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Author Topic: Planetary Annihilation: The dubiousness of expandalone patches. Also Titans.  (Read 73406 times)

Neonivek

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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.

I am actually, I personally would add four-six months onto that estimate for just Alpha.
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Sinistar

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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've never played it, but I heard TA:K is not so bad actually. It has nothing to do with original TA and is step back in some directions, but sides are supposed to be quite unique and t plays decently enough.
So I heard.

EAUBIVISION?
The sad thing is that these names actually used to MEAN something in days past...Like, quality, entertainment, GAMING.
Sad how things went down.
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Everything is an instrument if you hit it the right way.
Oh they know. Spiders are not stupid. They've just got disproportionally huge balls.

ank

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Who here bought TA:K and got sorely disappointed?
I've never played it, but I heard TA:K is not so bad actually. It has nothing to do with original TA and is step back in some directions, but sides are supposed to be quite unique and t plays decently enough.
So I heard.
[/quote]
Guess you heard wrong :)
I was a huge TA fan back then, and i got so disappointed.
but i dare you, go ahead into some of shady places on the internets and find TA:K, and tell me what you think.
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Sean Mirrsen

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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.
Well, it might be /slightly/ more sophisticated. You might be able to build things on the overmap, accumulate units and resources in order to make a better foothold on the world you are attacking next, etc, etc. Something like the Gratuitous Space Battles campaign, except hopefully without the "permanently online" part.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sinistar

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ank: well, GOG has TA:K... :D

In other news: I've showed first a bit of PA's kickstarter trailer to my sister.
She...does not like Supreme Commander. She calls it "the most boring game in the world." So when I've said to her I'll show her something from the guys that were involved in SupCom, she just rolled here eyes, saying "oh no..."



When we stopped watching at 1.40, she was all like: "...well, I would actually LIKE to play this!"
 Great job, guys. ;D
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Everything is an instrument if you hit it the right way.
Oh they know. Spiders are not stupid. They've just got disproportionally huge balls.

kaian-a-coel

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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.

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

Supreme commander does it. Each bullet/laser/whatever IS an entity. I saw a screenshot once of a nuke hitting, by pure luck, a plane among the many that were hovering above the base. And because explosions are spherical, it actually limited the damage done by the nuke to the base.
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
Sauron makes the precious.
Gollum loves and hates the precious.
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LoSboccacc

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But supcom unit won't actively engage non specific targets, when it happens is just chance.
(Same complaint I have with spring)

I have to admit that it was a bit irritating having a punisher shooting a plane and its shell landing in your base
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forsaken1111

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But supcom unit won't actively engage non specific targets, when it happens is just chance.
(Same complaint I have with spring)
They will if you use the attack-move command...
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Sirus

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Or if they're defending.
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And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Aklyon

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But supcom unit won't actively engage non specific targets, when it happens is just chance.
(Same complaint I have with spring)
They will if you use the attack-move command...
Theres an attack-move in SupCom? That would've been helpful to know.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

forsaken1111

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But supcom unit won't actively engage non specific targets, when it happens is just chance.
(Same complaint I have with spring)
They will if you use the attack-move command...
Theres an attack-move in SupCom? That would've been helpful to know.
I think it is alt-rightclick. Both SupCom1 and 2 have it.
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Neonivek

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Quote
Supreme commander does it. Each bullet/laser/whatever IS an entity.

Yeah but because the vast majority of all the weapons in the game are lasers... it is a lot less interesting then the balance and weapon variety in Total Annihilation.

I mean SURE... TA had its fair share of lasers (and many lasers were dramatically different) but SuprComa was kinda boring in that regard.

I loved seeing Artiller shells soar through the skies and seeing my units actually take strides to avoid the blast. There was genuin strategy to balancing what kinds of weapons you were using to the situation.
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LoSboccacc

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And spiders! The joy of spider to pin fast skirmisher to their death...
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Viken

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I'd love to see a vast variety of units with different attacks and styles, myself.  Everything from the awesome TA Spiders to orbital bombardment stations with solid projectiles; mass drivers, rockets, missles, lasers and whatever else could be of interest. There's no reason why there shouldn't be a variety of weapon types to go along with the units.
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"It takes being a nerd to be a dorf, and I'm more than happy to compensate."

bluejello

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The kickstarter is currently at $1,916,000, trending towards about $1,980,000.  All that is needed is more than 20k in paypal donations and the music will be in.  I believe that that when it is done it will have more than 2 million dollars, Yay.
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