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SupCom: Super-wallpaper + Aeon screenies

Posted: 2006-08-06 03:56pm
by Shinova
Seems quite recent:


http://www.gametrailers.com/player.php? ... 8&type=wmv



Chris Taylor unveils another superunit for the UEF. It's an artillery cannon that fires nuclear shells across the map. :shock:


UPDATE:


I'm bringing this topic back up cause I'm not sure if everyone here has had a chance to take a gander at this totally sick dual-screen wallpaper:


So awesome it should be criminal


And do check out these Aeon-related screenshots (I love that red planet. Gives a barren, hellish-place sort of feeling)


Aeons attack Cybrans

Aeons vs UEF on red planet

More Aeons vs Cybrans


This game is so sick.

Nothing will stand in the way of its greatness.

Posted: 2006-08-06 07:17pm
by Arrow
Muhahahahah!!!! Looks like the Vulcan just got some competition for my favorite RTS unit! I can see this game being a biggest time sink yet.

Posted: 2006-08-07 01:22am
by bilateralrope
Did I see trees getting knocked over by the blast wave from the first nuke there ?

Posted: 2006-08-07 01:37am
by Hawkwings
yes, yes you did.

"hand rubbing megalomania units" indeed!

Did you see the framerate being really bad in some of the shots? My computer is going to cry...

Posted: 2006-08-07 02:03am
by Uraniun235
I will have to re-arrange my desk for this because I will take advantage of the dual-monitor support.

Posted: 2006-08-07 02:21am
by Darth Garden Gnome
I'm going to buy a new computer so I can play this.

Posted: 2006-08-07 02:30am
by Alyeska
Uraniun235 wrote:I will have to re-arrange my desk for this because I will take advantage of the dual-monitor support.
It gets even better. They also decided to maximize widescreen monitors. You can have splitscreen letting you watch two seperate events at once. With two widesreen monitors, you get four views.

Posted: 2006-08-07 04:56am
by bilateralrope
Hawkwings wrote:Did you see the framerate being really bad in some of the shots? My computer is going to cry...
Hopefully there are still some code optimsations that can be done to the code, but haven't been done yet. But as my computer will be nearing 2 years old then, I'll be suprised if I don't have to upgrade for Supreme Commander.

Posted: 2006-08-07 05:39am
by Ace Pace
NUCLEAR ARTILLARY?! Dear god I'm in love... *makes plans for another monitor*

Anyway, 500 unit cap per player...thats going to rock.

Posted: 2006-08-07 07:21am
by Vympel
I can't imagine how this game is not going to kick major ass. TA made C&C and Starcraft look like complete crap- it's virtually guaranteed that SC will own other RTS' in the same fashion.

Heck, Blizzard can forget about making some lame ass SC2 and expecting it to hold a candle ...

Posted: 2006-08-07 07:37am
by Dave
I think the unit cap is 1000 units, not 500.

Posted: 2006-08-07 07:49am
by Zac Naloen
Did he say that theres no resources in this game?

Posted: 2006-08-07 07:53am
by Ace Pace
No, he said unlimited, as in your matter mine won't run out.

There are two resources in this game, Matter and Energy, and they can be converted in an expensive process. What he meant that there is no limit to how much matter/energy can be extracted.

Posted: 2006-08-07 07:58am
by Zac Naloen
Ace Pace wrote:No, he said unlimited, as in your matter mine won't run out.

There are two resources in this game, Matter and Energy, and they can be converted in an expensive process. What he meant that there is no limit to how much matter/energy can be extracted.

so you have your mine and it won't run out in the middle of battle. So its essentially a much more realistic form of resource management.

Posted: 2006-08-07 07:59am
by Ace Pace
Mostly, I mean, theres no subtypes, I.E you don't worry about running out of Berrylium in the middle of a campaign, but yes, stable resource flow, also, no managing pesky civvies who have to shuttle stuff back to some Center.

Posted: 2006-08-07 09:42am
by Arrow
The big thing about resources in TA, and I'm assuming this will hold in SC, is the rate at which you get your matter and energy. Need more metal? Build more mines, or knock down your existing mines and build bigger ones. Same goes for energy and powerplants.

Posted: 2006-08-07 02:38pm
by Alyeska
Other kick ass facts about SC. The concept of a base commander who will maintain a base for you while you do other things. Replace lost buildings, organize things, etc. That is so totaly kick ass.

Another fun concept. Direct resources. You can dedicate certain resource collectors specificaly to certain buildings giving them resource priority.

Posted: 2006-08-07 04:30pm
by InnocentBystander
Why am I not playing this game yet, it needs to be finished!?

It would be very cool to see new footage too.

Posted: 2006-08-07 04:31pm
by Ace Pace
Like...from a differant map. :wink:

Posted: 2006-08-07 04:33pm
by InnocentBystander
Ace Pace wrote:Like...from a differant map. :wink:
Duh :P

Posted: 2006-08-07 05:20pm
by Shinova
Zac Naloen wrote:so you have your mine and it won't run out in the middle of battle. So its essentially a much more realistic form of resource management.
As they said, you just put down your building and it'll keep making money for you until you turn it off or it gets blown up. There will probably be energy->mass converters in SC, so you could have a giant economy without touching a single bit of mass/metal on the map, if you wanted.

And since the resources will never run out, the game won't grind to a halt at some point. Everyone can keep fighting fully until one of them breaks.

Posted: 2006-08-07 10:44pm
by Hawkwings
Yeah, TA started the whole "infinite resources" thing, and a lot of RTSs have copied it recently.

The 500-unit cap still seems a bit small though... Maybe they'll let you have more if you play *only* on the zoomed out map?

Posted: 2006-08-08 08:50am
by Arrow
With luck, Chris Taylor will pull the same thing he did in TA and let you increase the cap through a config file. TA defaulted to 250, but you could hit 500 with a config file. With any luck, 1000 units will be doable.

Posted: 2006-08-08 09:23am
by Ace Pace
He already said before that everything is configurable, everything in config files. So we just have to find the right file.

But at 1000 units, we're going to run into some preformance issues...

Posted: 2006-08-08 09:34am
by Arrow
Ace Pace wrote:He already said before that everything is configurable, everything in config files. So we just have to find the right file.

But at 1000 units, we're going to run into some preformance issues...
He was talking about 4000 units total between 8 players. As long as you don't go too far above that count for your game (4 players with 1000 each, or 2 with 2000!) it shouldn't be too much of a problem for modern systems.