Posted: 06 Jul 2007, 20:34
no, the quoted post.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Somewhere in there you point out that Smoth's Gundam mod has nothing to do with what I said - he has no space-based units. I already said my argument had nothing to do with his mod - I'm using Gundam as a whole to illustrate the point of how much sense having folding-unfolding on an aircraft that needs to be ready to fire within a split second, life-or-death. It makes about as much sense as robots with heads and swords.zwzsg wrote: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: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,
True enough. After 10 years, one game with comparatively "different" gameplay is very unusual and a welcome change.
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.Caydr wrote:Its system requirements are high, but not as severe as some people would believe.
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!
TA did not run well with 500 units per side, even assuming there were only two players. The big problem was pathfinding, just like in Spring. Play Eastside Westside - heck, even the memory of pathfinding on that map should be stuck with you. Other RTSs avoid this problem by having small battles, ie, CNC3, so they can dedicate lots of resources for each unit's pathfinding.
I'm not enough of a technical guy to be able to say that SupCom does or doesn't make decent use of a computer's power, but one part about it that I do appreciate is that it isn't as severely bound by one aspect of the system as many games are. A fast CPU improves performance, more memory improves performance, a fast GPU improves performance. It also takes full advantage of dual-core processors IIRC. If nothing else, this is an example of good programming as far as I can tell.
SupCom has many flaws at launch, like any other game. A disproportionate number of these affected the game's performance. Balance has also been improved a little since then. Maybe you'd like to give it another try.
SupCom's requirements aren't steep in the truest sense. Many of us have computers that were "decent" about 2-3 years ago. Nowadays, as I've demonstrated in several threads, the amount of computing power needed by SupCom doesn't cost as much as you'd expect. We've just crossed the gap between two major generations of technology, with the beginning of DX10 cards and Intel finally getting a clue how to develop CPUs. What I mean to say is, a full system upgrade to play a brand-new game at the highest detail level (such as SupCom in this case) is nothing compared to the full system upgrade you'd need a few years ago in order to buy the latest equipment, price-wise. The cost to upgrade your computer to something top-of-the-line is about $300-$500 depending on the configuration you choose and if you get a good price. A few years ago, that was about the price of a good graphics card alone. In my view it's not so morally offensive to require people to have a new computer now, given the broad benefits. It's disappointing that there's no "low graphics" way of playing the game, that much is true.
I played the demo, it was such a disappointment I didn't even finish it.Caydr wrote:I have to wonder how many of SupCom's detractors here have actually played it
I won't say your argument is useless, but the game's been improved a lot since then. I hope they make an updated demo or a demo patch or something, I can see why you'd dislike it.
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: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'll make a full post on the subject.
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: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?
I'll make a full post on the subject.
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!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.
Take away the fact that they have no means of getting onto a planetary surface without significant additional cost, are at a major disadvantage once they get there, cannot go back to space without the aid of a carrier, and have no practical use for their appendages while they're in their intended environment, and OK, it's starting to make sense.
Gundam, at least in the "cosmic era" universe (IIRC), are space-based battlesuits. One character even remarks about the fact that they're unsuited to land-based combat compared to units actually designed for this. Since, in space, which is their intended arena, there is no reason to have legs, etc, this part of it makes no sense to me. Remove the legs and use the unused material to make mechs that are designed for fighting on the ground. Anyways, we're arguing about giant ninja robots with energy swords...
Battleships with retractable legs can make some amount of sense though, since things like canals wouldn't be necessary to build, and the unit would be able to retreat onto land in the case of an unwinnable naval battle, etc. This is compared with space mecha with legs, which cannot even enter the area where they can use their legs without the significant added cost of a dropship, and cannot go back to space without boosters or a carrier.
The giant aeon cyclops thing uses all its appendages and if it used only tracks it would be at a disadvantage because of its reduced height, less stability, and the inability to climb such steep slopes - not that SupCom really has a lot of steep slopes...
In the SupCom/TA universe, giant walking robots are common and make sense since they can take full advantage of having legs by climbing steeper slopes. They don't fight in outer space, where they have no need for any appendages. That's what I mean to say.
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 <snip>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.
Only on low LoD levels, where they serve the purpose of lowering system requirements. On high LoD levels, they only come into view then the units are already indiscernibly far away.
And it failed, by being just a TA II.Alantai Firestar wrote:Supcom was all about breaking the boundaries of the genre
Your opinion's your opinion, I can't make any argument against it.
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:not about revolutionary new graphical effects and unit uses.
You cannot have DX10 graphics when DX10 graphics hardware does not yet exist to be tested upon. They cannot add support for theoretical hardware and software during development, unless you want them to add them at the very last opportunity, just before the game came out. There was one month between Vista being released and SupCom. You're thinking, but there were betas. But do you build the entire graphics subsystem of a game upon a foundation that may change significantly, and then risk needing to make hacky adjustments to the system when everything's finally decided upon and Vista's been released? It was clear months before Vista even hit RC that it was going to be a garbage OS. Nobody in their right mind would use it over XP. This part of your argument, if not any other parts, has no reason behind it.
Yes. However a bigger proportion of the world can have Spring, considering Spring is free and works on older computer.Alantai Firestar wrote:As I said, supcom is the closest to spring the rest of the world can have
No arguments here, you're correct. But unless you want to endorse piracy, they'll need a copy of TA as well, which isn't necessarily an easy thing to come by.
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).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.
I can't comment on the death animations, since as you point out, I can't see them very well. How much better would I be able to see them if there was a TA-style fireball though? I think the current system actually allows for more showing off of a death animation than a huge fireball would.
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?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.
True true, SupCom has borrowed a few ideas as well. I don't know whether the repeat button is one of them, but I've noticed a few things.
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.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.
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.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.
I haven't had much of a chance to play SupCom or any other game for that matter, AA's consuming most of my free time. But in the few games I've played, Iv'e been torn apart by SupCom's "balanced" AI. It's actually pretty decent, post-patch.
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: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.
Alright, let's assume for a moment that a split-second fold/unfold animation wouldn't be ugly as roadkill. I'll make a post on the subject shortly.
a) SupCom's robots have legs and head too. SupCom backstory and movies involve lots of space too.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.
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.
You never read any comments for general gamers, do you? Nor check sales figure?Caydr wrote:Don't be so petty, you're attacking a game's graphics, when any gamer knows graphics are unimportant.
I have more respect for Smoth than to call him a "general gamer". Disagreements aside, he's not an idiot that goes after shiny things, and this is why I felt it was so uncharacteristic of him to even mention something like that.
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.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.
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.
Alright, you got me. I was pulling it out of my hat. I don't know why explosions are depicted the way they are, but I don't see how they can be considered unattractive. On the other hand, although as I mentioned I don't get much time for games, I don't think I remember all the explosions being identical either. Besides all this, it's fully moddable, which is why I'm willing to forgive some of SupCom's minor faults.
Yes, making Aeon plane faster when closed would make the balancing more interesting and less bland.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.
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.
I like nano-assisting too. It makes the growth more explosive. It makes the game more scalable. It makes the gameplay more fluid.Caydr wrote:... nano-assisting ...
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.
That's completely beside the point, I've got nothing against Gundam or unrealistic stuff. My point - which was lost posts and posts ago, and is no longer even relevant - is that SupCom, while being unrealistic, at least attempts to incorporate things like physics and sensible unit design. I don't mean to say it's realistic, I mean to say that it's not crazy-ridiculous. Tanks don't have heads, for instance. To have such pointless, stylized things like aircraft that fold-unfold just for the sake of it, while having no real function, and to say that the lack of this folding-unfolding is actually the game being stripped of a feature, is... I think that sentence stopped making sense about 3 commas ago... it's silly, that's what I mean to say. But we're not discussing that anymore, we're talking about what sort of practical use the folding/unfolding could have given the game's setting and choice of air combat style...neddiedrow wrote:Space warfare is NEVER realistic. Space travel is a waste of resources. You're fencing over fiction, next thread!
Interstellar, or intersolar?neddiedrow wrote: Space travel is a waste of resources.
Easy to use too!Supcom doesnt use the sm2 map format. Its a texture splattering engine! Double the map size and you dont half the detail, you just increase the number of times the texture is drawn, so a map square at double the size gets 4x as much texture drawn.
Caydr wrote:Since, in space, which is their intended arena, there is no reason to have legs, etc, this part of it makes no sense to me. Remove the legs and use the unused material to make mechs that are designed for fighting on the ground.
Don't knock it, I've won more than a few battles that way. Send five or so frigates in one direction, the real navy in the other. If the enemy guesses wrong, you hit them hard in the nuts.Zpock wrote:. The UEF radar spamming is supposedly available on their frigates,
Oh awesome, you can kick. Really, that's great. Personally I would've put guns on instead of legs, and atomized my opponent instead of denting him, but kicking's cool too.KDR_11k wrote:Caydr wrote:Since, in space, which is their intended arena, there is no reason to have legs, etc, this part of it makes no sense to me. Remove the legs and use the unused material to make mechs that are designed for fighting on the ground.
if i recall, Aeon is considered OP and the top players are all Aeon. Cybran always loses.Caydr wrote:No matter what, Aeon loses.
Wrong wrong wrong :/the tier 4 strategic arty of the UEF isnt good enough to justify the cost when you can spam tier 3 arty for less. The rapid fire arty cybran has just takes ages to build and is too slow and vulnerable to attack.
Heh, a post stating that noone knows how to use UEF and Cybrans getting a reply "you don't know how to use UEF and Cybran".Bhaal wrote:Wrong wrong wrong :/the tier 4 strategic arty of the UEF isnt good enough to justify the cost when you can spam tier 3 arty for less. The rapid fire arty cybran has just takes ages to build and is too slow and vulnerable to attack.
If you can complete the UEF t4 strategic artillery it means you have won the game because it s unstoppable by shields. You can easily stop 3 t3 arty with shields but it s impossible to stop the mavor and they cost the same.
The rapid fire cybran arty takes less time to build and less resources than t3 arty and has the same dps is moveable and has lower range and has ~ 17k hitpoints. Other t3 arty has 4k hitpoints so please dont tell it s vulnerable to attacks.... Most people comment on supcom and don t have a clue how to play it....
BIG HINT! I WASN'T TALKING ABOUT GUNDAM RTS!!! Holy cow, this is 6 times now.smoth wrote:"COSMIC ERA"
wow no wonder you think gundam is all about emo and farting lasers out of their asses.
BIG HINT! GUNDAM RTS DOESN'T EVEN EXIST IN THAT REALITY!
seriously, there is a big difference between:
http://www.youtube.com/watch?v=k6lh5aTB-BE (UC)
and
http://www.youtube.com/watch?v=HgSVCTwNdS0 (CE)
*notes how much he hates seed
Awesome, read the last line of a post and assume that it's a summary of the whole post's contents. Read the whole post, or at least skim it, then prove me wrong. I'm already pretty sure I must be wrong, so show me.1v0ry_k1ng wrote:if i recall, Aeon is considered OP and the top players are all Aeon. Cybran always loses.Caydr wrote:No matter what, Aeon loses.
You do mention gundam to barb me. Don't try and pretend otherwisesmoth wrote:"COSMIC ERA"
wow no wonder you think gundam is all about emo and farting lasers out of their asses.