Caydr wrote:I don't think even the most negative reviewer would deny that it's groundbreaking, and the first RTS in a long time to really try to break the standard formula,
It is not groundbreaking. It is merely a TA II. It appears to break the standard formula only because all other RTS followed into the StarCraft steps, and none but SupCom the TA steps.
Caydr wrote:Its system requirements are high, but not as severe as some people would believe.
It is so high that if it was any bit higher no one could plays it. Heck, it can give trouble to even the best PC of now.
But I complain not just about the steep requirements, but mostly about how such raw power is wasted. Despite the marvelous promises Chris Taylor made during developpment, if you look at facts, SupCom doesn't have bigger battles than TA. I have played TA games with 500 units per player, on gigantastic epic map, on my old Duron 800Mhz, and it ran well. SupCom unit number is not higher, maps are not bigger, graphics are more 3D but less pretty (especially the maps). And yet it requires top of the line multi core processor. To do nothing more than a 10 years old game!
Caydr wrote:I have to wonder how many of SupCom's detractors here have actually played it
I played the demo, it was such a disappointment I didn't even finish it.
Caydr wrote:Better yet, explain to me how a unit that needs to unfold its guns can be ready to fire at an enemy at split-seconds notice. SupCom's aircraft move fairly quick compared to other RTSs, especially the scout planes. This is necessitated by the fact that the maps are so large. In large engagements, the opening shot could probably destroy at least a tenth of your aircraft, and Aeon couldn't go through any kind of fast enough unfolding process without it looking silly.
I would have much rather had instaopening animation than no animation at all. Plus opening up was supposed to remove their stealthness, which added some tactical element.
Caydr wrote:So you'd need at least 10% more aircraft than your opponent in order to not be at a disadvantage, because the aesthetics appealed to you. Uhh-huhhh... Maybe make them cheaper?
Well, if it affect the gameplay (which it should, I dislike when graphics are disconnected from game mechanics), then take it into account when balancing, what's so special about that?
Caydr wrote:Just because Gundam gets away with crazy stuff like legged robots fighting with swords in outer space doesn't mean that it makes sense in a realistic setting to have completely idiotic design decisions.
Yeah, sure, battlecruisers with legs are teh realism! The Aeon Colossus and its weaponary is teh realism! Totally unlike that fantasy Gundam stuff! I mean, geez, Gundam has those legged robots fighting on the surface of planets, this is pure idiotic design! SupCom, on the other hand, has legged robots fighting on the surface of planets, NOW that's realism!
Alantai Firestar wrote:Icon war is a problem inherent to all RTS engines that implement huge zoom.
However I see just as much of it in spring if not more.
Not true. Spring has a very powerful zoom too, yet when I play Gundam or Expand & Exterminate, I see the icons on my main map nearly never. When I play 1944, however, I see icons even more than in SupCom. This is not a problem inherent to the presence of a zoom. First of all, there's the icon distance: in SupCom it is too early: there's surimposed icons already when the unit is still fully recognisable. Then, for exemple for metal patch, there's an icon instead of a shiny ground, even when fully zoomed in. But mostly, imo, what makes the icon prevalent, is the relationship between unit size, speed, range, etc... The SupCom units, or the 1944 units, are tiny compared to their speed and weapon range, which means we have the choice between seeing one unit of a tight squad at a time, or icons. Well, not really a choice actually. Gundam and EE-not epic have bigger units relatively to their range and speed, which makes for a better gameplay, because then size matters, and better experience, because instead of icons you see 3D mapped polygonal models and pretty sfx, which makes it much more immersive.
Alantai Firestar wrote:Supcom was all about breaking the boundaries of the genre
And it failed, by being just a TA II.
Alantai Firestar wrote:not about revolutionary new graphical effects and unit uses.
Duh, re-read the preview. We were promised DX10 graphics, and Chris Taylor kept talking about the possibility opened by his revolutionnary units such as flying aircraft carrier, and nuclear missile fired from submarine, and units so big they crush anything under their feet, and ... well just reread those preview, revolutionnary unit use was supposed to be a huge part of SupCom.
Alantai Firestar wrote:As I said, supcom is the closest to spring the rest of the world can have
Yes. However a bigger proportion of the world can have Spring, considering Spring is free and works on older computer.
Alantai Firestar wrote:However I disagree on effects. They have a consistency and theme with enough variation to look nice, there's no huge array of different colours and effects and there are many people who would prefer that to your rainbow of explosions, better suited to your anime themed mod.
SupCom effect is only one single effect: the pouring of whiteness. Every unit, from the level 1 to the experimental, die the same way: blinding whiteness engulfing it from the inside, so as to hide the lack of proper death animation (proper death animation are very complex and time consumming to make for something that player barely see for half a second, so I guess they went the lazy way).
Zoombie wrote:Actually, since games are in development for so long, people CAN have the same idea as each other and not know it till the other games come out. It's not like they swap ideas daily.
Maybe not daily, but at least weekly. There was a time when each new feature appearing in SupCom teasing previews & interviews was followed by the same feature appearing in Spring. Stuff like icons or strategic map for instance. It's harder to know, but I would be very interested to know what feature were copied the other way around, from Spring to SupCom. Maybe the repeat button?
Smoth wrote:However, I do not play in TA view in spring, I play in fps view where I can see my whole battlefeild and icons are only on half of the map, the far half.
I fail to understand how that is possible, and ask again a movie of you playing in FPS view. Playing, not replaying. In replays I can use FPS view too because there's nothing but the camera placement to control. But if I had to give orders, keep in check everything, be more effective than the enemy, etc.. it would be impossible in FPS view. However, I could use a tilted, rotatable overhead, if only it zoomed and centered along view axis.
PauloMorfeo wrote:I heard, from Chris Taylor's mouth, that they intended to greatly enhance stuff about AIs. You know, that stuff about AIs with some personality, which they intended to have in the original.
LoL, the gullibility of the human race, you can promise the very same thing over and over, they get all thrilled up and forget you never delivered in the past.
Caydr wrote:I'm saying the design makes little sense in the real world, the same way aircraft that must unfold before they fight makes little sense in the real world.
Smoth already told you that US latest/upcoming aircraf fold/unfold its weaponary. Not for aerodynamic, but for stealthness reason. Exactly like aeon craft were supposed to be! So not only it makes sense, but it's actually what real life future aircraft do!!
Caydr wrote:Robots do not need legs or a head to fight in outer space, fighter aircraft would not make sense to fold and unfold when they need to be able to fire at a moment's notice.
a) SupCom's robots have legs and head too. SupCom backstory and movies involve lots of space too.
b) Smoth's Gundam does not take place in space. He stated it repeatadly: There isn't and won't be any of Gundam's space robots in his mod.
c) Opening a hatch quicker than a human eye can see is easy for such an advanced alien technology as the Aeon.
Caydr wrote:Don't be so petty, you're attacking a game's graphics, when any gamer knows graphics are unimportant.
You never read any comments for general gamers, do you? Nor check sales figure?
Caydr wrote:Regarding "glowy bloom" - It's a design decision to keep things consistent with the universe the game is based in. Units don't all explode, they more often melt down like any good nuclear-based thingie. Every game has explosions, SupCom has a different effect. Take it or leave it I guess, but it has no effect on gameplay.
LoLz, fanboy manual, lesson 27: how to defend an undefendable defect: label it a "design decision". Game's ugly, retarted, and reek of laziness? It's a design decision! It defies any kind common-sense? Pretend it's because it's sci-fi / magic! A single effect for all explosion? But admire how it's consistent with itself! And beside, nothing else in the fluff indicate units have to explode like that.
Oh and Spring explosions, on the other hand, have effect on gameplay:
* Goliath recevied 60dmg from peewee explosion schnarpel
* Goliath recevied 60dmg from peewee explosion schnarpel
* Goliath recevied 60dmg from peewee explosion schnarpel
* Goliath has died.
* Fusion recevied 200dmg from goliath explosion splash.
* Fusion has died.
* Half of razed was razed from fusion explosion.
So, I don't care about adhering to wacky fictionnal tech you just pulled out of your hat solely to explain the bad explosion, I don't care about being similar to the real life weapons of real life 20th century armies, all I want is that it makes sense and feel coherent on an intuitive level, that's it's varied enough to keep me entertained, and pretty enough to live up to the standard of a 2007 AAA game, and that the pretty graphics go in hand with the gameplay mechanic.
Caydr wrote:A valid suggestion was made before this was posted - why not have the aircraft faster/slower when they're folded/unfolded? It creates an unpredictable balance concern. For instance, suppose you make it faster/slower depending on open/shut. It can now much more easily bypass anti-air. The power of anti-air must be a constant in order for balance to be achieved. For anti-air to be useless or even just less effective for aircraft in some configurations, this means that they can slip past your defenses and attack things that cannot be defended. It means that fighters cannot be used to defend either, since they'll be outrun. Etc etc etc etc. I can go on like this and analyze the effects that differences to firepower, armor, etc depending on open/close would have on balance, but if you've ever balanced something (speaking to the newcomer, not you smoth, I'm not slighting your work) you'll know what I'm talking about. If not, I'll come back later and try to explain better.
Yes, making Aeon plane faster when closed would make the balancing more interesting and less bland.
Even after having chosen which plane to build, they would still be choices and decisions to make about your air forces.
All very good points, that could have rendered SupCom a better game.
Caydr wrote:... nano-assisting ...
I like nano-assisting too. It makes the growth more explosive. It makes the game more scalable. It makes the gameplay more fluid.
As for the SupCom expansion pack, one of the three promotionnal screenshot they handed showed units so ugly and blocky even the Core Can is a beauty next to then. If that the best they can come up with, well, that doesn't bode any good.