What's missing, and how can we help?

Discussion in 'Planetary Annihilation General Discussion' started by carn1x, October 26, 2014.

  1. carn1x

    carn1x Active Member

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    There's obviously a ton of expectation and desired features and fixes from the community. A major issue is balance of course. Is Uber's delaying on the balance front based around the fact that it will just be a task they need to constantly repeat over and over as features as features are added and bugs fixed? If so, I don't blame them for delaying, they have a budget to manage.

    Perhaps some sort of community outsourcing program or competition or voting would be useful to source things like Art, Balance, other (?) changes that really take the strain off Uber and allow them to concentrate on the parts really only they can take care of, whilst really bolstering the mod community which I really think is a vital part of this games survivability.

    It's still Uber's baby but the number of balance mods show that the community is really trying, but I don't see much coordination between devs and modders, which would be fine if the game was done and dusted, but instead there's a real opportunity here for the game to make some faster progress than just leaning on the devs would allow.
    emraldis likes this.
  2. Geers

    Geers Post Master General

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    I've noticed a disturbing lack of giant sandworms interesting orbital units.
  3. mered4

    mered4 Post Master General

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    :D
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  4. SolitaryCheese

    SolitaryCheese Post Master General

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    We also need shields balanced and fun naval combat.
    ArchieBuld, igncom1, cmdandy and 4 others like this.
  5. LeadfootSlim

    LeadfootSlim Well-Known Member

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    The best thing we can do is convert the nonbelievers to the Cult of Annihilation... because reviewers are plebes who can't handle spherical maps and/or, more seriously, aren't diehard fanboys like us willing to overlook or forgive some of the game's flaws, on the basis that we assume they're either temporary or not that bad.
  6. Gerfand

    Gerfand Active Member

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    well one thing that is missing is the intel from SupCom.
  7. igncom1

    igncom1 Post Master General

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    We do have radar.
  8. squishypon3

    squishypon3 Post Master General

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    Supcom has more than just radar, but it all became void when everyone had t3 radar...

    Omni-sensor array ruined it.
  9. igncom1

    igncom1 Post Master General

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    Other then the stealth and cloaking things

    No it really did just have radar and a fancy UI.
  10. squishypon3

    squishypon3 Post Master General

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    Actually Intel acted quite different in Supcom, units on radar initially appeared as just blips until you had visual, which after they'd show up as icons until they got out of radar range, or you got another visual and it was different. (Same with buildings)

    PA doesn't work like that, sadly. :(
    carn1x likes this.
  11. igncom1

    igncom1 Post Master General

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    Other then the reviled units icons, it works just like that.
  12. cola_colin

    cola_colin Moderator Alumni

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    I'd guess the "remember icons once seen" (for structures even after they are out of radar and vision range) is just a missing feature right now, not a gameplay decision.
  13. Gerfand

    Gerfand Active Member

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    what I mean is not radar, this is from TA, but the Intel conservation from supcom, so after you scout you don't lose your intel!
  14. igncom1

    igncom1 Post Master General

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    You can still see the buildings that you spot, it's just the radar doesn't keep the unit icons of identified units.
  15. squishypon3

    squishypon3 Post Master General

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    It'd be nice if it kept a unit icons, and building icons as well until you rescouted, or they left your radar range.
  16. Gerfand

    Gerfand Active Member

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    not only building but units that are in radar range(if they go out of the same you loose the intel like in SupCom)
    carn1x likes this.

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