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Neutrino just brought down the hammer on automation in PA

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Forum user:
quote:
This is terrible gameplay. It's forcing the player to react to an inadequacy in the user interface. I shouldn't have to fight the user interface; this isn't 1990's computer gaming anymore. I want to fight my opponent.
Neutrinos(lead developer) response:
quote:
What you are effectively asking for is the ability to program your unit responses before events happen.

Anyway, I've made myself pretty clear on this issue. I think dealing with the economy in real time is an important part of the game, not something to be automated away. We can agree to disagree.


Neutrinos response about build priorities:
quote:
Sorry, people have been harping on this priority stuff for a while now and I'm getting sick of the topic. It's not happening, I don't think it's a good choice for the game.


And I hoped PA would break new ground on automation and scripting. :/
But I still have some hope... Maybe mods will implement more scripting that will become implemented in PA later.
+0 / -0
11 years ago
Links?
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11 years ago
First response:
http://forums.uberent.com/forums/viewtopic.php?f=61&t=44173&start=210

Second:
http://forums.uberent.com/forums/viewtopic.php?f=61&t=44400&start=10
+0 / -0


11 years ago
Their loss I suppose.
+0 / -0

11 years ago
Oh well, we still get to be a better game then.
+1 / -0
11 years ago
waaaaait... there wont be any real automation in PA

with a game that is interplanatary scale, with ground units?

yay porc war heaven/superweapon spam yard!!!
+0 / -0
They clearly don't want complex economy with AI, instead, 'dumb down' economy without AI.

This is like supcom2?
+0 / -0
11 years ago
Maybe the game design is good enough that many widgets and whatnot are not needed.
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11 years ago
err, lets say you own 2 planets, but your enemy has bases and is attacking both of them at the same time.

without widgets, you are pretymuch fucked (if there are 2 seperate players attacking you)
+0 / -0
The game probably dont have that kind of complexity. :)

Which is not fun! :(
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11 years ago
neutrino wrote:
Just to be clear, if we are playing the game and the community really thinks we need a priority system then we'll try it. Everything is subject to alpha/beta feedback from the real world.
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11 years ago
This idea just comes straight from Zero-K though doesn't it? I like that a lot. Has the community really just seized on the idea of Zero-K's mechanics? It's a shame they don't actually play our game in the mean time.
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Skasi
11 years ago
Please stop this. I am getting tired of people expecting more from highly commercial games and I am getting tired of people advertising PA in Zero-K.
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I really worried about advertising ZK in PA.
We don't know if the dev will become annoyed or something and start become enemy.
+0 / -0

11 years ago
You are just an enthusiastic player. I don't even know what them being our 'enemies' would entail.
+0 / -0
What if they take Licho, Googlefrog, KingRaptor, and Saktoth to their team! what happen to ZK now!
This is super scary!
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Skasi
quote:
and start become enemy

He already is! This just in:
+0 / -0
So I start a debate with neutrino.
http://forums.uberent.com/forums/viewtopic.php?f=61&t=44173&start=230
Perhaps you guys could persuade him to some degree, I'm not really good at debating in english.
+0 / -0
What's going on? They don't like the unit AI that Zero-K uses? The simple auto-skirmishes and so forth?

I don't understand their economy system. Energy is a resource, but also a storage? Builders use their own metal production to build? What?
+0 / -0
11 years ago
Its kinda similar to Zero-K.

Instead of saying that a unit cost X metal + Y energy build they say that that the unit cost x metal while the amount of energy varies on the construction unit.

Say you have a factory that produces at 10 metal per second and drains 10 energy. You can assist that factory with engineers that drain 5 metal per second while draining 15 energy for example.
The unit get built at 15 metal per second while the energy cost depends on the units constructing it.
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