[POLL] What to do with wreckages?

Discussion in 'Planetary Annihilation General Discussion' started by exterminans, August 14, 2014.

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What to do with wreckages?

  1. Wreckages be gone forever!

    10.8%
  2. Grind wreckages to rubble when being shot at

    50.0%
  3. Grind wreckages to rubble when colliding with moving units

    48.0%
  4. Increase metal worth of wreckages and/or rubble

    41.2%
  5. Wreckages were fine just the way they were

    11.8%
  6. Retain wreckages, but make them purely cosmetic by removing metal yield and impact on pathing

    13.7%
Multiple votes are allowed.
  1. MrTBSC

    MrTBSC Post Master General

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    so extra for uber and brad:
    why have wreckage ?...
    to have a secondary way of gathering metal that doesn´t limit the player in only controling mexxes ...
    it can give a strategical economical advantage/boost that may be crucial for a major push against the enemy players for either doing major damage a getting a chance for comeback ... it makes territorial control more important ... it adds to mapvariety when propperly done

    the only downside?
    it may make things a bit more micro intensive and forcing players to zoom in a bit more ... but that´s rather a minor issue imo ...

    wreck by itself may not be fun neccesarily but in combination with eco allows for more strategic moves

    and realy it´s simply part of the spirit of TA like games ...

    seriously recycling is a mechanic too rarely used in rts´s the only other rts i know that did that was act of war were you could capture/rescue pilots from destroyed vechicles

    how to do wrecks: depending on shoots reduce them step by step from whole wrecks into rubble gradualy losing metal the more they get damaged ... and imho opinnion make them passable by bots and vehicles like in supcom FA but let them soak up shots until turned into rubble or vaporized entirely ...
    Last edited: August 16, 2014
  2. ledarsi

    ledarsi Post Master General

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    Reclaim is responsible for the continuous escalation of number and cost of forces in TA, at least until large numbers of moho metal makers came into play, and nobody wants an energy+metal maker economy in PA.

    Having a metal and energy economy that grows as ridiculously quickly and exponentially as PA's does is very bad. You want battles and action, and units take time to get places. If the time needed for units to travel is compared against the exponential economic gains of high returns... you're going to make economy. Way more economy than you should, knowing units are too transient.

    Furthermore, when there is a lot of action you also see a lot of casualties. If the metal spent on those units disappears from play when they are destroyed, you will see players instead focus on assets that consistently produce strategic advantages, not just dust to be thrown at the enemy and vanish.

    Reclaim is essential for making actual combat units relevant as opposed to "reclaim-less" weapons like artillery and superweapons. And reclaim is also essential for making battles advance the game's state instead of just removing a lot resources (that take time to create) from the board.
    Planktum, ace63 and yrrep like this.
  3. exterminans

    exterminans Post Master General

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    I think that this might also allow to rate long range artillery as true super weapons.

    Because, let's face it: Current T2 artillery doesn't really feel like artillery on larger planets. Range is insufficient, but a range increase is also out of question because the current eco model makes even these "expensive" structures spamable at some point.

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