Shinova wrote:DPDarkPrimus wrote:Yeah, for all the hype that they gave SupCom, it hasn't lived up to even a shade of my expectations.
Judging from the responses here, no RTS game would live up to anyone's expectations even if it came from a million years into the future and everyone who lived there raved endlessly about it.
Like DW said, we're not saying that we need a game to have a billion new features. But if the game is promising to basically beat the shit out of RTS gameplay as we know it and falls back on the bedrock of modern RTS conventions to barely drag itself to innovation (lots of units lolz) then it's not delivering.
Really, what we'd like is for someone to sit down, look at all the interesting things that someone has already done, and add those. Advanced Grouping that includes formations and behaviors. Automatic responses--like withdrawing. Flavorful unit creation. A streamlined tech and basebuilding subgame if you choose to even bother with one at all. And so on.
They don't need to think up ANYTHING new. Just recycle some of these old things into the new game. Really, we're just tired of all the hassles, like needing to click on individual units. After playing DoW, I find it extremely frustrating that I need like 20 light tanks to do anything of note with them and I need to produce them all individually, as seperate units. I wish they came 'clustered' like HW2 strikecraft or DoW Infantry.
The game shouldn't be "Real Time Interface Battler." If they want to make it about strategy, fine. Add strategic choices and put an emphasis on things like facing or territory, supply lines, etc.
If they want to make it about Epic Warfare, then ditch the bullshit basebuilding nonsense. I don't know why they send the goddamn Supreme Commander through to the dropzone anyway. That's bullshit. Why does he pop out? So he can build level 1 structures, minus the metal storages? Why not pop in a level 1 engineer? He can build more. Or why not a level 3 Engineer, and really get the ball rolling?
It's just a gameplay cliche that extends the gameplay for no reason. Starcraft, Warcraft, and C&C games all have 'tech' levels and such. But they are much, much shorter tech trees. Supreme Commander has gone out of it's way to make an RTS with the blistering pace of a City-Planning Sim and the deep, interwoven strategy of a First Person Shooter.
C&C3, despite how badly everyone expects it to do, is still delivering the bread and circuses of flavorful (if stupid) units and factions, and has also trimmed down the obstacles of basebuilding so that you can get to the fighting faster. Seriously, SupCom has so much potential, but it seems like it's been designed as a tech demo and not a game.