The Unit Cannon

Discussion in 'Planetary Annihilation General Discussion' started by Geers, October 3, 2014.

  1. squishypon3

    squishypon3 Post Master General

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    It was the pitch, a concept trailer. Even if it weren't, how many trialer really follow the game? Heck some aren't even animated. The new Civ trailer shows space ships, yet the game isn't based on space combat or anything its based on land combat with a couple orbital satellites.

    The fact you took a concept video as fact is just... It's really silly. Why do you think there was a "game play visualization" stamp in the first place?
    xankar, elodea and Geers like this.
  2. lapsedpacifist

    lapsedpacifist Post Master General

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    I'm not really sure what my opinion is on this, all I know is that I've now stopped playing games with orbital. At all(other than the occasional 1v1 with a moon or something and clan games). I find orbital play mind-numbingly dull to be honest.

    Would asteroids and unit cannon fix this? Hard to say. Would they help? Almost certainly.

    EDIT: also Uber repeatedly referred to the unit cannon as a confirmed feature throughout development, even taking the time to specifically tell us it wouldn't be in for release
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  3. doud

    doud Well-Known Member

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    Well, here we're on kickstarter, where trailers are supposed to give the best possible vision of what the game is supposed to look like. You can't compare a trailer for a kickstarter campaign and another trailer simply made to tease.
    In addition, PA trailer is really made to mimic the final game. Otherwise how does it come most of units in the game look like the ones from the trailer ? Basically the whole game is nearly a carbon copy of the trailer.
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  4. elonshadow

    elonshadow Active Member

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    Because: *GAMEPLAY visualisation* this actually implies it's a reasonable representation of what the gameplay will be like.
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  5. cptusmc

    cptusmc Active Member

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    What is the difference between 10 SXX appearing above your commander and instantly snipping him vs 10 vanguards dropping down to kill your commander? Exactly ... Personally, I would rather play a supremacy game-type: if you lose your commander you do not lose the game ... balance solved on my end.
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  6. squishypon3

    squishypon3 Post Master General

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    Are you serious? PA has a lots less poly count on units, less primary colour centric, barely any units have lasers, you don't pick up commander in a aestreus then launch with a rocket, it also has two way factories as apposed to one way, air fabs are much less useful ( in the trailer every fab I saw was an air fab) there was no combat units in the trailer in orbital, etc... Heck orbital was a stretch goal iirc, and the trailer also had MUCH less units, heavier and slower as well.

    PA is veeeery different from it'd trailer in many ways. This is just a silly pet feature, the cannon had seconds of screen time I believe.
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  7. igncom1

    igncom1 Post Master General

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    Uhh yeah, not exactly, my post was in response to the idea of a one way teleporter.

    And simply ignoring the problem doesn't solve anything.
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  8. mered4

    mered4 Post Master General

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    The Unit Cannon is/was the primary mechanic with which to balance Orbital.

    Not having it is a serious problem. I don't agree with Nanolathe that orbital without it is a complete gimmick, but it would make orbital so much more interesting.
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  9. doud

    doud Well-Known Member

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    And i guess that just because Uber had plenty of time, they put it in the very first set of units pictures .... Yeah sure, they never intended to put it in the game and never made us believe it would be in the game ... No, really no :
    [​IMG]
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  10. vrishnak92

    vrishnak92 Active Member

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    Do you want a way to attack a fortified planet or not? The way I described was one of many solutions tha could be made. All I ever hear though is: Wheres my Unit Cannon? Where's my asteroids? With the obvious presumption that those will be a fixall... I'm not hearing ANY ideas on how to implement a beachhead besides the spare multi unit transport or "unit cannon workaround drop pods"



    My point, instead of complaints, bring ideas to the table. Which is what I tried to do. Your response @igncom1 was far from constructive or helpful
  11. vrishnak92

    vrishnak92 Active Member

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    and your missing squishys point. The unit cannon was not a focus, & it better not be until they hammer down balancing, pathfinding, & optimization first, second offline play and server access, then all of the nifty features
  12. squishypon3

    squishypon3 Post Master General

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    Are ANY of the other buildings in the game either? Hm? Because I don't see a single one of those in game.
  13. elonshadow

    elonshadow Active Member

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    Thanks for sharing your viewpoint.
    I accept your stance and utterly disagree.
    (well except for the offline mode, that should've happened a month ago)
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  14. elonshadow

    elonshadow Active Member

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    Launchpad -> in
    Nuclear missle launcher -> in
    Energy/metal storage -> in

    Which building are you referring to?

    Edit: Ow wait, did you by any chance mean ..... the unit cannon?
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  15. squishypon3

    squishypon3 Post Master General

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    All of them, the launch pad is different in the game, the nuclear missile launcher is also different, and you can't even tell if those are storages.
  16. vrishnak92

    vrishnak92 Active Member

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    Isn't the unit cannon "technically" in considering its a ransom terrain feature?

    Lol
  17. squishypon3

    squishypon3 Post Master General

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    Haha, if it does then I lost. :p
  18. vrishnak92

    vrishnak92 Active Member

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    It does, it's just purely cosmetic. If you look around, you'll see threads actually talking about it
  19. squishypon3

    squishypon3 Post Master General

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    Oh no no, I know it's there, I meant if it counts. :p
  20. tehtrekd

    tehtrekd Post Master General

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    Honestly, this game is centered around gimmicks that are complete nightmares to balance.
    See: planet smashing, annihilazor.
    Geers likes this.

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