

On top of that the worlds are spherical which adds another layer of complexity to the game. However it was frankly quite frustrating to deal with, as instead of focusing on a single map you are instead focusing on multiple. The planet system is an amazing idea on paper. However i liked the idea more then actual game for so many reasons. I loved the idea behind PA, and as a huge RTS fan, i kickstarted it. Some of the gameplay elements didn't allow for that strategic gameplay. It's been ages since I played, but I would have liked stronger front-lines and forward operating bases. If I remember correctly the original devs didn't want to use shields and such to balance things or introduce such buildings and units. That is a hard thing to balance on a sphere. Nice to see they tackled balancing though with air and ground units. Unless I'm missing something they didn't drastically change the core building and unit system. Looking at the updates they added some new units. That game has a solid engine, but the units, buildings, and general progression weren't fun. The spherical planet was the big thing since an RTS with no edges is strategically chaotic). (Might be subjective, but we didn't find it fun logistically or intuitive in terms of camera movement. The whole planet thing while cool in concept just didn't play well. I kickstarted it along with a few of them. My friends were just talking about this game the other day in the context of wanting a new RTS on a large scale.
