Planetary Supremacy Ideas and Feedback
Posted: Mon Aug 08, 2022 11:48 pm
Just tried out the Planetary Supremacy preview and it looks promising. I love the thought and detail the Dev team has done for this game.
For example, I laughed the first time a giant skull clunked against my Land Speeder and rolled away when I was over-watched by the Korne Cannon (whatever it's called) - so fun!
I recognize this is a preview and so I suspect things like not going up landing pad ramps or accessing trenches probably is something that will happen in the future. Some other poster's have mentioned the terrain doesn't provide cover bonuses but they do - I think some players might not be ware that some of the Necron troops have special targeting that negates it.
I love how the battles have a certain threshold of troops to kill to win the battle. It has affected the way I play as I'll retreat nearly dead squads to avoid giving points to my opponent and I've sometimes targeted higher value targets to get over the threshold.
I like the current army selection mechanics. Most troops are available but special one's like librarians and tech priests have to be earned.
Here are some thoughts and suggestions:
1) The tile setup reminds me of Catan which is a great concept.
Additional tile types:
"Impassible terrain"
"Rivers"
"Forests" to make additional tactics possible
Tile rewards like collecting certain types to earn fortification mods.
Special tiles:
"abandoned requisition" where you could find a random faction's gear and equip a unit with these exotic or rare weapons to your army.
"seige" tile where you have to invade a fortress
"feral" tile native animals and heavy vegetation. This could be an alternative to Impassible terrain so you have to decide if it's worth the risk or just go the long way around the tile.
2) Another post suggested influences from the game of Risk. I agree. After each tile is taken you must leave at least 1 unit behind to garrison the tile -something like that.
3) My favourite edition of the tabletop game was 2nd edition because it allowed so much customization. Customization could be earned via tile rewards or as a perk after reaching a certain veterancy in the campaign - like getting access to special equipment if a unit reaches 5th, 8th, and 10th ranks. I know in later editions of 40K they made certain grenade types race specific but in war there's always capturing or getting contraband so I'd like the choice to be buying or finding rare types of loot like haywire, anti-plant, tangle grenades, vortex grenades, stasis, hallucinogen, pyk-out, blind, rad.
5) I'd like the battle maps to be zoomed out a bit so it's faster to select units across the board.
6) Not sure about the initial battle setups because I tend to "turtle" the first few turns until I know where the enemy is. Ah! Battle scanners should be a wargear item to allow for tactical advantage during setup - maybe an increased radius or allowing you to scan an area on the map.
7) Another poster mentioned narratives to the random campaigns. I'd like to see a theme, story or different narrative as well.
* Capture critical tiles in x turns (aka take and hold / king of the hill)
* Land grab - most tiles by the end of x turns
Keep up the great work!
For example, I laughed the first time a giant skull clunked against my Land Speeder and rolled away when I was over-watched by the Korne Cannon (whatever it's called) - so fun!
I recognize this is a preview and so I suspect things like not going up landing pad ramps or accessing trenches probably is something that will happen in the future. Some other poster's have mentioned the terrain doesn't provide cover bonuses but they do - I think some players might not be ware that some of the Necron troops have special targeting that negates it.
I love how the battles have a certain threshold of troops to kill to win the battle. It has affected the way I play as I'll retreat nearly dead squads to avoid giving points to my opponent and I've sometimes targeted higher value targets to get over the threshold.
I like the current army selection mechanics. Most troops are available but special one's like librarians and tech priests have to be earned.
Here are some thoughts and suggestions:
1) The tile setup reminds me of Catan which is a great concept.
Additional tile types:
"Impassible terrain"
"Rivers"
"Forests" to make additional tactics possible
Tile rewards like collecting certain types to earn fortification mods.
Special tiles:
"abandoned requisition" where you could find a random faction's gear and equip a unit with these exotic or rare weapons to your army.
"seige" tile where you have to invade a fortress
"feral" tile native animals and heavy vegetation. This could be an alternative to Impassible terrain so you have to decide if it's worth the risk or just go the long way around the tile.
2) Another post suggested influences from the game of Risk. I agree. After each tile is taken you must leave at least 1 unit behind to garrison the tile -something like that.
3) My favourite edition of the tabletop game was 2nd edition because it allowed so much customization. Customization could be earned via tile rewards or as a perk after reaching a certain veterancy in the campaign - like getting access to special equipment if a unit reaches 5th, 8th, and 10th ranks. I know in later editions of 40K they made certain grenade types race specific but in war there's always capturing or getting contraband so I'd like the choice to be buying or finding rare types of loot like haywire, anti-plant, tangle grenades, vortex grenades, stasis, hallucinogen, pyk-out, blind, rad.
5) I'd like the battle maps to be zoomed out a bit so it's faster to select units across the board.
6) Not sure about the initial battle setups because I tend to "turtle" the first few turns until I know where the enemy is. Ah! Battle scanners should be a wargear item to allow for tactical advantage during setup - maybe an increased radius or allowing you to scan an area on the map.
7) Another poster mentioned narratives to the random campaigns. I'd like to see a theme, story or different narrative as well.
* Capture critical tiles in x turns (aka take and hold / king of the hill)
* Land grab - most tiles by the end of x turns
Keep up the great work!