Supcom expansion announced!

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Supcom expansion announced!

Post by Shinova »

http://www.thq-games.com/uk/news/show/2273

Supreme Commander was instantly heralded as a genre re-defining classic, when it conquered the world of RTS gaming earlier this year. So it is with great pleasure that we can now announce that a standalone add-on, Supreme Commander: Forged Alliance, is heading for release on PC in November this year.

The maestro behind it is, of course, Chris Taylor who has declared "Supreme Commander: Forged Alliance is not only the continuation of the epic story that is unfolding inside the game's universe, it is the continuation of our goal to move the bar for RTS gaming even higher than ever."

The add-on, which will also function as a standalone game in its own right, will bring a broad variety of extra features to the original title. There's an all-new single player campaign, a myriad of innovative multiplayer features, more maps, one entirely new faction and over 100 new units: meaning fully realised navies, orbital weaponry and advanced counter intelligence technologies

http://www.gamer.nl/doc/40107



A whole new faction and orbital weaponry, eh? Much looking forward too.

(And definetly makes those theories about the ending pretty much right)
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Post by Nephtys »

...what theories about the ending? You mean... if (X) does (Y) regarding Black Sun?
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Post by InnocentBystander »

Supreme Commander was instantly heralded as a genre re-defining classic
It was until we acutally got a chance to play it...
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Post by Shinova »

Nephtys wrote:...what theories about the ending? You mean... if (X) does (Y) regarding Black Sun?
Like how

A fourth faction's been behind the scenes, like how QAI behaves in the Cybran ending, or all the little dots falling from the sky in UEF's ending, or Rhiaane going Oh no in the Aeon ending.
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Post by Stark »

How are orbital weapons some big awesome? Unless they mean proper modeling of orbitspace, launching, monitoring and attacking satellites, etc, it's just going to be exactly the same as every other RTS orbital weapon ever: build building x. YAY ION CANNONZ. I bet it'll cost your ground-based fusion reactors power to fire the independently powered maser rifle battlestation too. :)

I'm more curious about the new 'variety' of units: either that's code for 'we fixed the useless units' or 'TA was kewl let's have MORE useless units'. I'm not sure which would be better/worse.
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Post by Uraniun235 »

There's really not nearly as many useless units in Supreme Commander as there were in Total Annihilation. Plus, I bet most of those 100 units are just the new side alone... still, there's still some tussling going on over how the interceptors and air superiority fighters should behave. The "fully realized navies" thing seems odd, since they've already got quite a thorough naval selection; I'm wondering if they're talking about underwater economic structures a la those seen in the TA expansions. "Advanced counter-intelligence" seems like a weird thing to talk about; they've already got radar jammers, what else is there? (Maybe cloaking fields?)



I think the best feature they could hope to implement would be a revival of the old Galactic War concept from TA's Boneyards.
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Post by Nephtys »

I've figured the 'Navy upgrade' or whatever is like the TA X-Packs, yeah. With more floating buildings, like 'Sea-based Airfield' or 'Sea-based metal mine'. Or maybe a more diverse range of submarines, between 'tiny fighter sub' and 'overpriced nuclear thingy'.

The Surface Combatants are pretty much fleshed out. Though they may add a few specialized ships. Then again, every ship in SC holds like 2-3 roles (EW, Radar Jamming, Radar Spoofing, Missile Spoofing, Tactical Defense, Air Defense, Air Refuel, Sonar, etc)

... Dunno. But there totally has to be a 4th side after seeing the 3 ending teasers.
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Post by Stark »

Uraniun235 wrote:There's really not nearly as many useless units in Supreme Commander as there were in Total Annihilation.
I know, but it still has largely useless units... so saying 'yay more' doesn't impress me. I just think it's awesome they talk about 'raising the bar' and then talk about adding more units. :)

Maybe the 'counter intelligence' thing is the rework of the sensor system that is common in mods? Apparently the current sensor thing isn't very popular.
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Post by Covenant »

Stark wrote:
Uraniun235 wrote:There's really not nearly as many useless units in Supreme Commander as there were in Total Annihilation.
I know, but it still has largely useless units... so saying 'yay more' doesn't impress me. I just think it's awesome they talk about 'raising the bar' and then talk about adding more units. :)

Maybe the 'counter intelligence' thing is the rework of the sensor system that is common in mods? Apparently the current sensor thing isn't very popular.
There are very few totally useless units that I've seen, and I've looked long and hard for more ammo to hurl against SupCom. While I wait for CnC though, SupCom has been steadily creeping upwards in my rankings in repeated play.

Now, however, useless overall? In the full tech tree? That's certainly the case. As you advance up the tree, fewer and fewer units remain relevant, which seems kinda backwards. I certainly don't mind having less to focus on, but nearly all of the factions end up with a "Spam this For the Win" unit. It may not be able to kill things all by itself, forever, no matter what... and it doesn't remove the need for support stuff, but you can easily start justifying mass-production of siege and experimental units once you have an economy worth half a shit. At that point, all those smaller units are irrelevent, even if they aren't useless persay.

I hope they don't a) add more top tier units or b) add more tank flavors. As it stands, what's really needed is just a bit more playbalancing for the bottom tiers. Sieges are still too fast to be a 'siege' unit of any sort. And the T3 artillery... what's the point? Blasting down a shield? Stationary turrets have just as good of a range, better than for the arty. The game is pretty solid, but before they add anything they really need to figure out what they want the playstyle to be like. It's fun and smart, but it's certainly not 'deep' right now. I say that with the utmost care, because it is 'close' to 'deep'. But the strategy nonetheless revolves around getting an economy and making the best units in as large quantities as possible. That's what's going to win the game, everything else being equal.

So I'm interested in what they'll do, but I'm more interested in another patchlevel with further balancing. I don't know why they're so resistant to slowing down the siegebots... things move pretty fast. That's fine... but it's hardly Epic looking, and it makes them hard to balance!
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Post by Uraniun235 »

Gamespot has an article on it. (i guess maybe there's spoilers? does anyone here really care about the plot to an RTS that much?)
To get the very first details on Forged Alliance, we turned to lead designer Bradley Rebh. It is due to ship this winter.

GameSpot: Why did Gas Powered decide to make a new product to expand on Supreme Commander? Were there certain areas of the gameplay, design, or multiplayer that warranted some more exploration?

Bradley Rebh: The vision for Supreme Commander was always much too large to fit into a single game. Pretty much every aspect of the experience has been reviewed for changes, improvements, and new features. We're extremely proud of the original Supreme Commander, but the team has really challenged itself to take Forged Alliance to the next level.

GS: Give us a brief overview of the new content we can expect from the game.

BR: The quick overview of the game includes new units, a new playable faction, more maps, a new single-player campaign, a major user-interface revamp, artificial intelligence revisions, and much more. It's difficult to quantify the number of improvements we're including that don't fit into one of those categories. I think that's why we haven't labeled it an expansion pack and are making the product a stand-alone game. It's really big!

GS: Tell us about the single-player additions that will be made. Can we expect to see new campaigns that continue the story of the original Supreme Commander?

BR: The story picks up where Supreme Commander left off. Within hours of Black Sun's firing, and with the help of QAI, aliens rip a hole into our galaxy and begin their invasion. The aliens quickly eradicate the core UEF worlds and push humanity to the edges of colonized space. Meanwhile, a secretive cult within the Aeon Illuminate has been waiting patiently for the return of their prophets, the Seraphim. Among the chaos of the invasion, the Order of the Illuminate unseats the princess (who goes missing) and allies with the Seraphim invaders.

Former enemies, the UEF, the Cybran Nation, and those Aeon still loyal to the princess, must work together or face eradication. However, this new coalition doesn't mean past hatreds are forgotten.

There is one, six-operation campaign that can be experienced from the point of view of a UEF, Cybran, or Aeon loyalist commander. Depending on which faction you play as, you'll get different objectives at certain points in the operations. And some of the characters will react to you differently depending on your allegiance.

GS: Tell us about the new Seraphim faction.

BR: Seraphim commanders are bloodthirsty warrior-monks who have sacrificed their place in the afterlife to fight for their people. The advanced alien technology of the Seraphim is powerful, and because of this, it can get by with fewer numbers when fighting other forces. Players will see some similarities to the Aeon, but Seraphim units are less specialized in purpose. The art team has done a great job with these units. The unit shader we're using for the Seraphim units is breathtaking.

GS: What other gameplay features are planned for the new game?

BR: Wow. Where to start? The new UI we have planned is really incredible. We've got a really slick interface and factional skins to get you in the spirit of your favorite side. A new base template system just got implemented, and it lets you record the position of structures and then issue a single construction order to build copies of the template. There's so much packed into this product. There just isn't room to describe it all. It's really exciting!

GS: Supreme Commander remains a very technically impressive game that really makes use of high-end PC hardware, such as the real-time view of the entire battlefield and dual-monitor support. Could you tell us how the new game will stack up in terms of technical features? Will it push the technical envelope further, and if so, how?

BR: We're constantly exploring ways to push the engine technology even further. We have new fog of war and unit range rendering technology, more advanced unit shaders (that make the units look gorgeous!), a new refraction effect, a new sky dome system, expanded technology to allow more texture detail on our maps, improved aircraft flight dynamics, and many AI and unit-pathing improvements. Many of these improvements actually increase performance rather than raise our system requirements.

GS: What can you tell us about multiplayer? What specific observations did the team make about multiplayer in the original game that will be addressed and added to in the new game?

BR: Multiplayer has always been a strong focus in Supreme Commander's development. Though the single-player experience tends to reach more players, the multiplayer aspect provides longevity. For this reason, we've paid a lot of attention to the community's feedback on the forums and in GPGnet.

The new units were designed to provide more choices while also emphasizing the quirks and tendencies of each faction. The new maps really push the boundaries of the engine while also providing a fair and competitive play environment. Tuning and balancing direction has been put under the microscope, as well. In fact, tuning and balancing is starting to calm down, and the internal play-testing has started to heat up.

GS: Finally, is there anything else you'd like to add about the new game?

BR: The project is transitioning from active development to the final stages of production. The team has really stepped it up a notch, and it seems like something new and cool goes in every second. We're really happy with where we're at. It's really exciting and I can't wait until our beta kicks off to start seeing people's reactions. Tip of the spear...oh yes!

GS: Thank you, Bradley.

The base template system sounds really awesome. Hell, dollars to donuts says you can trade templates with other people, so eventually we'll likely see optimum templates developed for certain maps.

The engine improvements also sound really neat, especially if they actually improve performance as promised.

As someone who continues to enjoy playing Supreme Commander, I'm looking forward to Forged Alliance. :)
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Post by Elaro »

So it gets released November... of this year? That's an incredibly small amount of time between the first game and the sequel/expansion pack.
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Post by Nephtys »

Hrm. Given the details of the new expansion, it looks like the Aeon ending is most likely to be canon, with half of the cybran scenario.

I hope that whatever they do, it improves performance. My poor 6800 can't keep up with the game at full tilt. Adding half that stuff they promised to begin with can't possibly hurt.
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Post by Shinova »

I think the Cybran ending is canon, because in the Aeon one the princess converts the whole galaxy into the Way. Here, in the article, it states past hatreds are still not forgotten. Also it doesn't look like the UEF ending since the Illuminate's leaders are still alive to enact their schism.
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Post by Stark »

Amusingly, U235's bolded sections are almost the only content - the rest is 'holy wow shit this is so exciting, I'm excited! Phew this product is awesome, it's the kitchen sink, we got a little bit of jesus in here guys, I'm excited'. :lol:
U235 wrote: The base template system sounds really awesome. Hell, dollars to donuts says you can trade templates with other people, so eventually we'll likely see optimum templates developed for certain maps.
Huzzah for hands-off! ;)
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Post by Covenant »

I hope the little bit of Jesus that Stark is talking about happens to come in the 300 foot tall laser-beam firing stigmatas kind.
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Post by Uraniun235 »

Stark wrote: Huzzah for hands-off! ;)
Huzzah indeed! Why dick around click-click-clicking a whole bunch to make the same base you made last time - possibly diverting your attention from an inbound strike force - when you can throw it into a macro and be done with it?
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Post by Stark »

I'm not arguing with you - particularly since map/spawn combinations *DO* have a 'best build'. It just means that you're 'playing' less of the game (the shit part, but still) and all the ZOMG APS people are going to piss and moan because now every noob has to-the-second timing raping up the build tree.

I'd probably use it more for dropping firebases later in the game, but I'm rubbish at RTS's. However, I hope the UI overhaul includes fucking elements for this shit: if it's irritating to hunt for and grab free constructors to put on your template, it's going to be stupid.
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Post by Elaro »

Stark wrote:I'm not arguing with you - particularly since map/spawn combinations *DO* have a 'best build'. It just means that you're 'playing' less of the game (the shit part, but still) and all the ZOMG APS people are going to piss and moan because now every noob has to-the-second timing raping up the build tree.
Any gameplay tweak that levels the playing field between ZOMG APS and normal people is fine by me.
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Post by Covenant »

Elaro wrote:
Stark wrote:I'm not arguing with you - particularly since map/spawn combinations *DO* have a 'best build'. It just means that you're 'playing' less of the game (the shit part, but still) and all the ZOMG APS people are going to piss and moan because now every noob has to-the-second timing raping up the build tree.
Any gameplay tweak that levels the playing field between ZOMG APS and normal people is fine by me.
Agreed. If I'm basically just going through the motions of a pre-decided build order for the essentials of my economy, then why subject me to this every single time? By allowing my base to more or less unpack itself instead of making me do it manually (though it'd be pleasent if the AI had a way of allowing me to change things in the queue) I definately have more time to spend micromanaging my military forces. SupCom has great unit control, not the BEST, but good--but it requires fucktons of Micro. Since this isn't C&C3, you don't always have that kind of time during combat, and taking some of my building out of my hands would be good.
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Post by Shinova »

This is a little steering the topic away, but I was thinking about this whole idea of having templates saved to automatically set up bases. How far do you think this function should go in RTS games? What if templates were possible where not only the bases, but troop production and resource acquisition, and combat orders---basically everything you normally do in a game---were possible?
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Post by Covenant »

Shinova wrote:This is a little steering the topic away, but I was thinking about this whole idea of having templates saved to automatically set up bases. How far do you think this function should go in RTS games? What if templates were possible where not only the bases, but troop production and resource acquisition, and combat orders---basically everything you normally do in a game---were possible?
I see no reason why it shouldn't be allowed. I don't know what advantage they confer other than a pre-designed build setup. It's hardly overpowering. It also puts the focus back on combat.

I want a 'build queue' or a priorities list too. So I can prioritize the construction of metal miners over units over power over metal fabricators over new factories... and such, so that my economy doesn't grind to a halt when someone starts a project.

If you did all this, you STILL need to be 'smart' about it, you just don't need to be bothered on the fly. Build Queues have their own issues too, like a caravan of cars, they can pile up if someone hits something. So if someone raids me and takes out a key structure or decides to go air instead of land, now my build order might be totally fucked up. Being able to retool my base would be an important skill, so strategy in terms of economy management is still rewarded, but the skill required becomes Understanding The Economy rather than Klik Fastar

Combat orders too, even. Why not give me some big 'orders'? Like a football play, but with troops. Honestly, I doubt a pre-computed combat order would be all that terribly useful.

At some point, you also need to say "Hey, don't we have AI in this game? Like the computers we face? Why not let me assign 'ministers' to my structures and base that take care of this stuff and let me assign 'minster behaviors' in an AI editing menu the same way modders do when they're modding the AI?"

Then I, as the general, could take command of the big units while allowing the Officers control the smaller stuff. Put it right into the fucking game too. Make there be units called 'Command and Control Vehicles' that provide a radius in which the units act according to the behavior set of that vehicle--or have it based on groupings. Group 1 becomes Army 1, which will have it's own C&C settings based on the Officer you formed that group with.

And so on. Sure, the game 'plays itself' at some point, but this was the same criticism levelled at FF12 and it seemed to work out alright. I thought it was kinda fun anyway. And plus, haven't we all made enough extractors in our life before? Let Starcraft 2 give us the clickfest fix if we want one, while SupCom and 'grand epic warfare' games can let us focus on combat, not micromanaging damn base stuff.

Plus, pre-laidout bases will be much more likely to have extra details slapped into them, like walls and shit. They'll be like the ones in the demo movie we saw way back when.
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Post by Stark »

Covenant wrote:Agreed. If I'm basically just going through the motions of a pre-decided build order for the essentials of my economy, then why subject me to this every single time? ...
I think this simply highlights that NOBODY LIKES BASES. All those factories, and the nanolathe spam, and the teching? People want to avoid it, it sucks. So.... why is it a part of the game again? I mean, I think anything that highlights this is good, but I would have thought 'proper' RTS people would resist this sort of thing. After all over the years game have had safe time, prebuild time and all kinds of things, and everyone has hated it.

This has steered back to the initiative/automation discussion, but I think it's very important to realise a major RTS now has a major feature that depreciates memorising base patterns. Again, assuming it has a decent UI attached (dropping a template and having it build in order with no input will be basically useless, you'll need to be able to adjust priorities between resources/industry/defence without deleting and dropping another template) this is a big step, and however much Supcom sucks as a game it's another feature I hope every RTS from now on uses.
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Post by Resinence »

At some point, you also need to say "Hey, don't we have AI in this game? Like the computers we face? Why not let me assign 'ministers' to my structures and base that take care of this stuff and let me assign 'minster behaviors' in an AI editing menu the same way modders do when they're modding the AI?"
This was originally promised for supcom, a "base ai" that takes care of alot of base micro for you (TA:Spring has it partially). And was actually (only the basics) in the very early beta's, and then was removed. No idea why :?
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Post by Uraniun235 »

I don't think I ever got to play around with that feature, but it's entirely possible that there were bugs with it that they couldn't work out before they had to start closing things up and getting the game ready to ship out.
Stark wrote:I think this simply highlights that NOBODY LIKES BASES. All those factories, and the nanolathe spam, and the teching? People want to avoid it, it sucks. So.... why is it a part of the game again?
I don't know about "nobody". I think a big part of it is that the main base represents this big pinnacle that can be reached: overrunning the enemy's defenses, storming in, and laying waste to the enemy "city" is really a pretty awesome way to end the game. Or, even better, bombing the missile defense system into rubble, and then nuking the shit out of the enemy base. It's good and visceral and definitive, and rewarding. (Rewarding is important in video games.)

Contrast with something like "you held these patches of land for x minutes! you win the game!", which doesn't have quite the climactic ending. Even crushing the enemy's army doesn't quite hold the same thrill as razing all his big structures does.

I think it would be more accurate to say that nobody likes having to deal with the SimCity aspects of base building placement.
Covenant wrote:At some point, you also need to say "Hey, don't we have AI in this game? Like the computers we face? Why not let me assign 'ministers' to my structures and base that take care of this stuff and let me assign 'minster behaviors' in an AI editing menu the same way modders do when they're modding the AI?"
Image AI is a very generous term. The computer opponents in just about every RTS are as dumb as a pile of bricks, and most of them need to cheat pretty heavily in order to present any significant challenge.

It might be relatively simple to make an AI that's very capable of building a good base on a map which has big wide-open contiguous areas for the starting points, but a more confining (or unconventional) map could break the AI such that its building placement sucks. Each map could now require a whole new AI profile... ugh. I guess it could work, but it could also just plain suck, especially since most third-party map makers are going to be completely incompetent at designing the AI profiles, and the game designers are going to have to drop yet more cash so that someone can sit down and tweak the map profiles so that the AI base manager is actually worth using.
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Post by Covenant »

I agree the AI is pretty trash, the reason I mentioned it is that there's still some variety of AI, and it's capable of handling tasks like "build a factory" or "go get some men and go over there" or "make me a goddamn sandwich" and such things. These are the meat-and-potatos of the game, as far as actions are concerned, so if I could dictate desires rather than specifics (like "Make me 2 monkeylords") and have either previously toggled AI options (not too dissimilar from 'stances' really) or have some kind of Priorities List (shooting T3 bombers over scouts is a good example they're incorporating, but imagine if I could tell my faction to give my commander 100 percent of his desired metal/energy when building, regardless of whatever else is running?) then I could create a situation where I am acting as a general and issuing commands rather than clicking on guys.

So always the AI will be terrible. So if you're a fiend and are able to play the game the way we do now, and do it well, surely you'll benefit greatly over someone who lets the AI run the show. However, letting the AI handle things like building metal makers or (ugh) building metal storages around metal extractors would be great.

Even greater is if we could combine this, and let the AI not do it's own dumbass thing (even within bounds) but allow it to run off of templates. So if I tell it to "Utilize" things and I select a wide area, it'd behave according to my templates on all the specific things in that area. For example, if there were 4 metal extraction points and a geothermal plant, it'd draw up the plans for 4 extractors and 16 metal storages, a geothermal plant with 4 storages, and an air fractory (or whatever it is you guys would set as your templates).

And so on.

It just gets us off of the stupid basebuilding aspect and lets us get to fighting. Rome:Total War type games have a great combat engine but the balancing is fucked. If we could have massive, glorious armies that are beautiful AND balanced, and then spend our whole time fighting with them rather than worrying about what my stupid engineers are doing, I think that'd be superior.

At least, superior in the sense that an action movie that is nonstop action is 'better' than one with an obligatory romance subplot that nobody gives two craps about. Basebuilding is the romance story. Let's get to fighting!
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