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 PostPosted: 29 Oct, 2010 
 

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Hi,

just found an interesting interview with Chris Taylor about GPG and K&C.
One thing he is talking about is that they wanna release the core game and then release DLC every month, even microtransactions might be possible.

Take a look and make your own mind.

You find the interview on page 22.

http://issuu.com/igda.org/docs/igdapers ... ter10-2010


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 PostPosted: 29 Oct, 2010 
 
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"First, we release the core game, then every month we release a new monarch...there might be some microtransactions as well"
My whole perception of K&C has just changed.


This requires a whole new thread!

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 PostPosted: 30 Oct, 2010 
 
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From page 23:
Chris Taylor wrote:
We're seeing new customers emerge, people who haven't played games in a very long time; we're getting our old customers back that were chased away by games that were too serious or hardcore.

Seriously? Because it looks to me like GPG had more problems with their less hardcore games. RTS is THE harcore genre. EA managed to finally kill C&C by going casual. (Not the only reason C&C failed but it was at the top of the list).

And who are the old customers who came back after being chased away by too serious and hardcore games? The large fan crowd in the Space Siege forum? The 3 old Dungeon Siege fans who appeared when DS III was announced?

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 PostPosted: 30 Oct, 2010 
 
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He still wants to do the same stuff he did for TA...

We'll see if it works out.

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 PostPosted: 30 Oct, 2010 
 
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I hope he doesn't forget about supcom 2.

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 PostPosted: 30 Oct, 2010 
 
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slinki wrote:
I hope he doesn't forget about supcom 2.


I hope he does.

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 PostPosted: 30 Oct, 2010 
 

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I don't prefer DLC, at least I would not like to buy DLC every month...but I will see how they plan to do it and how much it will be.

K&C is looking good so far and it seems that they do everything right.

So let them surprise me. :)


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 PostPosted: 30 Oct, 2010 
 
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JWest wrote:
slinki wrote:
I hope he doesn't forget about supcom 2.


I hope he does.


Why?

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 PostPosted: 30 Oct, 2010 
 
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slinki wrote:
JWest wrote:
slinki wrote:
I hope he doesn't forget about supcom 2.

I hope he does.

Why?

Cause its a travesty to the SupCom Franchise?(IMO of course)

Mike

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 PostPosted: 30 Oct, 2010 
 
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SupCom2 can serve both as a warning and a reminder on what not to do... ;)

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 PostPosted: 30 Oct, 2010 
 

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Oh well,

imagine there are people who actually like SC2 and I am one of them.


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 PostPosted: 30 Oct, 2010 
 
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OrangeKnight wrote:
slinki wrote:
JWest wrote:
slinki wrote:
I hope he doesn't forget about supcom 2.

I hope he does.

Why?

Cause its a travesty to the SupCom Franchise?(IMO of course)

Mike


Yes exactly, which is why I said I hope Chris doesn't forget about it. It has made leaps and bounds recently. Your logic of just throw it away and forget about it is lost on me.

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 PostPosted: 30 Oct, 2010 
 
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Well, I don't say that Supcom2 hasn't made any improvements since release, but my issues with it have always been core issues, and while its better, its still not passable IMO.

I'm hoping that either KnC will be more to my liking AND/OR the give me the tools I need to do what I want to.

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 PostPosted: 30 Oct, 2010 
 
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OrangeKnight wrote:
Well, I don't say that Supcom2 hasn't made any improvements since release, but my issues with it have always been core issues, and while its better, its still not passable IMO.


In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.

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 PostPosted: 30 Oct, 2010 
 
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FunkOff wrote:
OrangeKnight wrote:
Well, I don't say that Supcom2 hasn't made any improvements since release, but my issues with it have always been core issues, and while its better, its still not passable IMO.


In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.



I belive that mods are what Orange is talking about.

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 PostPosted: 30 Oct, 2010 
 
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Grim Tuesday wrote:
FunkOff wrote:
OrangeKnight wrote:
Well, I don't say that Supcom2 hasn't made any improvements since release, but my issues with it have always been core issues, and while its better, its still not passable IMO.


In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.

I belive that mods are what Orange is talking about.

It is part of it, yes.

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 PostPosted: 08 Nov, 2010 
 

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If you start with dog sh1t and shape it into dice and bake them, you could probably play a game. You could even paint them, but each time you roll those dice, your playing with dog sh1t.

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 PostPosted: 15 Nov, 2010 
 

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Microtransactions? Gargg! Curse the likes of farmville for the microtransaction business models. I want to go back to the nice, complete games for $50.

Now get off my lawn!

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 PostPosted: 20 Nov, 2010 
 
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dawumyster wrote:
Microtransactions? Gargg! Curse the likes of farmville for the microtransaction business models. I want to go back to the nice, complete games for $50.

Now get off my lawn!

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 PostPosted: 22 Nov, 2010 
 
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FunkOff wrote:
In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.

Add the FA eco system and I would agree with you..


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 PostPosted: 22 Nov, 2010 
 
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HighFlyer15 wrote:
FunkOff wrote:
In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.

Add the FA eco system and I would agree with you..


What's better about the FA econ system? The fact that you can crash it and never ever build anything again?

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 PostPosted: 22 Nov, 2010 
 
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HighFlyer15 wrote:
FunkOff wrote:
In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.

Add the FA eco system and I would agree with you..


To add to Funk's post above me, the great thing about the FA system was that it was unique, a breath of fresh air from Starcraft, Age of Empires, C&C, Empire earth, etc...

It wasnt that the system its self was good, it was just different. If instead of just implanting the FA system to Supcom2, and actually spending time to make it better, then I would totally agree with you. But im sure that just using the old system, would be a failure.

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 PostPosted: 22 Nov, 2010 
 

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FunkOff wrote:
HighFlyer15 wrote:
FunkOff wrote:
In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.

Add the FA eco system and I would agree with you..


What's better about the FA econ system? The fact that you can crash it and never ever build anything again?

That statement is categorically wrong.

Really, what a fail post. It's no different from saying that if you lose a single encounter you can never enter combat again.

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But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 22 Nov, 2010 
 

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BulletMagnet wrote:
FunkOff wrote:
HighFlyer15 wrote:
FunkOff wrote:
In my opinion, Supcom 2 is more varied and balanced than FA ever was. The only thing that could make FA better was GPGnet and the community gameplay modes/maps/mods. If supcom 2 had those things, it would be better in every way.

Add the FA eco system and I would agree with you..


What's better about the FA econ system? The fact that you can crash it and never ever build anything again?

That statement is categorically wrong.

Really, what a fail post. It's no different from saying that if you lose a single encounter you can never enter combat again.


Word.

...I understand that Funk wants to stick up for SupCom2. It got a lot of negative press from SupCom1/FA fans (for good reason imo), and GPG has done a lot to improve it.. and SupCom2 does address some of the core complaints from SupCom1/FA..

But it's no good to start looking at FA with shit-tinted glasses either. SupCom2 took the FA legacy of incredible unit diversity and unrivaled scale and turned it into a mob fest of attrition and micro-managing (admittedly neat) unit abilities.

It's not at all worth listing the many, many clever elements of SupCom1/FA that were cut from SupCom2. To call it a more varied game is fine in the sense that SupCom2 makes most of its variety highly accessible via the tech tree, which lets players focus down one or two branches to quickly unlock a 'unique' set of units and tactics, but the overall selection of units and the differences among them are spread out over such a finer/smaller scale.

In SupCom2, the differences between core combat units like a sniper, an arty, and a tank are nothing compared to the variety among T1, T2, and T3 land units in FA. Likewise, the 'combat' experimentals in SupCom2 are all variations on guns+more guns+more guns=awesome. (I do love the idea behind the more original units like the BBouncer, Magnetron/PnS, Noah, and I think the discounted factory mechanic might've been a good idea too..)

FA had long-ranged units that had much longer range. It had AoE units with bigger (and smaller) AoE (and DoT). It had more variety in RoF. More variety in projectile speed and movement speed. It had more firing randomness and weapon inaccuracy. FA's unit designs leveraged the simulation/physics side of the engine much more, and the units were more interesting and 'realistic' as a result.

I do enjoy the cheesy fun of jump-jetting Cybran ships over cliffs and onto a plateau in SupCom2, but I hate that the sum of these upgrades makes the *entire* Cybran navy a bunch of larger/longer-ranged tanks that have nearly the same capabilities as a Cybran land army. It's an interesting idea but, like the rest of SupCom2, it lacks subtlety to the point that it all devolves into a mess of barely-different units spamming away under power from the infinite eco power of cheap mass fabs.

I can't undertand the people (like Funk here and Duncane and other old FA fans) who **** on the FA eco just to argue that SupCom2's is so much better. The FA eco had some major frustrations and some persistent bugs, and I'd be happy to see it remade with a pay-up-front-as-you-build system like we now have in SupCom2. But the basic flaws of the FA eco didn't need to be replaced with a flat and utterly two-dimensional (i.e., boring) eco spam that took over in SupCom2. There's a huge gulf between the sometimes Byzantine mechanics of FA's eco and the 'dumbed-down' system in SupCom2, which jumped so far that it's less nuanced than harvesting wood+gold or Tiberium+Pgens.

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 PostPosted: 22 Nov, 2010 
 

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I love you, Mr. P.

Will you marry me?

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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