Reversed Tech Tier.

Discussion in 'Planetary Annihilation General Discussion' started by empyreanguard, December 17, 2013.

  1. KNight

    KNight Post Master General

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    But they still aren't that thought, an Asteroid Base with Factories, Halleys and Unit Cannons might RESEMBLE a single large expensive unit, but it's really not, it's really teh best case scenario because it's made up of lots of basic components that you also use elsewhere, due to that it's very flexible and allows you to invest in exactly what you need rather than just having one cost that always comes with the same stats/equipment.

    So far we don't even have a guarantee that long term, all the Metal planets will do the same things! One might have a giant laser, but no built in engines, the other might have built in unit cannons but no planet destroying weapon! There is lots of space for variety here long term.

    Mike
  2. tatsujb

    tatsujb Post Master General

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    really it doesn't? It definitely turns me on that you can have a million units in the game and I'd always prefer having 50000 units to 50, i'd strive to play every game with the most units possible.
  3. MrTBSC

    MrTBSC Post Master General

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    Building halleys allows to interact with the planetoid they are on even though its limited .. Factories and stuff doesn't even matter..
    Assuming a metalplanet gets engines aswell you would be aswell be able to move it arount like single unit .. the other componentents/stuctures like the possible planetbuster don't even matter
    I also think mavor himself kinda reffered to them as single giant units .... it might have been not intetional though ... the thing is in this game planetoids are objeckts in a room/space ... is a map an object? No it isnt .... it is an area were you can interact with stuff ... its a room... but a planetoid is an object ... it doest matter if we can play on it ... it is still a 3d piece that we are able to move around ... with the halley itself there isn't much to do you build them on a planetoid and that's kinda it... they are however the switch that say ok you can move that giant planetoitpiece/object around now thus the planet becomes a unit which it was actualy to begin with .. we are not on a square map/in a room anymore we are using 3d objects to play on which are essentialy units in a void room

    even if we were on a square map let's say we would have the ability to move islands with giant turbines ... wouldn't that make them then units since you move thme like a piece too?
    Last edited: December 18, 2013
  4. thetrophysystem

    thetrophysystem Post Master General

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    It is a flavor for sure. And it has pros and cons. I am not even sure why I am typing this, because I don't have a specific opinion...

    I mean, that makes unit composition harder to gauge early game. It also makes unit composition late game less interesting. If cost was balanced, you couldn't rely on massive waves of t2 anyway late game, you would have to use them as filler to speckle amongst your t1 unit masses. Either way, I think it would work both ways, and wouldn't mind seeing or not seeing it. I really have no opinion on this one, it both functions and doesn't interest me specifically.
  5. empyreanguard

    empyreanguard Member

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    Well i was just tinkering with this idea again for the past couple of days and wondered that, what would be the effect of this tech system on commanders and commander related issues like rushing, raiding and com sniping?

    And again to make my point clear and how this idea gets implemented(if ever) :-

    - Only the mobile units would be exchanged between the tiers. i.e the stationary T1 buildings/turrets will remain as is and the T1 mobile units(except fabbers) would be nerfed down T2 mobile units and vice-versa for T2.
    - This way, the T2 units will act as... fillers..? or more like what we know as an ointment base, it's just there to help the active ingredients gain volume and acts as a carrier(i may be wrong here, but you get the idea :p). And essentially, T1 will act as the core killing force like the active ingredients in the above example.
    - T1 units would be too weak to tackle the enemy alone and T2 units would be too blunt/inefficient as a striking force, they would however be good for general rambling, soaking damage and keeping the enemy under pressure but without T1 units in the mix they'll be lacking. In brutality.

    So, overall you'll need both tiers' units to make an excellent army.
    The stationary defences will be the same as now. Or would they need to be changed?
    PeggleFrank likes this.

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