Should teleportation be a mechanic?

Discussion in 'Planetary Annihilation General Discussion' started by turroflux, June 29, 2013.

  1. turroflux

    turroflux Member

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    Curious the opinions on this, by teleportation I mean any of the following:

    - Gating (requires two gates or more gates)

    - One way jumps (requires a platform, can teleport anywhere but requires vision or unit
    presence)

    - Personal teleporter (commander has a personal teleporter)

    - Group teleporter ( like one way jumps but can teleport groups of units)

    The cost of teleporting should generally always be high on energy (perhaps a lot of stored energy?) and the buildings involved or upgrades could cost time and metal, but that is easily negotiated.

    I'm curious to know if any, all or some of these be in the game, and in what form.

    thoughts?
  2. BulletMagnet

    BulletMagnet Post Master General

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  3. omega4

    omega4 Member

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    That's great to hear!

    I think teleportation adds an element of strategy to any RTS game. There's nothing like pulling off a successful "sneak" attack by teleporting a small armed force into a turtler's base.

    Of course, teleportation should be balanced by almost-prohibitively high energy costs and/or cooldown timers. Otherwise, one could teleport his entire force all the time.
  4. bobucles

    bobucles Post Master General

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    In roughly their order of strength and utility:

    - Free range unit teleport
    - One way gate-o-port
    - Unit gun
    - Recall to front line unit
    - Two way network
    - Standard transports
    - Recall to friendly territory/structure
  5. Teod

    Teod Well-Known Member

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    In the last livestream they talked about gates. That means you need to build fairly expensive structure on both ends. So, no teleporting in the middle of a base. For this you need unit cannon (confirmed) or some sort of orbital dropships.

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