Supreme commander preview

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Supreme commander preview

Post by Ace Pace »

Another preview, courtesy of gamespot, with some amazing screens.
Gamespot.com wrote:
In 1997, designer Chris Taylor helped create Total Annihilation, which is revered to this day as one of the greatest real-time strategy games ever made. But aside from a Total Annihilation expansion in 1998, he hasn't made a real-time strategy game since. That will change next year, though, because Taylor's company, Gas Powered Games, is working on Supreme Commander, a real-time strategy game that has many earmarking it as the spiritual successor to Total Annihilation. We had a chance recently to visit Gas Powered Games' offices in Redmond, Washington, to get an early look at Supreme Commander. And from what we saw, this is a game that takes some of the core concepts of Total Annihilation and applies them on an unprecedented, awesome scale.


Supreme Commander is set in the future, one in which humanity has split into three warring factions. There's the United Earth Federation, regular humans armed with futuristic versions of modern-day weapons and vehicles, such as tanks, aircraft carriers, submarines, and jets. Then there are the Cybran, humans with microchips implanted into their heads. The Cybran use mech-style robotic units, ranging from two-legged walking tanks to the gigantic mechanical spider seen in the screenshots. Finally, there are the Aeon, humans who have adopted alien technology and believe that they have to cleanse the world of the warmongering UEF and Cybran factions. While Gas Powered hasn't revealed the Aeon yet, Taylor hints that the faction believes in simplicity. "They'd be the ones who would design the iPod if they could," he said.

Having three distinct and unique races is fairly par for the course for a real-time strategy game, but it is how they fight it out in Supreme Commander that makes the game stand out from the rest of the pack. Taylor is a fan of history, and when he compares real-time strategy games to actual wars, he finds them lacking. His problem is that the genre thinks too small. Battlefields in real-time strategy games don't really feel like battlefields, due to the sense of scale. "They don't give you a sense that you're fighting in this big place with waters and mountains," Taylor explains. And he's right. Tactical concepts such as distance and time are irrelevant in most real-time strategy games, as you usually have two bases on opposing corners of the map and just enough room in the middle for a big battle. Supreme Commander, on the other hand, is all about distance and time.

To give an example, he showed us a naval engagement featuring battleships and destroyers slugging it out with an enemy naval force. When zoomed up-close, you don't even see enemy ships on the screen, since it's a long-range engagement. You do get a sense of scale, though, as the battleships are considerably larger than their smaller escorts; they also convey a sense of power, as they're armed with multiple turrets and weapon emplacements. Yet when the camera was pulled back to show the entire map, the naval engagement took place on an incredibly remote part of the map. Far to the south of the battle was the main land mass, where all the action was going on. You could have multiple large-scale battles going on in this map, and there would still be plenty of room to maneuver units. This is important, because to Taylor, far too many real-time strategy games confuse tactics with strategy. Tactics are what you employ when your units are in battle, but strategy is the movement of units on a large scale. In Supreme Commander, you'll be able to conduct sweeping movements with hundreds of units, and you'll get a sense of being a real military commander.

If this sounds a bit complex, don't worry. Supreme Commander won't be mistaken for a wargame. It's very much a real-time strategy game with a science fiction feel to it. As with any real-time strategy game, you'll gather resources and build up a base to support a large army. The resources in this case are mass and energy. While you'll be able to place generators in your base to produce energy, you'll only be able to mine on certain areas for mass, and these strategic points will become very important in the game. (Or, if you get really desperate, you can also turn energy into mass, but this is a very costly method.) Your primary construction unit is your "supreme commander," a huge robot that also serves as a mobile command center. However, you can also create smaller construction units when you construct a factory.

Once you have a functional base going, you can build hundreds of units, ranging from tanks, robotic infantry, transports, warships, and more. Like with any good strategy game, you'll have to make decisions as to what kind of force you want. You can create lots of cheap, low-level units, or you can build a smaller number of more powerful units. It's up to you. In addition, you can tinker with units to make them more useful. For instance, if you put a mobile shield system onto a transport, it'll be more survivable on a battlefield. Or if you load up that same transport with mechs, it'll turn into a mobile gunship as sorts, as the mechs can fire from the sides of the transport.

Fog of War, Heat of Battle
Supreme Commander will have full fog of war, meaning that while you'll see the terrain, you won't see enemy units unless they're in detection range of one of your units. This means that you'll have to put patrols out to scout wilderness areas, especially since there's so much room to maneuver out there. An enemy with a lot of patience could mass units in a remote valley and then unleash them when you least expect it. While the map that Taylor showed us was easily larger than most anything we had seen before in a real-time strategy game, it was only one-sixteenth the size of the largest map in the game. In fact, it wasn't even average size, as most maps will be up to four times larger. We're talking about maps that will easily be hundreds of square kilometers in size.


Controlling all these units over such a huge space and maintaining a big picture on things is what the "theater of war" is for. Basically, this is a strategic view of the map where you can focus on strategy. You'll be able to issue orders to units using the theater of war. Waypoints and unit paths will appear on the map, as well as arrival times to destinations. But what's really helpful is that the artificial intelligence is going to be smart enough to do things without your input. For example, if you give multiple groups the order to attack a certain point on the map, those groups will adjust their speeds so that they arrive at that point at the same moment, a key military concept known as synchronization. This means that they'll more likely to overwhelm the enemy, rather than arrive at separate times and be carved up piecemeal.



In addition to the theater of war, there will be a lot of automation built into the game to reduce the micromanagement burden. While you've always been able to designate rally points for new units to converge on in other real-time strategy games, Supreme Commander goes even further. You can set it up so that ground units automatically load onto air transports, and then those transports automatically deliver those units to a distant point on the map before returning to pick up more ground units. Or if you issue an attack on an enemy base, your units will mow through the base like a lawnmower, rather than converge on a single point in the base, like armies tend to do in other real-time strategy games. Even the way you input commands will tell the game what to do. Clicking once on an enemy tells your units to attack it, but they'll also engage any other threats that come into range. If you encounter an incredibly high-value target, such as a nuclear missile silo (yup, nukes are in the game) and you need to destroy it before it can send up a missile, clicking frantically on the silo tells the game that you're alarmed about something. Your units will respond by focusing all their firepower on that target.

The combat in Supreme Commander looks great, and since everything in the game adheres to the laws of physics, you get what game designers call emergent behavior, or the idea that you can have complex, unexpected behaviors that occur as a result of a few simple rules. For example, battles can almost seem unpredictable, because everything in the game is simulated, right down to the trajectory of shells flying through the air. We saw hundreds of tanks rolling through a forest, knocking down trees left and right. Then, during a battle, the forest caught fire, sending choking plumes of black smoke into the air, obscuring some of the action. The action can look downright cinematic, especially when huge armies meet. Tanks and ground units maneuver wildly while jets and other aircraft scream overhead.



Meanwhile, Taylor doesn't believe in simple rock, paper, scissors game balancing, where every unit has a clearly defined weakness or counterunit. Instead, if you have an incredibly powerful unit, then it's going to bulldoze everything in its path, just like you'd expect it would. This includes the huge mechanical spiders that the Cybran use to the huge mobile factory that the UEF employs. These super units bristle with weaponry and can engage multiple targets at once. While it's possible that you can take one out using waves of conventional units, your best option is to build a superunit of your own. It's that, or you can try relying on nuclear missiles, which pack some of the biggest punches in the game. However, there is also antimissile technology in the game, so nukes might not guarantee a win, after all.

We didn't get a chance to see the multiplayer portion of the game (Gas Powered is keeping that a secret for now), but even without multiplayer, Supreme Commander remains an incredibly impressive game. It's also safe to assume that this is one of the biggest strategy games of 2007. Yes, we have to wait until next year for development to finish. Still, we can't recall a real-time strategy game that approaches Supreme Commander in terms of scope and scale.
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Post by Uraniun235 »

We're talking about maps that will easily be hundreds of square kilometers in size.
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Post by Adrian McNair »

None of the other upcoming real-time strategy games (Medieval: Total War 2 belongs to class of its own.) due to be released in 2007 can hope to compete with and encompass the majesty and scope of Chris Taylor's vision. Commander and Conquer 3 and any other upcoming games worth mentioning should just quit while they're behind.

So the UEF mobile factory is that particular faction's super unit. That's an interesting take on the traditional all-powerful game ending heavy weaponry.
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Post by Drooling Iguana »

I hope that it doesn't do the fog-of-war the way Total Annihilation did it, with units and buildings instantly disappearing when they weren't within visual range. You should get any new information on them with nothing in detection range, but their last known positions should still be perserved. It was really annoying in TA having to scroll along with my scout planes so that I could select targets during the instant that they'd be on the screen.
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Post by Ford Prefect »

2007, you say? Well, at least I'll have time to upgrade my substandard computer to a mighty beast for this game.
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Post by Stofsk »

Uraniun235 wrote:
We're talking about maps that will easily be hundreds of square kilometers in size.
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Information that should be on the 'need to know' list. I can only hope such a list is small.
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Post by Mad »

Drooling Iguana wrote:I hope that it doesn't do the fog-of-war the way Total Annihilation did it, with units and buildings instantly disappearing when they weren't within visual range. You should get any new information on them with nothing in detection range, but their last known positions should still be perserved. It was really annoying in TA having to scroll along with my scout planes so that I could select targets during the instant that they'd be on the screen.
I believe an earlier preview said that buildings will stay on the map after being discovered. There will be some kind of visual mechanism to show how out-of-date the information is, as well. Not sure if the image will completely disappear if not scouted for a long period of time or not.
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Post by Shinova »

Yes. It was mentioned in an earlier preview that at least buildings that were previously scouted will also show information showing how old the information is. They'll most likely do the same with units.
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Post by Shinova »

And there's a screenshot of the Cybran spider and what looks like the mobile factory in question, maybe.


EDIT: Another plus is that the naval ships no longer seem to be shooting lasers, but are shooting proper ballistic shells instead, it seems. There's also one of a battleship tipping over from enemy fire, most likely. :P
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Post by Admiral Valdemar »

Shinova wrote:And there's a screenshot of the Cybran spider and what looks like the mobile factory in question, maybe.


EDIT: Another plus is that the naval ships no longer seem to be shooting lasers, but are shooting proper ballistic shells instead, it seems. There's also one of a battleship tipping over from enemy fire, most likely. :P
I'd expect the warships to have ballistic weapons and lasers for point-defence. The ships in TA had a variety of weaponry from VLS missile cells to Gatling lasers and torpedo tubes.

Is image #4 the one with the mobile factories? I see a spider mecha and a Bolo-esque machine that looks like some amphibious factory vehicle, but armed.
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Post by Adrian McNair »

Admiral Valdemar wrote: Is image #4 the one with the mobile factories? I see a spider mecha and a Bolo-esque machine that looks like some amphibious factory vehicle, but armed.
It probably is the UEF mobile factory. Earlier previews along with this one have stated that the super unit in question will be equipped with battleship calibre weaponry.
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Post by Hawkwings »

well, looks like it's definitely time to upgrade my computer!
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Post by Stofsk »

To what though? What are the system requirements?
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Post by Hotfoot »

Stofsk wrote:To what though? What are the system requirements?
Only one requirement has been released: Krogoth
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Post by Nephtys »

Stofsk wrote:To what though? What are the system requirements?
Requirements: One giant robot with huge nuclear backpacks, shoulder-mounted airplane hangars, a big D-Gun on one arm, and a green spraypaint thingie on the other that makes factories.
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Post by Vanas »

Wow. I need a better PC, damnit.

Still, nice to see the epic battle between HAB and MM now has a videogame counterpart.
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Post by Instant Sunrise »

Nephtys wrote:<snippity doo dah!>>a green spraypaint thingie on the other that makes factories.
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Post by VF5SS »

Vanas wrote:
Still, nice to see the epic battle between HAB and MM now has a videogame counterpart.
What epic battle?
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Post by Vendetta »

It's more of a low level border skirmish, really.
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Post by Drooling Iguana »

It would be an epic battle, but the mecha keep tipping over.
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Post by Spanky The Dolphin »

VF5SS wrote:
Vanas wrote:
Still, nice to see the epic battle between HAB and MM now has a videogame counterpart.
What epic battle?
The one existing in the fantasy of HAB's mind.
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Post by DPDarkPrimus »

Nukey

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Post by Admiral Valdemar »

And that isn't even like the C&C use-your-nuke-once shit, or C&C:RA nukes that couldn't vape tents at ten paces. That's a strategic nuking. And I bet you can probably do several at once, if the poor sod fighting you is dumb enough to let you get that many resources and not take out your silo sites.

I hope they have ABM systems still, though. It'd be nasty having to deal with your base going bye-bye like that. An army, yeah. But my afternoon's work? Fuck no.

I do love that image of the jet bombers riding the shockwave after nuking a naval fleet.

So, 2007:

M:TW2 & this. That's my year sorted, wonder what 2008 will be like...
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Post by Adrian McNair »

Admiral Valdemar wrote: I hope they have ABM systems still, though. It'd be nasty having to deal with your base going bye-bye like that. An army, yeah. But my afternoon's work? Fuck no.
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Gamespot wrote: You can try relying on nuclear missiles, which pack some of the biggest punches in the game. However, there is also antimissile technology in the game, so nukes might not guarantee a win, after all.
There are also those theatre shield generators shown in some of the screenshots. It's not yet known if those can withstand a nuclear blast, though.
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Post by DPDarkPrimus »

This game simply has to have a 'save replay' feature.
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