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Solar
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Posted: 09 Jun, 2009
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Joined: 01 Mar, 2007 Posts: 4228 Location: In the cover of the sun, ready to strike.
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If that means they're going for straight hover, then the maps are going to have to be adjusted, because otherwise Aeon will utterly dominate on small maps with water... Hmm, we'll have to wait and see how this goes.
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Cybran Freedom Fighter
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Posted: 09 Jun, 2009
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Joined: 15 Feb, 2007 Posts: 803
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Ryuken wrote: Yup, it would fit in the general theme of UEF having tracked units, Cybran legged units and Aeon/Illuminate the hover units.
It'll be interesting to see what GPG is gonna do with the Illuminate naval tech tree then, replace it with pure hover based stuff I guess? And then there must be some kind of hoverbased experimental for Illuminate as well then (that 'Ear Canal' thing perhaps).
Unless it's the Cybran who don't get any navy units. In Supcom1, Cybrans didn't have the best navy in a number of ways, but they could do some major damage with experimentals like the megalith. It wouldn't surprise me if they removed the Cybran navy in favor of giving them more amphibious units.
It'll be interesting however; I hope they do more with they navy this time around, like underwater bases and such.
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Solar
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Posted: 10 Jun, 2009
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Joined: 01 Mar, 2007 Posts: 4228 Location: In the cover of the sun, ready to strike.
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Experimentals that can fail? Interesting...
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RastiMinato
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Posted: 10 Jun, 2009
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Joined: 31 Dec, 2008 Posts: 3345 Location: Germany
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Solar wrote: Experimentals that can fail? Interesting... Indeed.
I´m interested in how this is exactly supposed to look ingame ...
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 Rasti - sig made by myself with my poor PS skills
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Mazrix
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Posted: 10 Jun, 2009
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Joined: 01 Aug, 2007 Posts: 5399 Location: Shitting in the wishing well!
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Experimentals unlock on a timed scale now?
hmm...
Why not, instead of having to wait for that, have the ability to put research points in experimentals to shorten the amount of time needed to get them?
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Ryuken
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Posted: 10 Jun, 2009
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Joined: 16 Feb, 2007 Posts: 978 Location: Belgium
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That's just a time estimate I think, of how the average game (or campaign Operation) would turn out.
_________________ Supreme Commander 2 videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=50&t=37297 Kings and Castles videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=48&t=48269
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mocafrost
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Posted: 10 Jun, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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Ryuken
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Posted: 10 Jun, 2009
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Joined: 16 Feb, 2007 Posts: 978 Location: Belgium
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Added, nice catch.
_________________ Supreme Commander 2 videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=50&t=37297 Kings and Castles videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=48&t=48269
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OblivionLord
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Posted: 11 Jun, 2009
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Joined: 07 Aug, 2007 Posts: 172
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I'm still questioning how subcom 2 will play on large maps like 40x40 with alot of units and 80x80 with barley any units.
Chris said that Subcom 2 was demoed on a 2 year old pc. We big deal. I was able to play Subcom 1 on a 3 year old Pc when Subcom 1 came out since it was playing on a 10x10 map which in the Subcom 2 demo, the map is probably a 10x10.
The real question is the physics. How well with this engine handle it because I'm on a 3.8 quad and 80x80 maps simply aren't playable at all once there is a small amount of units on board as well as all the water. 40x40 is a little better, but still slows when you get around 300 units per player even on maps with little water. 20x20 slows down when you get 500 units per player especially on Setons Clutch with all that water.
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OblivionLord
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Posted: 11 Jun, 2009
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Joined: 07 Aug, 2007 Posts: 172
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Mazrix wrote: Experimentals unlock on a timed scale now?
hmm...
Why not, instead of having to wait for that, have the ability to put research points in experimentals to shorten the amount of time needed to get them?
Why not keep it the way it was or at least give the host the option for experimental unlock times. Don't limit players to only use experimentals at a certain point. I see it the same as 'No Rush' time. It is an option.
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bl4h
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Posted: 13 Jun, 2009
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Joined: 06 Mar, 2007 Posts: 18
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They are dumbing it down. So im guessing based on what he said that they removed the per second resource rate and made it more like a normal RTS
That was a huuuuge mechanic of the SC and they dumbed it down. Im gonna wait for the reviews before i snag this one. probably going to be a simcity societies
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Spooky
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Posted: 13 Jun, 2009
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Joined: 15 Feb, 2007 Posts: 9774 Location: Austria
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OblivionLord wrote: Why not keep it the way it was or at least give the host the option for experimental unlock times. Don't limit players to only use experimentals at a certain point. I see it the same as 'No Rush' time. It is an option.
You should read that statement and the thread again  . Experimentals aren't unlocked at a certain time. It was just a statement regarding the average timeframes where you would unlock the experimentals in the tech tree.
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commander672
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Posted: 15 Jun, 2009
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Joined: 31 May, 2009 Posts: 82
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Im starting to think these RTS maps are getting LESS realistic!
Take a look at a SupCom2 screenshot. Ok? See the ground allumination and cartoonish setting? The way the ground looks more like a giant mirror than a textured surface?
Now look at a World in Conflict screenshot, and tell me that doesnt look absulutly perfect. The trees look like pines, not just trees. The Tanks each have charactoristc features. You can see texture on the road, which makes it look 'unclean' like it's covered in dust and dirt and grime. Also look at all the debris. Trash cans, boxes, soda cans, they're all flying about. Look at the complexity of the map creater, the shockwaves from nukes. All these suttle things that make it more movielike.
Now look at Supcom 2. The cities are cleaner, the units less grimy, the explosions too fire-ry, aircraft that look like balloons, that kind of thing.
_________________ Beware the Commander of the six hundred and seventy-second Node!
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BulletMagnet
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Posted: 15 Jun, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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do you realise how big a trash can is compared to an ACU?
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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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Cybran Freedom Fighter
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Posted: 16 Jun, 2009
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Joined: 15 Feb, 2007 Posts: 803
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Hey Ryuken, why not use the second post as a reference for all the material, and the first post for just the newest stuff?
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rage.against
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Posted: 16 Jun, 2009
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Joined: 15 Jun, 2009 Posts: 77
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commander672 wrote: Im starting to think these RTS maps are getting LESS realistic!
Take a look at a SupCom2 screenshot. Ok? See the ground allumination and cartoonish setting? The way the ground looks more like a giant mirror than a textured surface?
Now look at a World in Conflict screenshot, and tell me that doesnt look absulutly perfect. The trees look like pines, not just trees. The Tanks each have charactoristc features. You can see texture on the road, which makes it look 'unclean' like it's covered in dust and dirt and grime. Also look at all the debris. Trash cans, boxes, soda cans, they're all flying about. Look at the complexity of the map creater, the shockwaves from nukes. All these suttle things that make it more movielike.
Now look at Supcom 2. The cities are cleaner, the units less grimy, the explosions too fire-ry, aircraft that look like balloons, that kind of thing.
its good to note square enix, a japanese company, is involved in this game and especially the story...
You can't have femine emotive guys with odd colored spiked hair without the unrealistically colorful and happy anime setting!
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Ryuken
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Posted: 17 Jun, 2009
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Joined: 16 Feb, 2007 Posts: 978 Location: Belgium
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Cybran Freedom Fighter wrote: Hey Ryuken, why not use the second post as a reference for all the material, and the first post for just the newest stuff?
You got a point, people will have to scroll too much to notice new stuff so I'll mention the recent updates on top separately.
I am sure I am gonna need that second post when more SupCom 2 media comes out. Believe me, you never have enough room in this kind of thread, I know what I am talking about. 
_________________ Supreme Commander 2 videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=50&t=37297 Kings and Castles videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=48&t=48269
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lynx_nz
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Posted: 28 Jun, 2009
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Joined: 24 Feb, 2007 Posts: 72 Location: Auckland, NZ
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OOo. Might be new, else i missed it. On the SupCom 2 website you can now click on the UEF pistol to get a message from the front!
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Ryuken
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Posted: 28 Jun, 2009
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Joined: 16 Feb, 2007 Posts: 978 Location: Belgium
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Nice catch, I've added it to the first post.
_________________ Supreme Commander 2 videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=50&t=37297 Kings and Castles videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=48&t=48269
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RastiMinato
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Posted: 28 Jun, 2009
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Joined: 31 Dec, 2008 Posts: 3345 Location: Germany
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Wasn´t that there from the start?
Or was that only another message on that screen? ...
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 Rasti - sig made by myself with my poor PS skills
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Ryuken
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Posted: 28 Jun, 2009
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Joined: 16 Feb, 2007 Posts: 978 Location: Belgium
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It could be yeah  , but anyway, now we're sure nobody misses it.
_________________ Supreme Commander 2 videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=50&t=37297 Kings and Castles videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=48&t=48269
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WNxWolfinator
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Posted: 29 Jun, 2009
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Joined: 05 May, 2008 Posts: 7770 Location: Backstabbing the bastard no-scoping the camper
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commander672 wrote: Im starting to think these RTS maps are getting LESS realistic!
Take a look at a SupCom2 screenshot. Ok? See the ground allumination and cartoonish setting? The way the ground looks more like a giant mirror than a textured surface?
Now look at a World in Conflict screenshot, and tell me that doesnt look absulutly perfect. The trees look like pines, not just trees. The Tanks each have charactoristc features. You can see texture on the road, which makes it look 'unclean' like it's covered in dust and dirt and grime. Also look at all the debris. Trash cans, boxes, soda cans, they're all flying about. Look at the complexity of the map creater, the shockwaves from nukes. All these suttle things that make it more movielike.
Now look at Supcom 2. The cities are cleaner, the units less grimy, the explosions too fire-ry, aircraft that look like balloons, that kind of thing.
Eh, SupCom is set 1000 years from WiC
I would think cities are way cleaner. Also, the scale of SupCom is way too big to go and display every little can.
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Spooky
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Posted: 30 Jun, 2009
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Joined: 15 Feb, 2007 Posts: 9774 Location: Austria
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Ryuken
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Posted: 30 Jun, 2009
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Joined: 16 Feb, 2007 Posts: 978 Location: Belgium
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I was thinking the same thing, PC Gamer UK subscribers already have the newest issue, last time someone scanned it almost straight away (I guess he's on holiday now).
_________________ Supreme Commander 2 videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=50&t=37297 Kings and Castles videos, articles, dev posts and more: http://forums.gaspowered.com/viewtopic.php?f=48&t=48269
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AlteMann
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Posted: 30 Jun, 2009
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Joined: 22 May, 2008 Posts: 182 Location: Swe
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Will there really be fewer polygons per unit?
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