More hitpoints overall?

Discussion in 'Planetary Annihilation General Discussion' started by sput42, July 8, 2013.

  1. biggyd

    biggyd New Member

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    I couldn't agree more, there is really no time to react to anything. If an attack is coming you can only effectively counter it by having your forces in the right place before it comes, so if there is a surprise attack then you are in major trouble. It would be nice if you were able to spot a nearby ally in trouble and actually be able to send units to help sometime before they are reduced to smoking scrap.

    I have played quite a bit of Company of Heroes 1 and 2 recently and at first it seemed really weird that troops and things survived so damn long when under fire, but I have since realised that it is to put more emphasis on tactical decision making. You actually have time to assess the situation and work out the best way to go forward. With units dropping like flies on the surface of the sun there is literally no time for tactical decisions of any kind, it basically just boils down to "who has the bigger blob of units", which kinda means that the strategy element has fallen out of the strategy genre.

    Its a fairly simple change (at this early stage you don't need to do a full balance of healths for every individual units health levels, just do a set percentage increase across the bar and then do the fine tuning at a later date when the more technical aspects are done. Its alpha, we will understand). Simple patch + fix measure, but will probably have a very big impact on the levels of enjoyment, and you really don't want to be causing the loyal early supporters to loose interest in the project over something simple like this. We know its only alpha, but we still can't help it colouring our views just a little.

    Anyway, apologies for the wall of text. Summary: I agree. See, that was shorter.
  2. nanolathe

    nanolathe Post Master General

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    Another "Agreed" from me. PA's health to damage ratio is so off right now it's actually not very fun to play.
    Then again this is Alpha, so I expected this to be the case. I just hope we can have an open dialog with Scathis at some point during beta so we can iron out these problems.
  3. glinkot

    glinkot Active Member

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    it's true, I think tanks would have a more 'lumbering and powerful' feel if they fired a lot slower but to more effect. It's true that unless you've got some tanks on the side of the base being attacked, you've got no chance of pathing some through your base to retaliate before they've blown away a number of buildings. Of course you should have defences, but it's frustrating seeing your tanks wind slowly between AA's on their way to the emergency situation.

    That's why I suggested the possibility of drawing rectangular paths through your base - 'roads' which would have a very low pathing cost and probably allow tanks to go a bit quicker. Show me a real base that doesn't flatten the roads inside it so you can get from one end to the other!

    At least all this stuff is in the JSON files so mods can fiddle with it - but it's pretty important for the vanilla game to have a nice mix so it attracts enough of a crowd to encourage people to develop and try mods...
  4. mushroomars

    mushroomars Well-Known Member

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    Entire post is legit and gentlemanly, if misplaced. I beg of you, make a thread about draw-able roads, that could SERIOUSLY add some structure to basebuilding without requiring a gimickey grid.
  5. igncom1

    igncom1 Post Master General

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  6. bobucles

    bobucles Post Master General

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    Like in starcraft 2?

    There's no need to steal everything from it. :lol:

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