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Planetary Annihilation Faction Mod coming out soon

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7 years ago
http://www.moddb.com/mods/legion-expansion

It's amazing.
+0 / -0

7 years ago
Why do games with such shitty devs get so much support from the community? Makes 0 sense to me.
+3 / -0


7 years ago
My guess is that there is something seen as valuable or enjoyable by the community, but the devs aren't building to it, so the community works to make the game that they see could be great, rather than the mediocre one in front of them.
+1 / -0

7 years ago
That community doesn't consider them shitty. They gave them exactly what they wanted:
  • spherical map gimmick.
  • ultraporcy gameplay.
  • the WHOAH SUPER COOL explosions, planet flinging and all that hype-related crap.

If you look at the history of the TA family games, "improvement" has always been just adding more (and larger) units onto the base game.
+5 / -0
quote:
ultraporcy gameplay
Are we playing the same game here? You pork less in PA than you do in ZK 1v1.
+1 / -0
PLrankAdminSprung
As a person who played some PA I have to disagree with the ultraporcy part. You gotta stay mobile because there is 360 degree warfare going on. Unless you are staring on another planet than your enemies. Then it just becomes an eco race pretty much.

Imo the biggest problem with PA, is that its units are dull... even with the expansion which fixed some of that but only for the late game.

But genrally speaking yes all TA-like games go down the BIGGER UNITS, MORE UNITS, AWESOME EXPLOSIONS, MOOAR EVERYTHING path.
Even the first expansion got TA went that way though I fail to identify why SupCom 2 failed while Ashes of Singularity is so liked.

quote:
Are we playing the same game here? You pork less in PA than you do in ZK 1v1.

A bit sad, isn't it?
+4 / -0

7 years ago
If dull units are your problem, then the faction mod's units are definitely going to interest you more. Even the basic tank has a signature USB 3.0 gun barrel to make it look unique.
+0 / -0
quote:
Even the basic tank has a signature USB 3.0 gun barrel to make it look unique.

#hype
+1 / -0
Man, I get why PA is seen as a great achievement for map tech, but I feel like everyone is sleeping on SupCom 2's maps. Say what you like about he gameplay, that game had the best map aesthetics of any RTS. We need more kilometers-high structures and mountains in RTS games.

On topic: PA feels like a nice contrapositive for quant's rule. The units have different types, but it feels like a mush. USrankStuart98, please tell me you guys kept unit diversity and clarity of unit diversity in mind. At a glance it looks like you did, but I can't try it until next week.
+2 / -0
7 years ago
Why are the PA devs considered 'shitty'?
+0 / -0


7 years ago
Because of ingroup signalling.
+2 / -0

7 years ago
Because they took a ton of money and spewed out a half-finished product missing half the promised features, instead spending it on building hype. (Meanwhile, mavor flaunts his porsche.)

Because they are utterly incompetent at UI design.
+2 / -0
I can't think of a single promised feature that hasn't been delivered other than expanded Galactic War stuff.

@shadowfury333 Yes, unit diversity has very much been kept in mind. We'll have a unit guide out on Monday if all goes well so that you can see for yourself.
+0 / -0
7 years ago
They indeed delivered all of the promised features to the kickstarters. Its a common myth going over the internet mostly caused by the terribly buggy, unfinished, laggy piece of garbage state it was released in and the fact that the game didn't turn out too good either. It was a massively overhyped mess that made many people angry. Then they went silent for the next 2 months after the launch and came back with a patch that fixed some things and a kickstarter announcment for Human Resources, their new game. It infuriated people and rightly so. Over time they fixed stuff and the game turned a OK (even without titans).

General problem is that its not a very good game and just delivering the promised features wasn't enough.
+0 / -0

7 years ago
quote:
Then they went silent for the next 2 months after the launch and came back with a patch that fixed some things and a kickstarter announcment for Human Resources, their new game. It infuriated people and rightly so. Over time they fixed stuff and the game turned a OK

This. I wouldn't mind if the game was crap and that was the whole story. There are multiple reasons to honestly try but still fail. But the PA devs:
  • made the HR KS before proper PA maintenance. Look who couldn't care less about quality and just wants suckers to throw more money.
  • claimed they were competent (both directly saying that, and through the extreme hype buildup). Good at making people throw money at you, but now you have no excuse to fail.
  • keep using kickstarter. You can fool people once, but afterwards it becomes obvious it's just a way to get people to pay before they can actually see the product done because you know beforehand the product is gonna be crap.
  • made Titans have stuff that belongs to the base game. If tutorials and such are in the expansion, then you are effectively forcing people to buy both.

The PA development took basically the greediest path possible. Maximize profit early through KS, give people an overhyped piece of crap, then attempt to disregard costly maintenance by moving onto another project, rinse & repeat. This is what makes these people shitty. They only went back to working on PA because it became obvious they won't get another free burst of cash from the HR KS so PA was left as their main source of sustenance. Immediately after they managed to rebuild enough trust, they milked people again through Titans.
+2 / -0


7 years ago
Does the mod have a good UI? Has the development of the minimap widget reached the point where it is fast and easy to use?
+0 / -0
Skasi
quote:
We need more kilometers-high structures and mountains in RTS games.

Pls no. That makes for awful gameplay. (1, 2)
+0 / -0


7 years ago
I think they want structures and mountains as offmap eyecandy. The offmap can look like a Demigod backgorund while the playable map is a bunch of plateaus and ramps.
+0 / -0

7 years ago
I'm getting the impression that "kilometer-high structures" (and chasms) are great... except when your game features terraforming!
+0 / -0


7 years ago
Perhaps more generally those structures look great unless your game involves interacting with terrain. Spider, jumpjets and even projectile ballistics tend to interact poorly with really large terrain variation.
+2 / -0
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