Planetary shielding/ teleportation dampening fields

Discussion in 'Backers Lounge (Read-only)' started by Timevans999, March 12, 2013.

  1. Timevans999

    Timevans999 Active Member

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    I think these items would enhance game play. Also i'm worried there might not be enough different types of factories. I think a lot more primary commanders per a team and please can we have secondary commanders purely because they are supreme commanders greatest concept.
  2. iampetard

    iampetard Active Member

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    You will be able to have multiple commanders with different features if I'm not mistaken.

    As for shields thats a no-go.
  3. krashkourse

    krashkourse Member

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    No shields. Yay!

    and for "sub" commanders i believe there will be decoy commanders.

    and for different kinds of commanders YES!
  4. bobucles

    bobucles Post Master General

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    The whole point of a TP dampening field is to remove gameplay.

    I think it's better to work on the assumption that TPs won't have a defense, and see what happens from there. Instant movement is extremely powerful, especially if it can cross planet boundaries, and even more so if you don't need a receiver on the other side. It would be best utilized by very expensive devices with a very limited capacity.
  5. chrishaldor

    chrishaldor Member

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    As far as I'm aware the current plan is to have teleport gates that you can send units between, to avoid problems like the Aeon teleport tower in SC2, but don't quote me on that, all we know is that there will be some expensive teleporting tech
  6. taihus

    taihus Member

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    Just sounding out the forums: what's the general opinion regarding support commanders: are they a good or bad thing?
  7. bobucles

    bobucles Post Master General

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    Commanders are totally necessary. Support commanders are kind of "meh". What's so special that makes them different from a standard Comm, or an engi?
  8. krashkourse

    krashkourse Member

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    Do not drag the game out with meaning less things that prevent things from blowing up. I want to see explosions and things happen... not just some units exploding from PD. because players turtle.
  9. christopher1006

    christopher1006 Member

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    It'd be interesting to have a 'Supreme Commander' mode. You have one player on each Team be the complete and total commander, they'll start off with a commander and engineers and will at the start have the only units besides the teams sub-commanders, each sub-commander is a player as well.

    From there the Supreme Commander will start up a basic economy and start pumping out units to give to his/her sub-commanders or they may simply give the factory to the sub-commander, the Supreme Commander would never be allowed to control combat units directly so that you don't have multiplayer games where the sub-commanders get pushed aside. As a note engineers will always be under the control of the supreme commander so the sub-commanders can't just wander off to do what they want.

    In the economy the Supreme commander will always be in control of all resource gathering/producing buildings and will either manually give sums of resources to their sub-commanders or give them a % of the total.

    The last role of the Supreme Commander would be that of managing the battles. While the sub-commanders would be the ones controlling the fighting units in each of the battles it would be up to the Supreme Commander to push them toward the main goal. This would allow for massive team wars that aren't just pathetic mini-battles that eventually just become a free-for-all.
  10. krashkourse

    krashkourse Member

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    This topic should be under mods and not actual game content. Also I don't want my game to feel supreme commander like I want it to feel TA like.

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