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cjs007
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Posted: 26 Aug, 2011
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Joined: 26 Aug, 2011 Posts: 1
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Listen to me, and you will make alot more $$$$ on SupCom 3!  1.Trash SupCom 2! 2.Use SupCom 1 game engine it looks alot better! So what if it takes up more computer resources...Today's PC's can handle it..Just don't make the extra large maps..... 3.Scratch or improve the 4th race, there not as impressive as the origanal 3.. 4.Make more 3 player maps! There are 3 races, you know! 5.Make the ACU twice as big and powerful, with twice as many upgrades. 6.Make shure you keep the 3 levels of tech upgrades and 3 tech levels of units..Just like the first game..The tech tree idea in SupCom 2 sucks!!! 7.Just try to tweek the original game engine, to look a little better... EXAMPLE: Better lighting effects would be nice. 8.I don't even want to get into how bad SupCom 2 is...Just don't use it!! 9.It's nice to be able to build a base like you want and choose to turtle or attack...All the great structures in the original is nice because you can build and work your way up the tech ladder slowly and get stronger.Thats the key to EPIC battles! 10.Improve the AI's Thinking.... If you guys don't do this....Then I will, when i get my Degree in a another year and build a team... 
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slinki
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Posted: 26 Aug, 2011
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Joined: 22 Dec, 2008 Posts: 2177 Location: N.Ireland
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Yawn. If I had a quid every time...
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BulletMagnet
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Posted: 26 Aug, 2011
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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slinki wrote: Yawn. If I had a quid every time... You'd be able to buy the SupCom IP back of SE, and make it yourself? ;P
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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slinki
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Posted: 26 Aug, 2011
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Joined: 22 Dec, 2008 Posts: 2177 Location: N.Ireland
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BulletMagnet wrote: slinki wrote: Yawn. If I had a quid every time... You'd be able to buy the SupCom IP back of SE, and make it yourself? ;P yes!
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BulletMagnet
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Posted: 26 Aug, 2011
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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That said, I agree with some of his suggestions - mainly concerning lighting and rendering (see my signature). I also want to see three tiers (not four though). If that means scrapping the experimental line-up, or re-organising it into T1, T2, T4, then so be it.
Every man and his LAB on this forum has taken the opportunity to dump on Sup2, so there's nothing more to talk about in that regard.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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brandon007
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Posted: 26 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Supreme Commander 3: Rise of the Nomads
Scratch the Seraphim, replace them with the Nomads... Then you got a good game XD
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Gowerly
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Posted: 04 Sep, 2011
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Joined: 31 Jul, 2007 Posts: 1661
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There are plenty of engines out there (Spring, Ogre, Unreal, etc) that are free to use. Feel free to use them and roll your own RTS.
_________________ Check out my cast page for commentary and my now terrible game play
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DRUNIS
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Posted: 07 Sep, 2011
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Joined: 07 Sep, 2011 Posts: 1
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gpg Administrators, look at your awards board, your last awards was because of supcom and FA. This type of RTS that you invented, was the best thing you made. And if you want to rise again , after SupCom2 you have to look back to FA or SupCom.
Most important thing that was amazing and which you destroyed in SC2 it is economy. this game is all about economy. And without eco, ths game has no differences from games like Red Alert. Other very important thing is variety of units and ACU upgrade tree. different types of units brings a lot new tactics in game.
i thing if you would tried to place new experimentals from SC2 into FA , and leave old eco, it would be much better than ppl can say about SC2 now
p.s. sry for my bad english.
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GeneralWestmoreland
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Posted: 14 Sep, 2011
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Joined: 12 Sep, 2011 Posts: 3
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I think i would be interesting to ad an "bunker option" to supcom 3. A small atomic shelter where ACU could hide from nuclear bombs. That could be countered with special missile that penetrates under the surface and then explodes.
Also, it would be interesting to see different types of atomic bombs. To add different ammo type for some tech 2 and 3 units would also be nice. And yes, I want bombers to have napalm bombs that are capable to melt enemy units!!
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hairysosage
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Posted: 01 Nov, 2011
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Joined: 25 Oct, 2011 Posts: 1
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Where do i start... ...for a start the larger maps are better becuse it equals ample build room and for another thing it meant that there is generally more advantage points (on the map debris, i could take the forward islands and this meant that i could get a foot hold prior to the enemies attacking force, resulting in an equal attack) and also lets a lot of artillery stations to be built, for maximum supremecy, hence the name SUPREME COMMANDER. The Seraphim are a very good race indeed, they were in the first one, thats how the Aeon Illuminate were made and also their just really p*ssed off that some git nuked them the first time round so they want revenge (I.E. they came back through a portal chasm thingy  ). I would actually like for GPG to include more units, more scenarios (such as you only get the units you have, attack forces, bombing squads, special powers) that sort of thing because i loved the overcharge on Sup Com 2 and the Hunker technique was useful against rushing knob heads! But of course this is only my opinion and you have yours and i want mock it.
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TEKNO640
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Posted: 09 Nov, 2011
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Joined: 09 Nov, 2011 Posts: 1
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i agrre that they should use the sup com fa engine, they should also make it a cross platform game and allow all platforms, pc, xbox, ps3, the same features, eg mapmaker, and they should also include a custom faction option, whear you make a emblem, and create units based off off attaching items lke wheels and guns, in which each item has a cost, and moar expencive units take longer to bild, and overpowered custom units will take ages to buld and be unimaginingly overpriced, so people leave some sence into there custome army.
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Thijzzemans
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Posted: 25 Nov, 2011
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Joined: 25 Nov, 2011 Posts: 1
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first of all i would like to say to thq that they were very bad to seel out supreme commander. maybe there is still time to wrong their right and buy it back or maybe make a deal with square enix to make it together. i would hope the buying back part. i love forged alliance and as for today i am still playing it with millions of other gamers. i like how you can build a base and how it looks. when i started i got irritated t the Grid in which you build because i came from command & conquer. but i like supreme commander more. and now that command & conquer totally messed up there seems to be nothing left. supreme commander has a very special chemistry. i read the list and i agree with the adjustments i like the nature maps because it shows the contrast between nature and robots. maybe a bit more nature effects like realtime vulcanoes or stuff but if that would cost the game to get worse i don't need those. i like the way it works. i even don't mind the units bumping in to eachother too much. walking through eachother bothers me more anyhoo.
i hope thq can get together this money. if there were some gamersguild for the preservation of good games i would join them. but that would prolly be too biased.
i like the fact that the last person before me became a member in nov 2011. this menas this game is still very much alive.
and for the last part i realy like the mods and i feel that thq has the responsibility to keep the modding community alive. so let them be able to mod the next supreme commander 3. i would still like to here from other gamers how much they would like supreme commander 3 to be realised by thq and hope thq reads this. Amen
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VentTool24
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Posted: 04 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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When I first played SupCom 2 I thought it reminded me of good old Total Annihilation back in 97. The simple block like structure of the units was interesting to me, but I think each little detail can be greatly improved. Just a few basic suggestions if Gas Powered Games decides to give SupCom 3 a go.
-Better Environment Detail -Underwater Bases/units(like Total A.) -Scouts for land and sea -Deployable Mines (Sea and Land) -Larger Sea units (SupCom 2 sort of dumb downed the Battleship size) -Air combat should take place much higher over land (excluding gunships) -Hybrid Economy System from SupCom 1, Forged Alliance, and SupCom 2
Last edited by VentTool24 on 08 Dec, 2011, edited 2 times in total.
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VentTool24
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Posted: 04 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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More Supreme Commander 3 Ideas/Suggestions
Larger Maps: Platform combat was pretty interesting, but you need the wide open spaces too. -Return the support command units/decoy commanders -Bombers should beable to bomb whole hordes of units instead of bombs tracking one unit at a time (could be an upgrade) -Usually when companies make 3 games the 3rd one is usually a hybrid of the first 2. Economy: Mass collection was hard to get in all supreme commander games, but I think it should stay the same as SupCom 2. Energy on the other hand should definetly use SupCom 1's system. -If you ever played Chris Taylor's original Total Annihilation game you might have noticed that some weapons were energy based, and the energy meter would decrease with each laser fired, but would rapidly spike back up with the help of Fusion Power Plants. I think SupCom 3 should go back to the roots of it's old predecessor TA with a mix of SupCom 1 and 2. -Expand the Upgrade System. How about unlocking certain Tech Levels? (I know their must be a way to fuse these two systems into one to add more strategy)
Last edited by VentTool24 on 04 Dec, 2011, edited 3 times in total.
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VentTool24
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Posted: 04 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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4th Faction Idea For Supreme Commander 3I gave some thought to this, but I think Pirates/criminal scum of the supreme commander universe could all come together to create a violent new splinter faction. -They would use old, new, and black market technology. This splinter group would consist of all races: Cybran, Illuminate, as well as corrupt UEF leaders. -As terms of style there units could have a scrap like look to them. -Follow this Link: http://pc.ign.com/dor/objects/755287/su ... 25298.htmlAs you can see there were Cybran Spider designs wich were scrapped and redesigned to the Rhino Tank from SupCom 1. The Pirate Faction could use this old design to create a versatile assault unit...
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brandon007
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Posted: 04 Dec, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I do believe there is a Edit Post button. Please use it.
Also, I want those spider bots! XD I wish we had access to those models XD
I wanna put the old Atlantis ingame =p
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truff63
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Posted: 05 Dec, 2011
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Joined: 26 Jan, 2009 Posts: 55
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my ideal SC 3 game.
start with SCFA:
- add in Sorian AI and Duncan AI enhancements. - add in One key donation and template rotation mods. - incorporate Blackops all the way. the Acu and Unit changes there have really helped the longevity of the game. also the building addons like shields and improved productivity begin to bring in the one SC2 idea i did like, building enhancements. - update the LUA engine to help with the system slowdown issues. - Add in dead unit depreciation so dead units eventually go away and lighten the load on the engine. - improve/fix the high resolution graphics engine in the game. using modern graphics cards nvidia 5xx cards we still need to run on medium graphics quality or else the game crashes randomly during game play.
- Don't be afraid of complexity. you ran away from that in SC2 and frankly that took away from the game. having buildings improve other buildings, having units assist other units (engineers) all made for an intricate, rich game experience.
- since SCFA has 4 pretty well defined races I would start there. a fifth race for a new game; sure why not. Maybe a water race or a nomad race but I do think that more manageable complexity adds to the brand.
- lastly, dont underestimate the interest in an extended single player campaign. like Starcraft 2 with its 24 or so separate fully integrated campaigns. That side of the game definitely adds value to a brand.
my 2 cents...
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VentTool24
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Posted: 05 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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Supreme Commander 3 4th Faction Con't
The Pirate Splinter Faction would again, have some sort of rugged, scrap/junk like look to them.
Armored Command Unit Design? For a new creative ACU design I would incorporate a mix of a tank like structure for the bottom and a robotic chassis for the top. (to paraphrase- take the fatboy design from SupCom 2 and put a King Kriptor as the top half, but of course much, much smaller with less fire power unless helped with upgrades)
Why this design? -Definetly an original design -More support (tank treads) than your average ACU -If you had access to old, new and black market designs stick outside the box a little -Gaspowered games can play around a little with the design -UPGRADE Idea: Integral Factory capable of creating only Light Assault Bots
NOTE: Basically since it's a "Pirate Race" its possible that they stole the original fatboy concept as an expiremental mobile land factory, buy just shrunk it down to size and can only spit out Light Assault Bots.
Supreme Commander 3 has a lot of potential and I hope Gas Powered Games does decide to create a 3rd. Please take your time on this one, and incorporate the little details that everyone loved in the predecessors. How about a Seraphim Prisoner that the Pirates captured (Forged Alliance Reference for a campaign twist)? Scrapped "original art designs" back in 2005 Spider Bot designs with plasma cannons were awsome! (Pirates steal and use designs for there own doing)
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VentTool24
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Posted: 05 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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Take a look back at some of those original art/image unit and explosion concepts of Supreme commander 1. (2005-2006?) Follow This Link: http://d-gun.com/sc_preview.htmTo me this art has good graphics and even looks like a fusion of SupCom 1, 2 and Forged Alliance! What ever happend to explosions this crazy and robotic arms and legs flying in all directions? We got a little taste in Supreme Commander 2's animations, but its time to take it to the next level! Some of those art concepts of "Mech Marines" were pretty neat. All Gas Powered Games has to do is to look at the past and learn that some of these unit designs and art concepts back in the day should be brought to life and used in Supreme Commander 3.
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brandon007
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Posted: 05 Dec, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Does anyone have access to those original old units? XD
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Neo
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Posted: 05 Dec, 2011
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Joined: 05 Dec, 2011 Posts: 19 Location: US
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I think that a unit editor would be pretty awesome Some thing else that they should have is that for manually activated missiles you should be able to do some sort of ability that lets them do some sort of barrage An idea for experimental units is to have either the ability to upgrade them to make them better in certain things for example be able to upgrade the mobile factory to be better at building units or attacking or instead have there be variants of different experimental units for example have the normal mobile factory and then have one that can build units better and have another that can destroy stuff better. Also as people have said before bring back the old economy and tech system but instead have VERY in depth tutorials so that newcomers can understand how it works.
_________________ Section 8
 Because sometimes Badass just isn't enough
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VentTool24
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Posted: 06 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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More Supreme Commander 3 Ideas
I came up with some real neat ideas over night and thought about the different ACU styles.
How about when playing campaign each main character has their very own style of an ACU?
For Example: -Dostya should have the original style from SupCom 1/Forged A. (if she still exists) -Ivan Brackman could have the same ACU as in SupCom 2 -Would it be pretty neat to see Dr. Gustaf Brackman fight in his own custom ACU? Perhaps as a final mission for Cybran campaign due to a flaw in his spinal cord cybernetics? (goes rogue or did the pirates sabotage Brackman?) -The Pirate Lord could use the tank/robot ACU, which would probably be more durable then normal ACU's due to the captured Seraphim feeding him knowledge on certain armor components etc. This would lead to a conclusion that you would have to fight the Pirate Lord as a final boss? -Would you like to see the Seraphim prisoner fight in his own ACU to get revenge on the other 3 factions? -How would Maddox or Kael respond to a seraphim opponent utilizing quantum based projectiles?
STORY/CAMPAIGN alpha ideas? (PART ONE)
The First Bit of story would revolve around the Pirate Lord and his faction...
Coalition government is scattered over a vast amount of colonies, small and large. Pirate Lord starts as a prisoner in one colony and works his way by escaping the colony via a Modified T1 UEF assault bot (Mech Marines?) By utilizing organized raids he starts his Pirate Splinter Faction (don't know what to name them yet) and recruits new prisoners from the smaller colonies which he has raided. By recruiting corrupt Illuminate Terrorists, UEF engineers, as well as powerful rogue Cybran allies the Pirate Lord's influence increases all over the galaxy, but his main goal is to bring back space travel via quantum gates and open a new era into a space age (space ships and space battles, etc.). Knowing this, rumors have soared around the prison about Seraphim survivors of the war that was thought to end humanity and that some went into a hybernation stasis in some secret region unknown to all people. Somebody knows, and the Pirate Lord wants to have full control over any knowledge and/or technology that might lead to their whereabouts... The UEF in a counter attack suggest that these raids can be handled by a veteran UEF commander. (Most likely be a fith or sixth mission in campaign)
Pirate Mission 1
In the first Pirate mission you play as the Pirate Lord escaping prison with a couple of hijacked T1 Light Assault Bots alongside your Pirate Lieutenant and with the help of some fellow prisoners, eventually working your way through the platform like prison complex utilizing hit and run tactics (supreme commander 2 map style) to an air transport (Tech lv 2). The only problem is that their is a Sub Command Unit blocking the way to the transport, who is commanded by the Warden of the facility. Luckily he is standing right underneath a massive gate capable of crushing even ACUs to rubble. You simply got to find the platform switch, which is activated by standing ten Mech Marines on a platform serving as a counter weight. There would be multiple passages to try as well as bonus objectives and a better understanding of some characters.
This mission would not focus around resource collecting or an ACU, but their is a huge survival aspect. You are the Pirate Lord trying to escape a well known prison complex in a modified Mech Marine with little HP. You simply start out with a small squad and free other prisoners who steal Mech Marines and you increase your army, all hoping to get to that T2 Air Transport. How about hijacking an engineer unit and capturing a land factory constantly spitting out Mech Marines?
I decided to go with a mission like this because it still uses a lot of strategy and that you should always start small in the story and work your way to the climax blowing stuff up with nukes and expirementals etc. (plus the original Total Annihilation used missions like this in the main campaign for the CORE and the ARM.) Its good to start simple like this in a campaign. I'd like to see a story that contains about 15-20 missions per faction, make the story lengthy you know...
Last edited by VentTool24 on 09 Dec, 2011, edited 5 times in total.
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brandon007
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Posted: 06 Dec, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Dont count on Dostya bein in any SUpCom3s. She died in FA.... Tis a shame, She was my favorite. (Loved the Russian Accent)
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VentTool24
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Posted: 06 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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Totally forgot that Dostya died in Forged Alliance, but it would be pretty neat to see her original ACU in Supreme Commander 3 in terms of multiplayer/skirmish.
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VentTool24
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Posted: 06 Dec, 2011
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Joined: 04 Dec, 2011 Posts: 72 Location: Snowboarding on the nearest uncharted Ice Moon
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TECH TREE IDEA?
Pirates: Tech lv. 1
Light Assault Bot: "Scrap Drone" Anti-Air: "Sky Raider" Scout: "Rover" (six-wheeled all-terrain vehicle) Artillery: "Pillager" (Locked: Purchase at Tech Upgrade Tree) Engineer
UEF: Tech lv. 1
Light Assault Bot: "Mech Marine" Anti-Air: "Archanist" Scout: "Recon Unit" Artillery: "Demolisher" (Locked: Purchase at Tech Upgrade Tree) Engineer
Illuminate: Tech lv. 1
Light Assault Bot: "Harvog" Anti-Air: "Crashdow" Scout: "Flare" Artillery: "Archer" (Locked: Purchase at Tech Upgrade Tree) Engineer
Cybran: Tech lv. 1
Light Assault Bot: "Hunter MK 1" Anti-Air: "Adapter ADV" Scout: "Zipper" Bot Artillery: "Brackman Artillery" Bot (Locked: Purchase in Tech Upgrade Tree) Engineer
Sorry, for going into too much detail, but I really like the supreme commander universe and can see some pretty big potential in the future. Hope Chris Taylor gives some consideration to the next Supreme Commander project, anyways what do you guys think of the unit list so far? Again, sorry for being so opinionative about the details. What do you guys think of the 4th Faction Idea (Pirates) and storyline?
Last edited by VentTool24 on 08 Dec, 2011, edited 3 times in total.
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