Moderator: JC Denton
by icycalm » 09 Aug 2014 19:36
by icycalm » 09 Aug 2014 19:42
by icycalm » 09 Aug 2014 21:21
by icycalm » 10 Aug 2014 06:29
by infernovia » 10 Aug 2014 22:39
by infernovia » 12 Aug 2014 05:15
by Masahiro9891 » 12 Aug 2014 05:24
by infernovia » 12 Aug 2014 06:07
by infernovia » 13 Aug 2014 03:04
Streaming Economy
Planetary Annihilation’s economy system uses what’s called a “Streaming Economy.” Players have a set amount of metal and energy storage, which can be increased with the right buildings. Different buildings produce metal and energy, while building units and buildings consumes metal and energy.
While constructing things, fabricators and factories consume metal and energy. Consuming more metal and/or energy than is produced causes metal and energy storage to deplete. If the storage is depleated, the economy will “stall” and fabricators and buildings will not construct at their full speed.
Likewise, if economy buildings produce more metal and energy than is consumed, the metal and energy storage will fill up. Any excess metal or energy is discarded and cannot be recovered. Use it or lose it!
by icycalm » 13 Aug 2014 04:46
infernovia wrote:We also might use a lot more power when in combat, and not having enough energy can mean weaker units
by infernovia » 13 Aug 2014 05:40
PA Matches wrote:Description: Artillery Defense: Medium range, anti-land, and anti-ship gun
Build Cost: 1,500 metal
HP: 450
Damage
Damage: 120 DPS. 600 damage per shot. 1 shot every 5 seconds.
DPS Per Metal: .08
Splash: 300 damage, radius 12, full damage out to 6
Range: 260 meters
Projectile Velocity: 150 meters per second
Recon
Vision Radius: 100 meters
Economy
Energy Consumption: 1,000 energy per shot. 200 energy per second.
PA Matches wrote:Description: Bomber: Anti-land and anti-naval bombs
Build Cost: 180 metal
HP: 100
Damage
Damage: 1,500 DPS. 150 damage per bomb. 10 shots per second.
DPS Per Metal: 8.333
Splash: 150 damage, radius 10, full damage out to 3.5
Range: 10 meters
Projectile Velocity: 15 meters per second
Ammo Capacity: 1,000 energy capacity
Recon
Vision Radius: 200 meters
Physics
Max Speed: 75 meters per second
Acceleration: 75
Braking Rate: 20
Turn Rate: 75
Economy
Energy Consumption: 100 energy per second
Weapon Energy Consumption: 75 energy per shot
by infernovia » 13 Aug 2014 06:44
by icycalm » 15 Aug 2014 01:56
by Masahiro9891 » 15 Aug 2014 07:33
by icycalm » 25 Aug 2014 19:52
by icycalm » 29 Aug 2014 20:20
by icycalm » 31 Aug 2014 14:55
ZaphodX wrote:I'm not sure what you guys are playing on the PTE but the build we are using at PAX they do not shoot underwater and they miss a lot against air units. They don't fare well against tanks at all but are excellent hit and run raiders.
by icycalm » 06 Sep 2014 16:29
by icycalm » 07 Sep 2014 00:35
by icycalm » 07 Sep 2014 01:02
by icycalm » 07 Sep 2014 04:44
I wrote:Team games: Spawning apart vs. Megabases
Lots of people have told me and my friends to stop spawning at the same place, most recently today when we played against the Realm guys, and their advice certainly makes sense in terms of the competitive side of things. However, I want to take a moment to explain why we do this, and why we will probably keep doing this for at least a while longer.
Spawning apart makes us feel as if we are a bunch of randoms. Spawning together makes us feel like a team, where each player has his own role: in a 4v4 game usually one economy guy, one production guy and two generals.
Now, this strategy does not seem to work when we are massively outranked -- as we were with the Realm guys -- but then again no strategy can work when we have put in 100 hours into the game and they have put in 1,500. It DOES work however when we are playing with randoms or with semi-randoms (i.e. 2 of our opponents might know each other in a 4v4 game, etc.) As long as the opponents are around our own level of experience, we win a lot of matches. So I don't want to abandon this strategy that's so much more fun to us to play. I want to keep pursuing it for at least a little while longer, and maybe modifying it a little in the future (by, e.g., making forward bases or something, in order to capture more metal clumps).
I think that there HAS to be some way to make the megabase work competitively. There HAS to be some way to profit from the synergy of specialization. Maybe we are just not doing it right yet, or very effectively, but we'll keep trying.
So talk about your experiences of megabase-building, and whether you think they can work. Even if they can't work, they sure are a hell of lot of fun to make. I wouldn't mind a mod that forced everyone to spawn together, in fact. It would make for the ultimate team match setup.
by icycalm » 07 Sep 2014 16:59
by icycalm » 11 Oct 2014 05:14
by icycalm » 11 Oct 2014 08:28