............................................OLD POLL RESULTS : ....................... PLEASE READ THROUGH THE OLD POSTS mock-up of scale variations : to put everybody up to speed here are some links, and in anycase you should read the thread, I guarantee you it is interesting. Here is Neutrino's first response to the thread : https://forums.uberent.com/threads/scale-megathread.48650/page-5#post-754683 Here is his second : https://forums.uberent.com/threads/scale-megathread.48650/page-6#post-756169 Here is Zepilot's suggestion : ( read on after the suggestion, the input was interesting.) https://forums.uberent.com/threads/scale-megathread.48650/page-10#post-764253 Here is Zep's reaction on the turndown : https://forums.uberent.com/threads/scale-megathread.48650/page-15#post-775333 Here is Neutrino's third post : https://forums.uberent.com/threads/scale-megathread.48650/page-16#post-775652 just taking the time to humor this. the one thing that matters most to me in "fixing" or "changing" PA is that it be regarded as an engine and not a game, as I had originally understood by subtext in the Kickstarter, was the original intent. this would mean making it run. making it run fluid. and making it run fluid while doing alot. Measuring Schwartzes here (since I have decided, is the theme of the day) we'd want to see : how far you could zoom in and out (total scale) size of units to their planets (relative scale) how many units run and fire simultaneously (unit cap for 1.0 simspeed) how many players you can have 64/32bit multi/single core how many graphical technologies (point light, HDR, 3D FX, tesselation.. ect) what graphic libraries server-client/float-point P2P scripted AI/neural networks AI ect. and out of those, obviously the element of the engine that I find to be most lacking in PA is the scale. And seeing by experience I have learned that a loving community and much time can fix a game and make it amazing but no amount of community love or time can fix a game's engine, this is what worries me the most in PA's current engine (which comparatively with all of the other elements of another simulated-projectile RTS engine, say FA, for example is pretty damn well-off ) : scale. As the title says I intend to make this thread the main thread for all talk related to scale in PA. There have been many threads talking about this topic but these threads have been sparse and dispersed. If we want to attract uber's attention we need to unite and focus our efforts. (old) First of all I suggest we make this thread lucrative instead of just a display of hopes, wishes and opinions by all asking that the next release in alpha patches there be the full planet generation tool or at least the slider for planet size, which would allow us all to finally evaluate for ourselves if yes or no there is a problem with scale by playing on the largest possible planet and determining if this this is enough. It was said the biggest planet available on the alpha is one third of the way on the planet size slider but this does not represent anything since the slider could grow in size irregularly or exponentially or just regularly, we don't know. Is the biggest planet on the slider 5 times bigger than the biggest one in the current alpha or 40 times bigger? no idea. It has in any case so far been my experience that PA is an absolutely wonderful King Kai planet simulator. wanna know what being on King Kai's planet felt like for Goku? play PA. This honestly needs to be part of the final release, small planets are cute, allow for fast 1v1s and are a must. As of patch 50742 we have the system editor yaaaaaaaaay what is my new opinion on the scale after having tried biggest planets? scale should still be reduced for units and features, it would be much more real, much more war-like. trees should definately be shrunken alot to make mountains feel bigger, mountains shouldn't feel like they reach space and chasms should be smaller in comparison to mountains. A lot of us came here because we were told of scale. “massive scale”.