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Author Topic: Planetary Annihilation: The dubiousness of expandalone patches. Also Titans.  (Read 73404 times)

FritzPL

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*coughcough*EAubisoft*coughcough*

Aklyon

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*coughcough*EAubisoftactivision*coughcough*
You missed one ;)
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Crystalline (SG)
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forsaken1111

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EAUBIVISION?
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sambojin

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I'm just saying that there's a fair few of these guys that probably deserve that last, unmentioned, stretch goal. There's no doubt they can make a good game. If it takes time, it takes time. They'll at least know how much money they've got to play with and set up a reasonable timeframe for releasing the game.

Timeframe, not pre-determined and then repeatedly altered release date. Not a budget that gets changed because a marketing guru in a company unrelated to your's thought he knew "the next big thing" (he was wrong btw). Just a good game in a reasonable timeframe with a budget they can work with.

Then release and sales.

Then the last stretch goal: "Now they all buy (insert game team member's expensive thing of choice)."

Or make another highly profitable game for a studio they like working for. Rarer things have happened.

I'd love to see the doco, then the follow-up of it, to see what happened 6-9 months after PA went on sale.
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It's a game. Have fun.

ank

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The question is not if they have people that worked on TA,
i'd rather know if don't have people who worked on TA:Kingdoms.
What a horrible horrible game...
Who here bought TA:K and got sorely disappointed?
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Neonivek

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The question is not if they have people that worked on TA,
i'd rather know if don't have people who worked on TA:Kingdoms.
What a horrible horrible game...
Who here bought TA:K and got sorely disappointed?

I never touched it but even I don't know what the heck they were thinking.

The original Total Annihilation was so unique for many reasons, but hereis one that I NEVER see in any RTS even today... your units could DODGE!
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darkrider2

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EAUBIVISION?

*shudder* happy thoughts happy thoughts happy thoughts ITS NOT THERE IF YOU DON'T LOOK. MAKE IT GO AWAY.
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Shades

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The original Total Annihilation was so unique for many reasons, but hereis one that I NEVER see in any RTS even today... your units could DODGE!

RTS games tend to avoid randomness* (as randomness reduces the impact of player ability and so is less useful for vs games). Automatic dodge is pretty much always a random thing.

Player driven dodging is a different matter and most RTSs have that already, generally it's down to micoing at that point.


*Some RTS games do have randomised chances to hit and damage, but for those you could argue they include dodge in that random chance anyway.
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forsaken1111

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The original Total Annihilation was so unique for many reasons, but hereis one that I NEVER see in any RTS even today... your units could DODGE!

RTS games tend to avoid randomness* (as randomness reduces the impact of player ability and so is less useful for vs games). Automatic dodge is pretty much always a random thing.

Player driven dodging is a different matter and most RTSs have that already, generally it's down to micoing at that point.


*Some RTS games do have randomised chances to hit and damage, but for those you could argue they include dodge in that random chance anyway.
I think by dodge he meant that projectiles were simulation-based, not hitscan or % chance to hit. Your units would fire a real projectile which could hit or miss, rather than the system Dawn of War 2 uses where a fancy particle effect plays and then damage is done to a unit.
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ank

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And almost every unit in TA could at least try to hit any other units... artillery had a small chance of killing aircraft, bombers could hit fighters passing below them.
Lot's of units had projectile based attacks so the move speed of a unit was a very important defensive measure.
And small, fast, close ranged units had a chance to work, as their fallen brethren formed at wall that they could hide against while advancing.

Oh i loved that game so much!
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LoSboccacc

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It was awesome to see battleship give a snap shot to a bomber flock and hit one because of luck, maybe not even the one it was aimed just because of luck
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inteuniso

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While I am hugely excited about this game, I'm worried about feature bloat and whether they can accomplish this. Multiple planets/satellites on a single map? naval battles with realistic water physics? Orbital installations? Metal and lava planets? Furthermore, a metacampaign where you can wage battle across multiple maps. Sounds awesome, but I'm not sure if it can be done within a reasonable amount of time.
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Neonivek

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While I am hugely excited about this game, I'm worried about feature bloat and whether they can accomplish this. Multiple planets/satellites on a single map? naval battles with realistic water physics? Orbital installations? Metal and lava planets? Furthermore, a metacampaign where you can wage battle across multiple maps. Sounds awesome, but I'm not sure if it can be done within a reasonable amount of time.

Galactic War is a LOT more simple then it seems at first glance.

All it really is, is an entire map (like a continent map) similar to any ordinary campaign. Where each tile is essentially a map/battle and winning a planet gives you an advantage in another.

The Galaxy mode itself is very easy to do. It is the other mechanics required to pull it off (Randomised battle maps) that are a bit more tricky.
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forsaken1111

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Realistically, I don't expect to see even a workable alpha of this for 6-8 months.
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Scelly9

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Realistically, I don't expect to see even a workable alpha of this for 6-8 months.
To be honest, if this thing is even half of what I hope, that will be perfectly fine.
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