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Tetris concept for planetary defense.


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On 5/18/2020 at 7:28 PM, Chris said:

 Balance / Reactivity:

The strategy layer in Xenonauts had a few problems that would show up when the player was doing well. The optimal way to play the game was to gain interceptor cover across the entire planet as quickly as possible, and once you had sufficient numbers of interceptors (assuming you kept them appropriately upgraded) spread across the world the strategy layer ended up being rather simple - the UFOs would spawn and immediately get shot down.

 

The level of strategy and could not be difficult. UFOs appear in the sky, circling for a long time with an unknown purpose, waiting for them to be shot down. There is nothing difficult for the player to aim at a UFO fighter. I prefer to compare Planetary Defense to playing Tetris. In the game Tetris, too, some "UFOs" fall from the sky to the ground, and the player must create an "infrastructure" that will absorb their "blows". In order for the game to become a strategy, it is necessary that the UFO strikes are fast and accurate, and the player is tasked with predicting (or directing) the locations of these strikes as accurately as possible. UFO strikes should always be aimed at inflicting maximum damage to the player. If the player correctly predicts and directs/deflects these strikes, then the player can stay in the game for a very long time. Also, in addition to the fighters, I would create an autonomous orbital defense.

 

The player puts a network of space satellites into orbit, choosing their speeds and orbits so that the UFO opens as few "protective windows" as possible. Communication with a space satellite can only be established when it flies over the radar of a military base. Satellites help predict the locations of suspected UFO strikes in advance. And the player in advance in this place pulls together the ground defense forces. What contributes to the location of the bases. Planetary defense is like a game of Tetris.

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