So I didn't see a thread on this game yet but I reckon it deserves one!
One of the designers of Total Annihilation has decided to make a spiritual successor to Total Annihilation, funded through kickstarter!
A few quotes from their kickstarter page:
We all know that the RTS genre has taken a hit. There just aren’t that many quality original RTS games coming out. If you love to play games like Total Annihilation your options are pretty limited. This is where Planetary Annihilation comes in. It is meant to be a truly innovative spin on what RTS games can and should be.Expand your empire to harness the resources of entire solar systems to create vast armies with which to annihilate enemy planets, destroy rival systems and win the Galactic War!A list of requested and confirmed/denied features:Let’s face it, game publishers today want sequels in very restrictive genres. In many cases game publisher overhead makes small projects not interesting to them.
{B} = Suggestion
{R} = Will not be present
{O} = Acknowledged, but unconfirmed
{Y} = Stretch goal
{G} = Confirmed
Paramount:
{G} Jon Mavor crunching for a solid year: #1
Essential:
{G} Order queueing: #1
{G} Planetary annihilation, KEW: #1 #2
{G} Zoom support (extensive strategic zoom, etc): #1 #2
Important:
{G} AI for skirmishes, with different types: #1 #2
{G} Assassination game mode: #1
{G} Asynchronous network model: #1 #2 #3
{G} Gravity wells, and modelled planet gravity: #1 #2
{G} Joining games mid-way (saves / mega-games / etc): #1
{G} LAN play: #1
{G} Mapmaking support (and saving procedurally generated planets): #1 #2 #3
{G} Matchmaking: #1 #2
{G} Mega-games (40 player event matches, etc): #1
{G} Mod support: #1 #2
{G} Multi-threading, multi-core support: #1
{G} Offline play: #1
{G} Rate based (streaming) resource system: #1 #2
{G} Reconnection: #1
{G} Spectator/replay UI: #1
{G} Teleportation and long distance travel: #1
{O} Saving and loading in multiplayer games: #1
{O} Transports: #1 #2
{B} Chat lobbies in-game
Would be nice:
{G} Announcer (original Total Annihilation announcer): #1
{G} D-Gun: #1 #2
{G} Defensive structures: #1
{G} Large/huge planets: #1 #2
{G} Linux support: #1 #2
{G} Mac OS X support: #1
{G} Multiple monitor support (with multiple viewports): #1
{G} Orchestral soundtrack: #1 #2
{G} Pathfinding (advanced, flow based, etc): #1
{G} Procedural planet generation: #1
{G} Realtime bullet simulation: #1
{G} Scalability (huge maps and LOD depending on computer power): #1 #2 #3
{G} Shared unit control: #1 #2
{G} Starting units still useful in lategame: #1
{G} Terrain deformation, burning trees: #1 #2 #3
{G} Walls: #1
{G} Wind generators: #1
{G} Wreckage (reclaimable): #1
{Y} Gas giants: #1
{Y} Lava planets: #1
{Y} Metal planets: #1
{Y} Naval: #1 #2
{Y} Single player campaign: #1 #2
{Y} Water planets: #1
{O} Adding orders to the beginning of the order queue (see here): #1
{O} Amphibious transports: #1
{O} Area commands, e.g. per here and here: #1
{O} Day/night cycle for solar power (depending on local stars) as per here: #1
{O} Mining/exploiting planets for resources: #1
{O} Mouse-panning as per here: #1
{O} No fly zones (see here): #1
{O} Orbital simulation of planet motion (which can be affected by player): #1 #2 #3
{O} Plans (reusable unit behaviour and waypointing): #1
{O} Satellites (espionage, etc): #1
{O} Steam support: #1
{O} Terraforming: #1
{O} Tutorial: #1
{B} Astronomical formations (black holes, twin stars, even wormholes)
{B} Automated unit behaviours, with icons, as per here
{B} Clan support
{B} Cinematic camera (for observing, replays, or making machinima)
{B} Co-op campaign
{B} Custom campaigns and missions
{B} Custom formations, see e.g. here
{B} Exhausting planets by exploitation
{B} Extra non-skirmish game-modes (e.g. survive AI waves, sandbox)
{B} Ferrying controls for transports as in SupCom
{B} FFA game-type with player discoverability as per here
{B} Friends system, with tournaments and other events (e.g. planned mega-game events)
{B} Fog of war done properly (no unit pop-in like SupCom)
{B} Live TV/replay function (e.g. for tournaments)
{B} Markers (pinging, drawing on the map for teammates, etc)
{B} Orbital constructions
{B} Production tab, as per here
{B} Rotating buildings before construction
{B} Rendering tools (to make max detail screenshots or high quality recordings of replays)
{B} Templates for base-building (see also here for more automated construction)
{B} Unit selector in skirmishes
{B} Underwater base construction
Debatable:
{G} Two unit tech tiers: #1 #2
{O} Artillery warfare: #1
{O} Auto-repair for damaged buildings: #1
{O} Experimentals: #1
{O} Rare resource types for specific uses: #1
{R} Research tree/tech tree: #1
{R} Shields: #1 #2
{R} Space combat: #1 #2 #3 #4
{R} Multiple factions: #1 #2
{R} Unit veterancy: #1
{B} Army painter (e.g. as in Dawn of War games, see this post)
{B} Automated unit micro and focusing
{B} Commander upgrades
{B} Economy priority system
{B} Limited unit fuel, ammo, energy, etc
{B} Neutral, native civilizations (see here)
{B} Non-global, per-planet economy (with possible resource transport)
{B} Radar jamming
{B} Stealth/cloak
Up-to-date list & source at: Uberent forum thread
All in all this game looks like it could be pretty awesome!
^^ Couldn't agree more!
Planetary Annihilation site
Kickstarter

MMO-Champion
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