New rts game revealed from the makers of planetary annihilation and titans.
What do we think?
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New rts game revealed from the makers of planetary annihilation and titans.
What do we think?
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seems like a nice concept, but i will wait to see if the finished product is any good
>seems like a nice concept
that's all of their games though
the issue is that these Black folk can't be fricking bothered to fund the game themselves. Kickstarter just doesn't work anymore. They saw that even with their last game, which had no fricking concept but a lot of ideas.
This is Factorio but with the assets of PA.
Why don't they just make PA2: Galactic Annihilation? Add some deeper strategy elements and a campaign for good measure. Get Paradox (I know) to fund you properly.
>Paradox
After they ruined Prison Architect I don't trust them to do anything anymore.
Just play Factorio instead.
>another green cum game
rts deserved death
Hyperbolic opinion, relates something immediately to sex. Yep, its a fricking coom brain redditor tourist.
this, when do this thick headed devs get through their heads that they actually need style for their games
PA was fine, if a little bland. There's a central problem that one needs to solve to make a Factory Building PvP RTS: Factories in Factorio are extremely fragile. They often grind to a halt if even a single component is destroyed. This doesn't matter in Factorio, since biters are dumb as rocks and attack the same locations over and over. A human opponent will easily target the one component of your factory that completely ruins it.
There's a reason why most competitive RTS games completely abstracted away logistics and production lines.
>Its the game's fault that people are too moronic to make redundancies
>PA devs
These people are serial scammers lmfao, it took them years to finally deliver on everything they promised from the trailers and it cost you extra for the DLC.
Even if that didn't happen, the game is probably gonna suck balls due to the devs just being fricking dogshit at actual game design. Even when fixed, PA is a pretty bad RTS game.
A redundancy in a game like that implies you have multiple lines for the same type of item. In a normal ad-hoc base that's rare, you only see that in megabases.
>>PA devs
>These people are serial scammers lmfao,
Don't forget about Human Resources either. They released the kickstarter for that like a month after dumping an unfinished PA out.
>it took them years to finally deliver on everything they promised
and it was minimum quality
>game is so good nobody wants to play it
Redundancy in a factory game usually isn't possible since half the gameplay is to figure out how to maximize throughput or just make something to begin with. If you think you have space for redundancy then instead have space for efficiency.
>anon discovers the concept of operations research and the tradeoff between efficiency and resilience
Do you want actual logistics or not?
Men of War has logistics and the result is a janky mess, but it's getting a sequel.
Strategy games need strategy, logistics can be a part of but the minutia is hardly part of strategy. More minutia makes the "Real-time" part break ( like in terra invicta).
And while you were building seven redundant belts, your opponent has built an army and is now blowing up your other bottlenecks.
In a multiplayer game you don't have any wiggle room for inefficiency. If you are building something then you plan to also use it, and if you are planning for your base to be blown up then you are planning on failing in one way or another.
Then you snipe one part of opponents factory and watch it stall
I want a fun game.
>PA was fine, if a little bland.
All they had to do is give it a really nice story and factions that actually differentiated from each other. SupCom did that and it was fun. Especially the latter part. Factions start near identically with their early tech tier but the differences between them become more and more visible as higher tech tiers are unlocked.
And not fighting on a tinyass fricking sphere. Getting gangbanged from potentially any direction is only fun for homosexuals.
If PA was capable of running planet sized planets it'd be so much better. Would probably need some faster transport options too.
You guys shouldn't think of it as planetary annihilation with belts, but factorio with combat. Multiplayer RTS is an economic dead end, and nobody cares about it. Campaigns and co-op are the only things that can make money.
Factorio with combat already exists and it's called Mindustry. And even in PvE scenarios the fragility of supply lines is a problem.
factorio with combat already exists and it's called FRICKING FACTORIO YOU STUPID Black folk
factorio combat sucks
gays cannot into Rampant AI mod.
gays cannot into mass extermination of biters on a scale worthy of Factorio.
I bet you fricking queers just ride the buggy and throw nades. Probably haven't even launched a fricking rocket. Die in a ditch.
wait can you throw nades from inside a vehicle
Factorio combat is not interesting and has no depth. You don't pick units or plan tactics. The logistics of it aren't even particularly complicated.
>PA was fine, if a little bland.
>one faction
>incredibly simplistic unit design that look like Risk pieces
>no voicelines or any sort of characterization of units
>even the maps have no character as they are just flat planes wrapped around a sphere with randomly sprinkled terrain pieces
It was extremely fricking bland, that was its biggest failing.
Hefty eco bloat, huh. I guess this is focusing on singleplayer.
Looks OK, but I would like the planets back.
>from the makers of planetary annihilation
>crowdfunded
so it will release unfinished before being unceremoniously abandoned.
No. Uber sold the game to the community.
They're going to botch it to oblivion and vanilla MP will be pure hell.
Remember Mindustry?
I just want SupCom FA in modern systems and larger.
Would be cool with big maps and a new population resource so you could build little cities that man your units.
Run FAF. Thank me later.
Sanctuary: Shattered Sun
Sanctuary: Shattered Sun is literally that. Not out yet, but progressing well.
Shitty balance. Shittier servers lmao.
Beyond all reason seems to be the only thing close.
No mega huge maps are in that game though.
It's also smaller scale but that seems to work nicely. One thing it's lacking is unit variety between factions, they're pretty much the same and the devs seem reluctant to change them too much.
>makers of planetary annihilation and titans.
That's former Cavedog/TA makers right? TA + factorio mite b cool but that style is trash.
If it's SupCom meets TAB I'm sold.
I like the concept. Wish they dropped the soulless art style tho.
part of me likes it but also I hate how flat everything is. like the lighting looks good but the unit art style and texture work leaves much to be desired.
how the hell would conveyors and complicated supply chains work in an RTS when your base is constantly getting harassed and blown up every few minutes?
Actual worthwhile defenses.
Hyper-optimized build orders and solved base layouts. If your base is copy-pasted into every match the same way, you won't lose track of what works and what got destroyed.
>lose 1 small part of factory
>leave game because its impossible to catch up
dead on arrival
>Mindustry clone but 3d
maybe/10
No clue what they're planning. I would do something along the lines of what Captain of Industry does, where each machine has logistic requests and supplies, but the trucks (logistic bots) are hard capped in number. So you need belts to produce above a certain threshold but your factory doesn't immediately die if an iron belt is broken.
That being said, Captain of Industry might not be the best example since I was never really able to build resilient factories there.
Mindustry already did it and like other posters here I don't think the combination factory builder/RTS would work all that well. The moment your production lines get touched it's probably game over and it would be even more frustrating than being raided in conventional RTS. Though I suppose in TA-style games your economy tends to violently chain react when touched too, so maybe it's not that much of a departure.
Looks and sounds like shit. From the blurbs on the website it sounds like it will just be a build up your blob and throw it at the enemy kind of game.
>only 2 factions
gross
This
One of the things that makes the upcoming for dyson sphere programs combat update less worrisome is that your factory is probably spread across several planets or in one single system. Losing a resource planet to the AI could be a pain in the ass but it certainly won't be the end of the world. Plus if you stick your important infrastructure in one area you can focus defenses instead of worrying about spreading out too much.
When your base gets breached in mindustry it's basically game over. No idea how industrial Annihilation will get around this problem without making the game stupidly easy. Nobody wants to build up their factory for 45 minutes and then watch it get nuked and fail.
Seems like it would be simple to just keep the ruined models after destruction and let repairbots fix them up.
I'm sure there will be repair buildings which just rebuild your shit once an attack ends.
I don't care for multiplayer but I always wanted a factorio with RTS unit production and orders.
>mobile game graphics
When will this trend end?
you have no fricking clue what mobile game graphics are you moronic zoomer.
Looks like a streamer game. Could work for PvE and co-op just fine, having you fumble around with production chains and conquering an increasingly more dangerous desert junkyard. Not exactly a novel concept, but combined arms and giant experimentals could carry it.
Now for competitive, it needs a drastically simplified eco aspect, basically a whole different mode, because no amount of assistance, automation and autocombat could make conveyor belts less of a chore when trying to compete, and what would be the point of having any of the gameplay aspects autoplay anyway?
It seems to be a TA type game. Having your factories destroyed in key locations is small time. Having one of your end product factories captured so it starts outputting an opponent's units is probably a larger threat.
>from the makers of planetary annihilation and titans
doa
These guys are so bad at making games. I have no faith.
>New rts game revealed
Oo cool!
>from the makers of planetary annihilation and titans.
Oh frick no... from the makers of the biggest disappointment last decade?! Im out!
might pirate it because PA was trash
I backed their Kickstarter. I have never backed another Kickstarter since.
Same.
Industrial annihilation? Lol! More like INDUSTRIAL WASTE OF FRICKING TIME!
Frick those gay devs.
What is the sui stack bros?
Funny how the team has moved to a different webpage and seemed to have divorced themselves from Uber Entertainment. I wonder if they don't want people to find out about how Human Resources flopped on Kickstarter because they burned their backers by releasing PA half-baked.
fine but i'll never forgive them for messing up the Halleys in PA so I'm not giving them any more money
This is what I wanted planetary annihilation to be, instead of a homosexual RTS clickfest
?t=79
>more stylish, streamlined and approachable
DOA lmao
they say factorio but those belts look A LOT like DSP
You implying that's not just "Factorio clone but IN SPACE"
Human Resources looked more interesting than shitty Total annihilation on a sphere
I will never play these minimalistic style games, they just look like shit
i wished for a more sober, realistic artstyle. Never liked these childish cartoony colors. Supcom 1and total annihilation to example, older rts artstyle was just more mature.
Looks cool, should've tried again with Human Resources if you ask me though, much more interesting in terms of concept.
This is going to be micromanagement hell if there is multiplayer
This game looks like it's a lego or toy one, very similar to beyond all reason. Not a big fan of that artstyle.
I liked PA for what it was but it's basically primitive now, surpassed in virtually every respect by FAF, which has itself gone to the point where there's almost nothing left really to add to the TA formula.
This just looks like a PA mod. Why would I pay for a mod to a decade-old game? The catch 22 of these kinds of games is that they're relatively easy to mod, and even amateurs can do model and texture work for new units when the models are 10 cubes and the textures are flat colour blocks. What can this """new game""" possibly offer that hasn't already been tread by some remarkably high effort mod for TA, FAF, PA, etc. across the decades.
This formula needs a fundamental paradigm shift to grow, not a new gimmick to add to the already autistically satisfying basebuilding.
Can you rez wrecks in FAF?
Is there anything else about this? The scorpion faction looks more interesting than the blue guys.
This will either be ultra harass hell where you have to micro at 4000 apm to prevent your belts from being sniped out or ultra static defense hell where each match lasts three hours because people keep templating down the fricking Maginot Line or performing godlike maneuvers and preplacing their entire early-midgame.
What flavor of imba caused people to abandon vanilla Mindustry?
Given the belts are just carrying colored boxes, I doubt they're more than just "powerlines" that carry metal, energy, what have you. Blowing them up would just mean reconnecting them and would be about the same as a row of power plants blowing up, except the belts are less expensive and faster to build. Things seem to be constructed via nanolathe in the trailer, rather than by receiving input materials, so it'll probably be possible to build things even without them being connected, in which case the lines may be an alternative to/replacement for construction bots assisting building things.