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Unread 19 Aug 2008, 07:08   #1
Alezzar
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Airports

I was always wondering from where does ships launch, there is no airport as construction in that game? Or is it part of those factories? In both ways i dont like it. And here is my idea:

Make a construction called Airport, without it you cant launch any fleets. So all players will have to build it till first 72 ticks to attack.
The funny part is Structure Killers, if they destroy your Airport(you can ofc have more then one) you will have to build new one, else you wont be able to attack. This thing makes SKs even more useful, cuz they can block some planet from launching for next 6-7-8 ticks till the new airport is ready.

Second part of my suggestion is about those SKs. Why they dont have priority? For example, when you launch fleet with SKs you have to set your main targets from all constructions list. Best is too main targets(for exp: Finance Centre and Airport). If that planet has Airport it will be destroyed right after FC. Ofcourse there is a chance planet you attacking has no FCs and then Airport will go firstly. Usually commanders in battles tell their units what construction they have to destroy firstly.

Waiting for opinions.
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Unread 19 Aug 2008, 07:11   #2
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Re: Airports

No, maybe something with the airport idea but in my opinion it just calls for bashing the shit out of someones ports until they cant run. Then send in the ziks who just steal a fleet which cant be moved.

choosing what they hit? Structure killers are ****ing annoying enough let alone if someone decides they just want to cripple something. Im very anti structure killers as it is, let alone seeing them made better..


ps i forgot to say, No and No..

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Unread 19 Aug 2008, 07:12   #3
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Re: Airports

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Originally Posted by Benneh View Post
No, maybe something with the airport idea but in my opinion it just calls for bashing the shit out of someones ports until they cant run. Then send in the ziks who just steal a fleet which cant be moved.
That might make me want to play again.
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Unread 19 Aug 2008, 07:13   #4
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Re: Airports

Yeah, its really shitty, but its not normal that your boss cant decide which structures to kill firstly. its quite unlogical. Its like sending attack fleet to one gal, but being unable to choose which planet.

Noob bashing thing: Maybe you could be only able to run your fleet when attacked, even without airport. Thats an idea, it can be changed. But basics are: Airport construction and SK priority
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Unread 19 Aug 2008, 07:14   #5
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Re: Airports

But whats normal about this game once again?
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Unread 19 Aug 2008, 07:17   #6
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Re: Airports

Well, thats could be unanswered question.... Too many things are made without any logic, that are two of them...which piss me since im playing PA
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Unread 19 Aug 2008, 08:05   #7
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Re: Airports

If your looking for a RL scenario, civilian ships would launch from an airport.

Military ships would launch from many bases of operation all over your planet, not one single base, meaning that you would have to build multiple bases.
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Unread 19 Aug 2008, 08:13   #8
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Re: Airports

if this game had to work like it would in "real life" then every ship should be able to hit every other ship, EMP should be disabling your own/your co-attackers ships as well, scans couldn't possibly be instantaneous, your fleets would automatically start trying to run/retreat if they're getting slaughtered, etc. etc. etc. also, they wouldn't be called airports, we're launching spaceships, not airplanes. Also what happens if you have a returning fleet with no airports? do they have to stay in pre-launch?

targeted SKs would be too deadly. And sure you can argue that they should be able to pick their target, but in the middle of a huge space ship fight, (if the target didnt run their fleet) i don't think they'd have time to carefully pick through and select buildings on a planet, they attack whatever they could the get the hell out of there.

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Unread 19 Aug 2008, 08:33   #9
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Re: Airports

Lets instead spend time on removing covops!
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Unread 19 Aug 2008, 10:22   #10
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Re: Airports

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Lets instead spend time on removing covops!
Couldn't agree more.
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Unread 19 Aug 2008, 11:57   #11
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Re: Airports

@Megatron: Basically its science-fiction game, so we are not seeking REAL LIFE things. Id rather see logically added airport/base etc, from where those ships should launch/get back. Also it will make game more interesting, with some options in it.

@Ronin: Yeah, I agree. But its not really much time to make that...Best is to test that in next speedgame.
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Unread 19 Aug 2008, 12:20   #12
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Re: Airports

You'll need a barracks and to produce pilots at an academy of some sort. Also you will need to research teleportation for ziks as they need to board ships. Need to research harmonics so cath dont hit their own ships.

This is a game...set in space, does that seem like a current day scenario to you?
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Unread 19 Aug 2008, 12:33   #13
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Re: Airports

Can we please ignore the "realism" part of the argument and focus on the game mechanical aspects?
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Unread 19 Aug 2008, 13:46   #14
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Re: Airports

we need to research 'internet connection' and have a tech tree including Windows, Mac OS and Linux...
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Unread 19 Aug 2008, 17:20   #15
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Re: Airports

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we need to research 'internet connection' and have a tech tree including Windows, Mac OS and Linux...
nah bill gates/steve jobs/al gore already did the reserach for us
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Unread 19 Aug 2008, 20:23   #16
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Re: Airports

For the record it should be a spaceport not an airport. And while I am at it I don't see this as a positive feature for the game, not unless the game is going to have some serious structural changes to fit more in line with a MOO2 outlook.
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Unread 19 Aug 2008, 20:43   #17
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Re: Airports

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Originally Posted by Alezzar View Post
Well, thats could be unanswered question.... Too many things are made without any logic, that are two of them...which piss me since im playing PA
Which is why i wanted the community to take more part in the changes, and make the game more smooth and logical then it is today.
read it under the thread i called "involve the playerbase in changes"

im thinking of making changes to every piece of the game so it appears as good and logical as possible to new players (and a nice change for old players)
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Unread 19 Aug 2008, 21:30   #18
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Re: Airports

i cba to read the replys so this may hv been said.
My understanding of it was that the factorys arent buildings on ur planet but floating space stations... like in star trek... so the ships just fly out of them and off they go... granted this dusnt explain why SK's can target them but oh well so much has been lost since the original concept that ive no fckin idea nemore
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Unread 19 Aug 2008, 22:05   #19
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Re: Airports

sounds like a good idea. we should have airports to launch ships, training camps to train pilots, population can give birth to children which need hospitals to be born in, schools or daycares to grow up in, houses for those families to live in so we can build those too, but the most important structure of all should be bathrooms.
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Unread 20 Aug 2008, 02:24   #20
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Re: Airports

Ships stay in space, they don't land on a planet... they do have a Base, it must be a big structure orbiting your planet, too big for any ship to target, though ships staying at base can be killed.
Now if you want to introduce a new kind of ship to target the base why not, it could disable a fleet slot, delay/cancel the launch of prelaunched fleets.
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Unread 21 Aug 2008, 18:28   #21
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Re: Airports

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Originally Posted by Zaejii View Post
but the most important structure of all should be bathrooms.
Like toilets on battleships?
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Unread 21 Aug 2008, 19:22   #22
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Re: Airports

I think an issue with this suggestion is that as we have different factory units we'd also have to have different airport, or perhaps more appropriately starport, units.

So for example fi and cov would work with any kind of starport, but larger units would only work with larger starports.

Starports could perhaps then give a bonus to ship build time or some other factor but I'm not sure I like the situation where if your starports were destroyed your ships were effectively stuck at your planet, nor if it would work with something like pre-launch.

We're also looking at ways to simplify the game in certain areas and adding further units you need to build before being able to attack or defend other planets might have a negative impact on the gameplay which already requires you to wait 3 days before getting stuck in.

Note these are just my thoughts, not any official standpoint.
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Unread 22 Aug 2008, 08:26   #23
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Re: Airports

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Originally Posted by Zaejii View Post
sounds like a good idea. we should have airports to launch ships, training camps to train pilots, population can give birth to children which need hospitals to be born in, schools or daycares to grow up in, houses for those families to live in so we can build those too, but the most important structure of all should be bathrooms.
come play tc, even tho I sense a sarcasm :/
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Unread 22 Aug 2008, 08:36   #24
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Re: Airports

First of all I hate the constructions, they are damn annoying to build (requires extra clicking, which in long run comes annoying) and they add from little to non tactics to the game.

rather make the constructions some prosentical thing u can change to get the features and bonuses u need.

about the airport system, it just makes the game more complicated, basicly we can add lots of constructions that u need to make to get access to something, but that basicly brings us back to the generation of research, construction as it used to be.

how ever, if we wana target structures (which I am not sure is a good thing to kill peoples developement) then there should be more ways to target them and with some logick involved as u suggested.
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Unread 22 Aug 2008, 09:18   #25
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Re: Airports

Little to no tactics?

You mean go dist-heavy, or make lots of finance centres, or go dict so you don't need that many sec centres, or don't go dict so you can normally build less other buildings cause u need sec centres. Or lots of facs for fast prod, or jsut a few but get more inc or whatever.

Just what do you mean they add no tactics?
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Unread 23 Aug 2008, 03:15   #26
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Re: Airports

whats tc? pm it if ya have to lol
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Unread 23 Aug 2008, 05:23   #27
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Re: Airports

The Colonies (PA clone)

was created by Beachy during the time PA went p2p, the movement and new players got there around 1,5-2K players at peak time, but its been long running with less.

The developement was a bit buggy at early stage, which didnt make the players stick around, but that developement also got it long to be one of the best featured games out there, it still competed others even the dev stopped for a good period of time, untill recently when there are some active admins and coders again to improve the game.

+ more realistic with population included
+ moveable ground units
+ more intensive, not as slow
+ one of the best and most respectfull opponents I faced during these 8 years I been around
+ good features
+ free game
- less players
- (+) the dev team has mostly focused on fixing flaws for now, but there are good plans for the future aswell.
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Unread 23 Aug 2008, 05:53   #28
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Re: Airports

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First of all I hate the constructions, they are damn annoying to build (requires extra clicking, which in long run comes annoying) and they add from little to non tactics to the game.

i'm sorry but unless thiat is just awful sarcasm, it would appear you've never played planetarion before
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Unread 23 Aug 2008, 10:38   #29
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Re: Airports

weather I build resource boosters or blockers vs covert-ops, its meaningless. It would be ok if I didnt have to click new buildings to make each time I login.

make it like population so u can set what u want to put your focus on.
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