Yall are gonna think I'm bloody insane for suggesting this, but I was wondering if we could "ceilinged" battles. (Before you cry "it can't be done because you'd need to be able to seamlessly pull away from the battle into orbital view," it can be done with a little modification to the icons to account for ceilinged units, as well as make the "wall" easily see through and camera passthrough) A few examples: 1 a cavernous planet which would potentially render high arc type weapons like artillery from being effective depending on the height of the cavern ceiling. 2 an ocean which contains multiple caverns underneath the sea floor, could provide an entirely new level of strategy as well as provide the possibility of new undersea units designed for deepwater combat with the ability to combat naval (and vice versa) Any thoughts? Please be objective with your comments
This is somewhat already somewhat supported by the game: (Warning: Language, when ZaphodX sees the map for the first time )
Not they I don't like the crazy maps, but PA has already so much multi-tasking involved that another layer would be another step making the game even more complicated to handle.
I think caverns etc will be a problem with visibility, if somebody hides their commander in such a cavern, it is almost unreachable for the other player. So I don't think it will be that a good idea.
Guest made a map called Conundrum's Crossing that you might be interested in. It is in the LoC:The Arena Tournament Map Pack on PAMM
yeah I was going to whip out that video as well. this is a fantastic idea. I know I would have a ton of fun with this.
Nice video, but it's currently not user friendly. And I mean cavernous maps as in they are completely underground. In terms of visibility, I have a very easy way to allow quick realization of wether a unit is under ground or not, which would be a simple modification of the unit symbol. For every unit that is underground, you get a ring that surrounds their icon (underground being determined by: is there planetary terrain directly above their head?) For the commander icon, this would make this very quick to distinguish. It's not like you would be forced to play these types of maps, it just gives people more variety. No one likes a game that seems repetitive.
Not just underwater, but deep sea caverns as well. I think it would make for some interesting battles. In hindsight, it would also provide a type of passive immunity to being nuked.
7 seven votes no... But no explanation as to why they voted for no....... Only 2 people to explain there thoughts, with very weak reasons too. This makes me sad
pure underwaterbattles and gameplay to me would be almost the same as orbital play on a much more limited area ... so no thx ...
Waaaayyyyyy too much work would have to go into making terrain features form like that for what i would consider very little benefit, you'd basically have to completely rebuild the UI to handle it. As a counter proposal for more interesting maps, dropping the scale of all units down, and maybe the CSG up slightly would make for far more interesting maps with far less effort, suddenly those desert ruins can be walked into and used as natural walls and cover, suddenly flooded ravines become rivers that boats can sail into, I think that'd be a much cheaper way of increasing interesting terrain diversity without adding yet another layer of combat, that is even less relevant (because orbital is the 'gateway' layer between planets at least) and wouldn't be very nice at all to manage based on the current UI.