Topic Index - Last Update May 2013

Discussion in 'Planetary Annihilation General Discussion' started by KNight, January 15, 2013.

  1. KNight

    KNight Post Master General

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    Whelp, I figure with how often we're starting to go over the same topics I thought it'd be nice to have an index of 'important' threads nicely organized and laid out, both for the new people and the regular crew!

    I figured I lurk around here enough, might as well try and do something productive right? xD

    It'll be a little slow to kick off and while I've been kicking around since the beginning there is a lot I've forgotten, so if you know of any threads you'd like to have up here shoot me a PM or post here(With a link!) once I get my reserves done.

    TEMPLATE

    Code:
    [b][url=Link to First Post]Exact Thread Title[/url][/b]
    [u]Summary[/u]
    Try to keep the summary as short as possible but some threads might just have more to summarize.

    I'll be editing things and what not quite a bit, so check back often! ;p

    Mike
    Last edited: May 10, 2013
  2. KNight

    KNight Post Master General

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    Re: Topic Index

    UNITS

    Unit Veternacy: can we skip it?
    Summary
    Talking about the effects of including Unit Veterancy, Neutrino states that he is not a fan of Veterancy.

    Regarding unit 'voices'
    Summary
    This thread covers ideas for unit voice acting and other SFX.

    Air Superiority
    Summary
    This thread talks about Air Superiority and how it might be made more interesting than who has the Most Air units.

    Idea to balance planes - Airbases
    Summary
    This thread talks about the potential use of Air Bases to limit Air unit's power.

    How to perform Carpet Bombing
    Summary
    This thread tackles new implementations of attack orders for Bombers in regards to carpet bombing.

    Obligatory navy thread
    Summary
    This thread is from during the KickStarter and deals with Naval units and in particular it's relation to land. This thread is older and as such a lot of information has been released since it was posted in so please keep that in mind.

    Submarines and Anti-Submarine Warfare
    Summary
    This thread talks about the overall balance for Submarines and their counters, as it has traditional been a stumbling point in prior games.

    Unit Ranges Vs Zoom
    Summary
    This thread aims to figure out appropriate unit ranges based on a Zoom level when Strategic Icons are not not yet present.

    Legs vs track: Style vs. Function
    This thread covers potential systems to differentiate different Movement types and thier roles in Unit creation.
    Summary

    Rethinking Air Combat
    Summary
    This thread presents a different approach to handling Air Combat in PA

    Engineers and constructor types.
    Summary
    This thread covers how engineer types can be differentiated without resorted to arbitrary limitations.

    Unit names
    Summary
    This thread deals with the naming of units and what role it plays in unit Identification and theme.

    Unit Nomenclature
    Summary
    This thread deals with differnet naming conventions for units.

    Mines
    Summary
    This thread covers mines, what role they could play in PA and how they could be implemented.

    Gunships
    Summary
    This Thread Discusses the inclusion of Gunships style units and it's potential Role in PA.

    The problem with fighter planes
    Summary
    This thread attempts to identify Problems with Air units experienced in prior PA-style games and continues on to discuss how to overcome these issues.
    Last edited: May 10, 2013
  3. KNight

    KNight Post Master General

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    Re: Topic Index

    ECONOMY

    Logistics (ammo, fuel, electricity, building materials, etc)
    Summary
    This thread talks about the addition of Logistics, primarily in terms of units but also applying to the economy in some areas.

    Should resources be tracked per planet/moon
    Summary
    This thread talks about the potential application of 'Local' economies based on Individual Planetoids, includes Poll.

    Should the game have resource limit?
    Summary
    This thread discusses the value of there being a resource limit, includes Poll.

    Another Economic Thought: matching mass and build times.
    Summary
    This Tread discusses the possibility of matching Mass and Built time in a 1:1 ratio to help make the Flow Economy Easier to learn.

    Resource system - suggestion to add rare resource types
    Summary
    This thread talks about the idea of adding adding additional resources types based on planet type/biome in order to access the most advanced units.

    Energy costing unit and building weapons
    Summary
    This thread covers possible implementations and consequences of wepons/units requiring an energy upkeep to function/fire.

    Scarcity of Natural Resources and PA
    Summary
    This thread Discusses the potential effects from implementing Limited or Diminishing returns into the Economy system.

    Extractors
    Summary
    This thread talks about Extractos and how they should be implemented in PA.

    Metal Makers
    Summary
    This thread discusses Metal Makers and thier possible Inclusion into PA.
    Last edited: May 10, 2013
  4. KNight

    KNight Post Master General

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    Re: Topic Index

    COMMANDERS

    Pay to Win?
    Summary
    This thread tackles the idea that having different commanders leads to a Pay 2 Win scheme due the Alpha, Progenitor, Theta and Custom commanders only being available to a limited number of people.

    ACU snipes
    Summary
    Talks about survival issues, solutions, and gameplay focused around the Commander.

    Keeping the commander relevant through out the game
    Summary
    An Early Thread raising concerns on how the Commander can be relevant at all stages of the game.

    What abilities should the commander have?
    Summary
    This thread is a Discussion regarding possible Commander Abilities.

    Making the Commander Late Game Viable
    Summary
    This thread covers the potential issues faced by commanders as the game goes on and units/armies get larger.

    Big crater after the commander go's nuclear (combomb)
    Summary
    This thread deals with the effects of a Commander's DeathBlast and how they can be tweaked to provide the ideal team game environment.
    Last edited: May 10, 2013
  5. KNight

    KNight Post Master General

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    Re: Topic Index

    STRUCTURES

    Modular factories
    Summary
    A proposition of modular factories, concerning an alternative for assisting and reducing "micro"

    Structure Facing
    Summary
    Discussion of whether buildings should be allowed to freely rotate when being built.

    Should Bots, Tanks and hovercraft have their own factorys?
    Summary
    This thread covers a broad range of topics, but focuses primarily on how Factories should be implemented in consideration of the multiple unit types(Bot, Tank Air Naval ect ect).

    Multiple Bays per Factory
    Summary
    This thread proposes that Factories should make use of Multiple Build Bays to remove unit roll off time as a factor in construction speeds.

    Reactive buildings
    Summary
    This thread covers potential implementations and possible issues for Reactive buildings like Solar Collectors or Pop-Up Turrets.

    Turrets and Immobility
    Summary
    This thread initially deals with the potential for mobile turrets but primarily covers how defenses achieve a given role in a game.

    USER INTERFACE

    Better Commands; specific ideas
    Summary
    This thread proposes a selection of advanced orders for the User Interface.

    How many people would like the 2D version included?
    This thread talks about potential Implementations of a 'Minimap".
    Summary

    Attack Move Command & Target Priorities
    This thread deals with the implementation of Attack Move Commanders and how they function differently due to the more Simulated nature of TA/SupCom/FA/PA.
    Summary

    How long we want the command delays to be?
    Summary
    This thread Discusses the 500ms Command Delay sound in SupCom and whether it would make a return in PA.

    GUI ~ Build Grid
    Summary
    This thread covers the uses of a build grid for use during building placement.
    Last edited: May 10, 2013
  6. KNight

    KNight Post Master General

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    Last edited: April 17, 2013
  7. KNight

    KNight Post Master General

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    Re: Topic Index

    ORBITAL LAYER

    Satellites.
    Summary
    This thread lays out a potential System for Satellites, originally stemmed from this post.

    Will the planets actually move?
    Summary
    This thread discusses the ramifications of based on the accuracy of planetary orbits and other orbital mechanics.

    Moons of Moons?
    Summary
    This thrad deals with the potential to 'nest' orbits.
    Last edited: May 10, 2013
  8. KNight

    KNight Post Master General

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    Re: Topic Index

    GLOBAL GAME MECHNICS

    Do we need tech levels?
    Summary
    A 55 page thread regard Tech Levels and going over potential applications.

    How many races?
    Summary
    A Thread from Early on regarding The potential for Multiple factions, keep in mind this thread is old and a lot of new info has come out since then.

    How many factions are there?
    Summary
    This more recent thread discusses the benefits and downfalls of the single unit pool system used for PA as opposed to factions.

    MMO Aspects such as levelling commander skills and unlocking
    Summary
    This Thread explores the option of adding Leveling and other Progression type Mechanics to PA.

    Wreckage blocking unit movement
    Summary
    This thread talks about the options for wreckage in terms on blocking Movement.

    What is the community's take on engineering towers?
    Summary
    This thread deals with Engineering Towers, akin to SupCom FA's Hive and Kennel Structures.

    where we're going, we'll need roads
    Summary
    This thread talks about possible applications of road systems to ease the transporting of units.

    Auto Repair for units and structures
    Summary
    This thread puts forth the idea of units and structures self repairing and other similar ideas.

    Auto-Repair, Better Engineer Patrols, or Neither?
    Summary
    This thread talks about a variety of ways to improve Repair and Assisting Mechanics from prior games.

    What game modes should we start with?
    Summary
    Neutrino Started this thread to Collect ideas for Game modes for Planetary Annihilation.

    Galactic Gates: A Universal Solution To Major Problems
    Summary
    This thread proposes a Galactic Gate System to address many problems such as Connecting Local Economies, Unit Transportation among others.

    Natural events that hamper your strategy
    Summary
    One of many threads proposing random events that would affect gameplay.

    Shields?
    Summary
    This thread discusses possible implementations for Shields.

    Things TA did well that SupCom didn't
    Summary
    This thread Covers the improvements brought on by Strategic Zoom and how it affects Gameplay and User Experience.

    [Suggestion] 3rd resource, command points.
    Summary
    This thread suggestions the addition of a 3rd resource, labeled Command Points, for specific purposes.

    Shell arcing
    Summary
    This Thread proposes a system when units that use ballistic weapons can always use High and Low Arc trajectories to overcome terrain.

    Handling Wreckage - The SUPER POLL
    Summary
    This thread is for discussing the various potential implementations of wreckage in PA, primarily focused on how other units interact with wreckage.

    No more: 100 engineers around a factory
    This thread Discusses the implications of large sale assisting as seen in prior games and looks for solutions.
    Summary

    Simulation: How much is too much?
    Summary
    This thread discusses Simulation and the extent it 'should' be used and it's effects on gameplay.

    Instant Death
    Summary
    In this thread the Application of 'Instant Death' within PA is Discussed.

    Non-Deterministic Combat
    Summary
    This thread discusses how combat can be made less deterministic and it's effects on gameplay.

    Building underground?
    Summary
    This thread haphazardly discusses a variety of potential applications for an Underground layer.

    Shooting Robots in the Dark
    Summary
    This thread Discusses the effects a Day/Night cycle might have on Gameplay.

    Friendly Fire
    Summary
    This thread Discusses Friendly Fire and it's place in PA.

    What if Nukes Weren't Superweapons?
    Summary
    This Thread discusses the implications of making Nukes more Common.

    The good side of Micro
    Summary
    This thread discusses the potential benefits of Micro and how select applications of it might be beneficial.

    One race = perfect balance!
    Summary
    This thread examines the effects, and questions the reasoning behind the choice by Uber to limit the game to One Unit pool shared by all players.

    Planetary Orbits?
    Summary
    This thread discusses the Possible Variations possible to PA to simulate Orbiting Bodies and their effects on gameplay.

    Discussion about vision. (if at all)
    Summary
    This thread covers some different ideas for implementing vision/Intel in general along with associated concepts for Fog of War.

    There Be Dragons: Slaying the Deathball
    Summary
    This thread deals with the infamous 'Deathball' and how it might be avoided/mitigated.

    HP to DPS Ratio
    Summary
    This thread talks about how the ratio of DPS to HP can alter the gameplay and discusses potential ratios for PA.

    Rushing
    Summary
    This thread covers the state and place of 'Rushing' in PA.

    What is the community's take on engineering towers?
    Summary
    This thread talks about the potential for Engineering/Nano towers to make a return in PA.

    Air collisions
    Summary
    This thread discusses potential ways to improve the pathfinding system for air units.

    Disconnected Oceans and the issues faced by Naval Units.
    Summary
    This thread covers potential issues for naval units will face with insufficiently large bodies of water to operate in.

    Idea: Night vision shorter then day vision?
    Summary
    This thread proposes the idea that a unit's visions and possibly other stats could be affected on a day/night cycle.

    Ideas about the Egg.
    Summary
    This thread covers potential applications for the 'Nest Egg' to help out in the early game.

    Radar, Jamming, Stealth, Cloak in PA
    This thread dicusses Potential Applications of various Intel Systems in PA.
    Summary
    Last edited: May 10, 2013
  9. KNight

    KNight Post Master General

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    Re: Topic Index

    MODDING

    Modding Requests from SupCom Modders
    Summary
    Request and comments from SupCom Modders for PA Modding.

    Modding compared with Sup Com
    Summary
    Discussion compared modding in PA to SupCom, mostly focuses on Coding Languages.

    What game modes should we start with?
    Summary
    A Dev Post asking for ideas for extra game modes that could be included within PA.

    Monetizing mods
    Summary
    this thread begins with potential systems to monetize mods and features Dev input and potential guidelines for such a system.
    Last edited: May 10, 2013
  10. KNight

    KNight Post Master General

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    Re: Topic Index

    ASSORTED

    PSA - Realism VS Awesome
    Summary
    This thread aims to educate on the complimentary nature of 'Awesome' and 'Realism' factors as opposed to them being mutually exclusive.

    PSA - PA's Aesthetic
    Summary
    This thread aims to educate on the finer aspects of PA's Aesthetic and help provide more fitting terminology.

    DLC vs Expansions - KNOW THE DETAIL!
    Summary
    This thread talks about the 'distinctions' between DLC and Expansion packs, and how they may or may not be applicable to PA.

    PA + orchestral music = honey + herring = crap
    Summary
    This thread was created on the basis that because they are recording an Orchestra the music is going to be straight up classical and is quickly shown to not be case.

    Space ships and space combat
    Summary
    This thread creates a great overview of the state of 'space' combat in the TA/SupCom/PA universe and discusses some possible implementations that work in conjuncture with the overview.

    Unstable Equilibrium Aversion topic
    Summary
    This thread proposes putting a system in place to arbitrarily keep any given player's advantage over his opponent(s) in check under the guise of providing 'even footing' for the battle.

    Ideas from Zero-K
    Summary
    This thread presents many ideas/systems from Zero-K with potential benefit to PA.

    Alpha / Beta definition
    Summary
    This thread aims to educate on what can be expected from teh Alpha/Beta phases of Game Development.

    Competitive player
    Summary
    This thread deals with several aspects concerning competitive play in PA.
    Last edited: May 10, 2013
  11. KNight

    KNight Post Master General

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    Re: Topic Index

    Okay all done! Now comes the fun part! xD

    Mike
  12. garat

    garat Cat Herder Uber Alumni

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    Re: Topic Index

    Changing to sticky for now. :) So long as people are using it/keeping it updated. Good idea, Mike!
  13. KNight

    KNight Post Master General

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    Re: Topic Index

    Thanks, yeah I've been adding a few in, at work right now so I kinda gotta sneak it in around that ;p Hopefully people can start sending in suggestions to help speed things up.

    Mike
  14. stevenside

    stevenside Member

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    Re: Topic Index

    Is there any topics about what might arrive regarding clans or factions?? could be a interesting thing to add if there is.
  15. KNight

    KNight Post Master General

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    Re: Topic Index

    it's possible, thing is from what I remember about the few times it's come up is that people are generally pretty agreeable, with this I'm hoping to focus on threads that are heavy on discussion, but if you come across and particular threads post or PM the link and I'll take a look.

    Mike
  16. nightnord

    nightnord New Member

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    Re: Topic Index

    I've got similar idea sometime ago, but I decided that thread scale is too big. A lot of threads discuss a few "hard questions" at a time. So, wouldn't it be better to have "question index"?

    Like "AI: If unit is moving towards some direction and got command to move some other direction, what shall it do while calculating new path - go in previous direction, go directly towards new target or stale?"
    Or "What is easier to balance: few small factions vs each other or one wider faction within itself?"
  17. syox

    syox Member

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    Re: Topic Index

    Nice OrangeKnight ;)
  18. KNight

    KNight Post Master General

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    Re: Topic Index

    The problem I see with that specific approach is that like you said, many threads cover topics from many angles, so you'd have the same thread appear for multiple "questions" and the list ends up being artificially long.

    I'm hoping to focus on those big discussions, because those big 10+ page threads tend to not only cover the original questions from multiple angles, they also tend to branch out to other closely related questions as well.

    It's not that I'm trying to provide answers per see, more so a reference guide, there are still things we haven't talked about yet(as hard as it might be to believe) and new ways to look at old problems, the issue is making sure something is actually new and not something we've already gone over.

    Mike
  19. Yourtime

    Yourtime Member

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    Re: Topic Index

    I like how you reserve posts for your content and then give the content after the reserved posts lol. thanks for making this.
  20. whip

    whip New Member

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    Re: Topic Index

    Very good work man!

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