[Request and Suggestion] Tech, units, radar deflectors and more.

Discussion in 'Planetary Annihilation General Discussion' started by crusard, June 26, 2014.

  1. crusard

    crusard New Member

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    First of all, I'm Spanish, so sorry for my bad English. (Google Traductor, Sorry)

    I've seen the game, I know it's early access, so I will not judge it, but I'll try to put my two cents in the project.

    The weak point of this game is, in my opinion, the intelligence units and structures.
    It's a bit boring to start a game and have it unlocked all structures and units.

    Might implement structures of intelligence to begin research centers, ie, a structure of intelligence that their main function research new units, structures and improvements of production and speed, ie create a technological tree that will improve in many ways the units, ie the units spend less energy, which are built faster, increase movement speed, armor, creating new structures and units.

    This is you could put a new mineral that is abundant but not infinite to finance research. (Or a large amount of energy)

    On the radar ... okay, but needed to baffle radar, ie, a structure that inhibits the radar while energy is taken.

    This is you could add special units that inhibit radar, but are slow and expensive to produce.

    New units, capture buildings.

    A unit that has an average armor, average speed and weak fire power.

    The special ability will capture buildings allies and enemies to use them to your advantage. (A low chance)

    Along with this, if the system technology is deployed I mentioned above, if a unit of enemy intelligence or Might ally access their technologies acquired and investigate if your still not have unlocked is captured, that if access to the base data enemy or ally technology will be limited, ie, it will not last more than 1 or 2 minutes, and depending on which building is captured, either military or intelligence, will be greater access time to the base of enemy data or less

    New intelligence structures. Hackers and anti-hacker

    Anti-hacker A structure that allow access to the database to know how many enemy units and buildings have, that if the access will be permanent and all depends on how many structures have.

    The rate of success will not be a 100%, I think well that access an index of 60% which may go down with the anti-hackers structures sets.

    Back to hack the database would have a few minutes cooling.

    Resources.

    Resources is a necessary point, but I do not like to be infinite.

    A good way to encourage people to move between planets would put finite resources, ie, the metal ores are not infinite, but plentiful.

    Could also put a little mineral to produce special weapons such as nuclear missiles and make it more difficult to get advanced weapons.

    Market.

    A structure for exchanging resources, ie, metal and energy, you can buy and sell resources.

    Market.

    A structure for exchanging resources, ie, metal and energy, you can buy and sell resources.

    Was that to all, thanks for reading, if something is not understood or is difficult to understand answer in this thread.

    Thank you all for reading and sorry for using the google translator.

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