The Teleporter

Discussion in 'Planetary Annihilation General Discussion' started by tatsujb, January 10, 2014.

  1. tatsujb

    tatsujb Post Master General

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    ^^ aha yes, well I might revise my opinion yet but I was clarifying points that this made me realize I hadn't gone over.

    Now yes there basically would be "a push to stop attack" button in my idea, the thing is you have to push it. and you can't once the first unit has gotten through. that means you have to do it in anticipation when you're loosing control over the gate on the other side. and that requires your attention to be there when the opponent makes his surprise attack. as it may well not be your main base and as there's all sorts of likelihood your attention is not there as it happens, you will probably shrug off the multiple notifications of "unit destroyed", "structure destroyed" as another front that can probably handle itself. and that's where the whole depth in my mechanism lies.
    Make it different from the current but not too different. Those moments when the unstoppable happens will be few but cherished.

    yea that's my whole concept.
    would you mind developing?


    so you don't like it or you wouldn't mind it?
    Last edited: January 10, 2014
  2. omegapirate

    omegapirate New Member

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    Could you "Hack" a teleporter in your opponents possession and then link it to a teleporter you constructed for a surprise ambush?
    It would prevent players from hoarding the teleporter right by there commander and add an element of risk incase you "hack" it. Obviously hacking wouldn't be easy, but I think it could be something fun if done right....

    Imagine: initiating teleportation to your other base only to realize that you teleported into an ambush instead!
    Or suddenly unit(s) appear at your teleporter and attack the inside of your base!


    I don't know how it would be balanced, if it would be WAY too complex, or if I'm the only one that likes this idea....but, you have to believe that in the future you could tap into someones network and use it against them.

    Just brain storming, Pirate style
    LavaSnake likes this.
  3. tatsujb

    tatsujb Post Master General

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    I don't know, that's not the core of my idea. If you could then you can assume that that's what would happen.... always.
    and you'd end up with noone building tele because it always ends up causing them more trouble then gain. For the tele to remain a unit you want/(neeeeed) to build you need for the occurences where it all goes batshit and blows up in your face to be very rare.

    this is why I balanced it that way.

    how would the "hacking" happen ? would it just be a loading bar? because considering the current average game time, any odd guy can wait through it. more then gladly actually.
  4. stormingkiwi

    stormingkiwi Post Master General

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    What happens if a teleporter exit is destroyed as a unit walks through the entrance?
  5. jodarklighter

    jodarklighter Active Member

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    I agree that this would make a cool mod but probably wouldn't be ideal for standard play. My suggestion would be to have players build pseudo-neutral gates.
    • They would be controlled by the player that built them
    • Indestructible once built
    • When setting the destination for a gate, you can choose any non-active gate, whether built by you or not
    • No energy upkeep to open a gate
    • A timer would control the gate. A connection would be established for a certain amount of time, and would stay active after that as long as a unit passed through within the last 2 secs or so.
    • While it's open, units can pass through in either direction
    • By maintaining a constant stream of units passing through the gate, it can be kept open by the player on either end indefinitely. Shutting it down would require cutting off the stream of units, either by sending your own troops back through or by sending air/nukes/ground troops to the source.
    • Once the gates close, there would be a cooldown time (another 20-30 secs) after which the gates could be used again.
  6. dfanz0r

    dfanz0r Active Member

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    I've had this thought for a while. Where gates aren't necessarily neutral, but they all are part of the same network. You would just need to know that another gate exists by scouting, then you would be able to connect to it.
  7. tatsujb

    tatsujb Post Master General

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    destroyed, normally.
    why indestructible? you guys don't get how much of a problem that could become? that's like saying "immortal". what if you build a bunch of them and you run out of room? what if you use them as walls?
  8. stormingkiwi

    stormingkiwi Post Master General

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    So the unit just dies? But where is it?
  9. tatsujb

    tatsujb Post Master General

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    currently the way the game works is the unit is at no time in between the gates. millisecond one they're on planet A, millisecond two they're on planet B. So the computer definitely knows where it is when the gate dies. currently the units don't die if the gate blows up, I don't see why my idea would change that but I'd like that it could. Id like that teleporting take a small lapse of time.
    stormingkiwi likes this.
  10. meir22344

    meir22344 Active Member

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    This definitely sounds like mod material not something i would like to see in the base game.
  11. tatsujb

    tatsujb Post Master General

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    hmm, ok but why?
  12. meir22344

    meir22344 Active Member

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    because all the enemy would have to do is send a blob of T2 units through the gate which if in the middle of your base bypasses most of your defenses.
  13. tatsujb

    tatsujb Post Master General

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    well?? If you let that happen on the other side and didn't un-wire the gate in time maybe it was your time. no?
    I did explain many specific counters.
    • destroying the gate,
    • unwirering it
    • defending all gates you own like it was you com
  14. meir22344

    meir22344 Active Member

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    ok you do list certain counters but my worry is that all players will start spamming adv laser turrets around the gate which just leads to a slaughter-fest and people avoiding using the gate altogether especially if gate hacking is implemented.
  15. tatsujb

    tatsujb Post Master General

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    gate hacking isn't my idea. read above.
    and I stated the turret spam idea in the OP. personally I think it's brilliant: you couldn't have the resources to build a turtle defenced base AND rig your gate with a billion turrets. what takes priority then? rigging the gate. bye-bye turtle.

    you see how my idea plays into strats and using units in a new way?
  16. meir22344

    meir22344 Active Member

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    ok this works if you are only playing on one planet but if you play on multiple planets with one player per planet this becomes easier to do as you have no one attacking you.
  17. thetrophysystem

    thetrophysystem Post Master General

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    Hopefully the most played game mode is where commander death doesn't end game but a unit threshold. Lose your commander and only lose the game once you have less than a hundred remaining units or something.

    the gate idea is alright. Best idea besides just being cost related and being one way with the destination being a unit or structure acting as a beacon.
  18. tatsujb

    tatsujb Post Master General

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    not my idea's fault. I can't see what part of my idea you're referring to here.
  19. ledarsi

    ledarsi Post Master General

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    I do not think this is a good idea. I might be curious to see how a mod would do this, but I see too much exploitable features, possible issues, design limitatioms imposed, and general weirdness.

    This idea seems to spring more from an enjoyment of Stargate lore than good sense. Why would I build a gate if it was such a liability? Why wouldn't I just hard porc the gate? What about sending bombs through instead of units? Why not send units through and deliberately target fire the gate just to force the enemy to build another?

    Stargate has a few critical differences. Gates are mostly indestructible, cannot be created, and all exist in advance. A mod using 'ancient gates' that pre-seeds neutral, indestructible gates would work. But just doing one is probably no good.
    Last edited: January 12, 2014
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  20. jodarklighter

    jodarklighter Active Member

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    Pre-built gates following some of the suggested rules could make for a pretty fun mod. It'll be interesting to see if the game can handle that kind of custom map though.

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