stopped by simple wall + bots than t1 tanks aren't exactly doing their job. Hell if wall has a couple of turrets then even T2 tanks are going to have some trouble getting through but that can easily be remedied by adding shellers to the mix.
  2. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    T1 tanks are very slow, but the old tactic of building a row of factories right where you want to attack from still works well. Also remember that opponents that turtle end up expanding slower than you do, so it is not unreasonable to just nuke them at 15 minutes if they do this.
  3. vackillers

    vackillers Well-Known Member

    Messages:
    838
    Likes Received:
    360
    supcom was a traditional RTS with chokepoints on traditional maps, in planetary annihilation thats not really the case because of the sphere, and if you couldn't penetrate shields effectively, hate to say it, you're probably either doing something wrong, or waited FAR to late to attack the enemy in the first place for them to build up such an effective barrier.
  4. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    Indeed, but the issue isn't that I'm losing to wall spamm it's the fact that it can prolong the game for 15-30 minutes after it has been decided (you controll everything that isn't their walled in base but now you have to sit there and tech up just to kill the enemy comm)
    websterx01 likes this.
  5. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    shields have not much to do with chokepoints as you could as well build forward firebases on open fields and use them to protect your artillery but walls do aswell ... how many chokepoints a planet has is determined by the planetgeneration metalplanets for instance have quite a few ..... rockplanets with lots of mountains or planets with a high ammount of water have a good ammount of chokepoints ... obviously this is something that can be further improved as it gets developed or people get the chance the customise, create, develope their very own unique planets ... if you want to close or control chokepoints walls and defensetowers are powerfull tools already ... and because they also limit yourself in movement makes them more intresting to play with because you have to be sure not to imprison yourself ... bubbleshields are a mere hpbuff for an energycost
  6. keterei

    keterei Active Member

    Messages:
    258
    Likes Received:
    93
    This is a really cool take on shields. I like the idea of a t2 shield wall that allows friendly units to pass. It would be interesting. There could be a direct counter to it, like EMP.
    BooberSmack likes this.
  7. chronosoul

    chronosoul Well-Known Member

    Messages:
    941
    Likes Received:
    618
    that sounds perfectly fine.

    It would be cool to see an air raid take out shield generators to open up the gates of the attack.

    I think its okay for the shield to have ground/air deflection of shots. It would be an added benefit of it.
  8. BooberSmack

    BooberSmack Member

    Messages:
    82
    Likes Received:
    6
    its nice to see so much support. good commune

Share This Page