Login  Register
 



Post new topicThis topic is locked, you cannot edit posts or make further replies. Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 15  Next
 
Author Message
 PostPosted: 12 Jan, 2011 
 

Joined: 20 Oct, 2007
Posts: 41
Offline
Quote:
There is nothing in my original forum post that attacked SupCom 2 as a game or anyone that likes the game. My original forum post is clear that I'm talking about the underlying engine and the changes that were made to it.
Nobody has attempted to refute your claims because they are ridiculous and irrelevant. Your main post basically theorizes that every change to the game from FA to SC2 was not made, for example, because FA was a flawed game formula that Total Annihilation did better, but purely to increase engine performance. Not only are your reasons for these claims baseless, unproved speculations, but even if what you were saying was true, it wouldn't matter because the first game's PC requirements were batshit insane.

Even if all the changes to the game were purely in the name of performance, which you could never prove, it is still be a superior game to the first, and with 10x better performance to boot!


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 
User avatar

Joined: 25 Mar, 2010
Posts: 1495
Offline
ARMYguy wrote:
The reason why FA is better than Sup Com 2 is simple and its not opinion related. Having multiple mex upgrades and multiple tiers tied to factories means you can actually attack and deny resources and tech with successful raids, which opens up a ton more strategy.

It was brought up before, a Sup Com 2 base just doesnt have anything important in it. Oh woopie die, someone killed my tiny cheap power plant. No more giant plants that explode, also taking out everything around it. No more making buildings next to others for strategic increases, as in do i put supply next to these plants and risk a giant chain reaction?

Also, i think naval combat is just completely terrible in Sup Com 2. I have yet to have a nice epic battle in the seas like i used to have all the time in the orignal. Why is that?

Bottom line is, this game went the way other RTS have been going, which is removing strategic depth for stupid people that have no buisiness playing RTS in the first place. They invented COD for these people, they should GTFO of my RTS games before every damn one is Sup Com 2 and there are no more games with depth (earth 2150/2160, Sup com 1, etc)


You obviously suck at SupCom2, because your analysis is completely SupCom1 based. It shows no rational understanding of how to play SupCom2, what's fun about SupCom2 or what is important stategically in SupCom2, so rather than learning to play a new game you have decided to throw negativity at it.

Gotcha

_________________
Yeah Toast!


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 01 Jan, 2011
Posts: 1025
Offline
Wingflier wrote:
Quote:
There is nothing in my original forum post that attacked SupCom 2 as a game or anyone that likes the game. My original forum post is clear that I'm talking about the underlying engine and the changes that were made to it.
Nobody has attempted to refute your claims because they are ridiculous and irrelevant. Your main post basically theorizes that every change to the game from FA to SC2 was not made, for example, because FA was a flawed game formula that Total Annihilation did better, but purely to increase engine performance. Not only are your reasons for these claims baseless, unproved speculations, but even if what you were saying was true, it wouldn't matter because the first game's PC requirements were batshit insane.

Even if all the changes to the game were purely in the name of performance, which you could never prove, it is still be a superior game to the first, and with 10x better performance to boot!


Oh, this just gets better. The other guy said I was provided with numerous explanations, yet you say that nobody has attempted to refute my claims. Which one is it???

And how are my claims ridiculous? Is it not true that an idle unit uses the cpu less intensively than an active unit? Is it not true that simply clicking an icon to have something instantenously unlocked as an upgrade uses the cpu less intensively than upgrading via the economy as if one were building a unit? Is it not true that having only 1 unique unit in the game will be less cpu intensive than 2 unique units in the game? Are these really baseless claims and unproven speculation?

Major changes to SupCom 2 gameplay are related to cpu performance.

Also, take a look at the following 3-page interview with CT: http://ve3d.ign.com/articles/features/53364/Supreme-Commander-2-PC-Interview. It's a pretty in-depth interview. But what is just as important as what is said is what is NOT said. At the beginning, there is a very brief mention of A* vs. FlowField pathfinding to increase cpu performance.

Don't you find it interesting that in one of the most detailed and straight-to-the-point interviews that CT gave, the very first item of discussion (and 1/3 of the article) is about hardware and software limitations?

Are you prepared to theoretically debate A* vs. FlowField at the mathematical level? Please, amuse me.

_________________
Image


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 01 Jan, 2011
Posts: 1025
Offline
TheWord wrote:
The only thing I hear is "blah blah blah". It's like, REALLY annoying.


Then don't listen to me. Let's see what CT himself said in an interview (http://ve3d.ign.com/articles/features/53364/Supreme-Commander-2-PC-Interview):

"Are you using a modified version of the Demigod engine? Does any component of the original SupCom engine remain?

No, this is actually the original SupCom 1 engine but with a brand new rendering component. We also rewrote the UI system and the pathfinding system. As part of the rendering engine we introduced global illumination and a lot of other awesome visuals. You will be blown away by how smooth and beautiful the game looks and plays."

What, what? SupCom 2 uses the SupCom 1 engine but with a brand new rendering component (which is irrelevant since the vga was not the bottleneck) and pathfinding system (which in itself is not enough to completely eliminate the cpu bottleneck).

Blah blah blah... sounds about right to me, but not from me.

_________________
Image


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 20 Oct, 2007
Posts: 41
Offline
I'm no longer feeding the troll. I've said this many times, but you are arguing over nothing.

Even if it were true that most of the changes from FA to SC2 were to increase engine performance, SC2 is still a far better game, and so the why is irrelevant when the result speaks for itself.

You can go on and on making claims that are still baseless and unjustified. Just because Chris Taylor said they made some major optimizations to the game, does not mean that SupCom 2 is FA on a diet, or that the entire game was based around those changes. Even if it did, it's irrelevant, because it's a better game.

You're being a troll and wasting everybody's time, good day sir.


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 01 Jan, 2011
Posts: 1025
Offline
Wingflier wrote:
I'm no longer feeding the troll. I've said this many times, but you are arguing over nothing.

Even if it were true that most of the changes from FA to SC2 were to increase engine performance, SC2 is still a far better game, and so the why is irrelevant when the result speaks for itself.

You can go on and on making claims that are still baseless and unjustified. Just because Chris Taylor said they made some major optimizations to the game, does not mean that SupCom 2 is FA on a diet, or that the entire game was based around those changes. Even if it did, it's irrelevant, because it's a better game.

You're being a troll and wasting everybody's time, good day sir.


Good bye.

_________________
Image


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 05 Oct, 2007
Posts: 16427
Location: camping near the biggest power-up
Offline
TheWord wrote:
Quote:
I would be all for doing a total conversion to FA


Well just piss off and go play FA then, you dumb ***.

BulletMagnet wrote:
The problem is, FA has those performance issues that the Sup2 fanboys lord over those who like FA.

Is it too much to ask for the best of both worlds, even if the community has to make it themselves?

Since I didn't get this answered before.

_________________
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.


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 01 Jan, 2011
Posts: 1025
Offline
BulletMagnet wrote:
TheWord wrote:
Quote:
I would be all for doing a total conversion to FA


Well just piss off and go play FA then, you dumb ***.

BulletMagnet wrote:
The problem is, FA has those performance issues that the Sup2 fanboys lord over those who like FA.

Is it too much to ask for the best of both worlds, even if the community has to make it themselves?

Since I didn't get this answered before.


There are really only a handful of things I do like about SupCom 2:

  • The factory addons
  • That experimental units are produced in facilities
  • The new pathfinding algorithm (but only as a temporary workaround. As hardware improves in the future and can actually handle A* pathfinding on the scale of SupCom, then I would like to see it revert back to this)

But the first two can be modded into FA.

_________________
Image


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 05 Oct, 2007
Posts: 16427
Location: camping near the biggest power-up
Offline
My question was directed at The Word.

I'm ambivalent about A* because it works exceptionally better in robotics than in video games. I suspect it's because a video game is a perfect Cartesian universe with an absolute coordinate system. Real life doesn't have that, so you can bump, shift, and deform coordinates to make things work better.

_________________
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.


Top
 Profile  
 PostPosted: 12 Jan, 2011 
 

Joined: 01 Jan, 2011
Posts: 1025
Offline
BulletMagnet wrote:
My question was directed at The Word.

I'm ambivalent about A* because it works exceptionally better in robotics than in video games. I suspect it's because a video game is a perfect Cartesian universe with an absolute coordinate system. Real life doesn't have that, so you can bump, shift, and deform coordinates to make things work better.


I felt like chiming in because there seems to be the impression that there is absolutely nothing I like about SupCom 2. Just wanted to use the opportunity to throw in a few words about this.

As for A*, even if we are working with cartesian coordinates, what about the possibilty of using meshable terrain instead of evenly distributed quadrants? For example, if there is a big boulder blocking the path, the mesh system around that boulder would be more refined to allow for greater path calculations.

Also, what about the possibility of each map having an associated table that provides rough estimates of the shortest path from various points around the map. I'm not talking about every single possible path calculated beforehand, but several key ones involving the points of interest on the map. Then, the game would at list have an index lookup as a first guess instead of calculating everything from scratch each time.

Also, SupCom 2 switched from calculating the movement of each individual unit individually to treating several units together as a cluster, and then calculating the movement path of the cluster.

_________________
Image


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 

Joined: 05 Oct, 2007
Posts: 16427
Location: camping near the biggest power-up
Offline
A mesh would be better, but that would take a lot more effort to calculate. I suppose that's why existing robots are quite slow to navigate. The pre-computing idea is a lot like the flow-field, except that FF recalculates with updated values of where new things are.

FA, and most games, use a table of pathing hints to help speed up things. The problem is that you can favour the hints too heavily, and ignore small paths that are better, but unmarked.

_________________
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.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 01 May, 2010
Posts: 985
Offline
Quote:
I felt like chiming in because there seems to be the impression that there is absolutely nothing I like about SupCom 2.


There is absolutely nothing I like about you either. Go away troll.

_________________
Image
Supcom2 Events and Guides


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 09 Mar, 2007
Posts: 218
Location: Australia
Offline
SupCom 2 is what happens when you get SupCom/FA, remove a significant amount of needless complexity and make a few different design choices.

I think it turned out quite well and is a lot more polished (especially as a game a year after release compared to the FA/SC1 setup). I can see why people don't like some of the changes, but most of the issues people have with the game really do feel like sour grapes that people didn't get FA the engine performance patch.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 

Joined: 05 Oct, 2007
Posts: 16427
Location: camping near the biggest power-up
Offline
You still haven't answered my question, TheWord.

_________________
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.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 01 May, 2010
Posts: 985
Offline
BulletMagnet wrote:
You still haven't answered my question, TheWord.


Lol I didn't see it. Tbh I don't want Supcom2 to be like FA, because Supcom2 is just better than FA.

So no. I wouldn't help any effort to mod supcom2 to FA.

_________________
Image
Supcom2 Events and Guides


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 

Joined: 05 Oct, 2007
Posts: 16427
Location: camping near the biggest power-up
Offline
I never asked that.

My point was that there are some who like FA's gameplay better (conversely, there's some who like Sup2's gameplay better). But the unanimous agreement is that the engine used in Sup2 is better than that of FA's.

People decry FA as being worse because of the engine differences. I think that's a foolish point of view to take. What if the tables were turned? Say Sup2 came out first, on the FA engine... then FA was released on the Sup2 engine. You, preferring Sup2's gameplay, would naturally want to see it on the better engine too. Right?

If the answer is yes, then why are you telling people to piss off back to FA? It strikes me as hypocritical.

_________________
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.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 

Joined: 28 Dec, 2010
Posts: 28
Offline
there is only one thing that i do not like in this game

the stupid tiny factory units, they are so small that i can't distinguish them(if i do not zoom in)... for the rest, is a great game and reserch sistem is also very good, but i would get rid of mass convertor and take back the tech 2 mass extractor from TA(only tech 2, not tech 3) as upgrade in the research windows of course...


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 01 May, 2010
Posts: 985
Offline
Quote:
People decry FA as being worse because of the engine differences. I think that's a foolish point of view to take. What if the tables were turned? Say Sup2 came out first, on the FA engine... then FA was released on the Sup2 engine. You, preferring Sup2's gameplay, would naturally want to see it on the better engine too. Right?


But the tables aren't turned. FA is worse because of the engine and the gameplay. So I see no reason to detract anything from supcom2 to give some FA fans something that they will still whine about.

_________________
Image
Supcom2 Events and Guides


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 23 Aug, 2010
Posts: 516
Offline
Amph wrote:
there is only one thing that i do not like in this game

the stupid tiny factory units, they are so small that i can't distinguish them(if i do not zoom in)... for the rest, is a great game and reserch sistem is also very good, but i would get rid of mass convertor and take back the tech 2 mass extractor from TA(only tech 2, not tech 3) as upgrade in the research windows of course...


I believe what you want is ctrl-Y iirc.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 01 Mar, 2007
Posts: 1999
Location: Perth, Western Australia
Offline
BulletMagnet wrote:

My point was that there are some who like FA's gameplay better (conversely, there's some who like Sup2's gameplay better). But the unanimous agreement is that the engine used in Sup2 is better than that of FA's.


I think we can all agree that supcom2s engine is better in terms of CPU and GPU performance. Supcom2 may have cut features, like user edited maps, but I and many others still believe Supcom2 has significantly better gameplay that Supcom1/FA.

So WHY do you think FAs gameplay is better? I know we have all discussed this before, but it bears restating for madface (NOTE to Madface: I have spend many hours of time with supcom1 and FA including significant mods and rate it as one of my favorite games ever!).

The common reason is economy. FA is NOT better when it comes to economy gameplay. Upgrading each individual mass extractor was a MAJOR flaw in FAs gameplay. Likewise the tier system of both factories and power was not a positive gameplay element. It required way to much micro. Supcom2 fixed both these gameplay issues. Any talk about flow vs pay-to-queue is just distracting from these issues.

Have I missed it? Can you express in 25 words or less why FA gameplay is better?

Oh and happy new year to all ;-)

_________________
My Mods:
SC - Duel AI, Close-up Camera, Alternative Music Order
FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch
SC2 - Research log in replays, Mass Extractor Balance.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 

Joined: 05 Oct, 2007
Posts: 16427
Location: camping near the biggest power-up
Offline
Why do you like a particular type of music? Why do you like your favourite food?

In this case, the why doesn't matter; it's entirely subjective. You have very little right saying that upgrading individual mexes was a flaw - I may believe that it was a major attractor. Conversely, I could say that research was a major flaw. Who is the authority here? Who is to say what is or isn't fun? Post count doesn't give the right, neither does having mods released, nor does having a high rank.

Otherwise,

    Starcraft IS better than Sup2.

The engine is the only objective matter being discussed. Right now, I'm only discussing the engine. Please, don't do yourself a disservice by deflecting the matter.

_________________
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.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 01 Mar, 2007
Posts: 1999
Location: Perth, Western Australia
Offline
BulletMagnet wrote:
You have very little right saying that upgrading individual mexes was a flaw - I may believe that it was a major attractor.


I have the right to freedom of speech (even here in oz).

That aside...

I believe upgrading individual mexes was a flaw in FA. You dont. One of us is WRONG. How do we decide?

EDIT: To further confuse things....A musically analogy....

When I was playing FA I thought I was listening to Metallica, but it turns out it was Creed. When I was playing supcom2 I thought I was listening to DreamTheater, but it turns out it was Queen.

_________________
My Mods:
SC - Duel AI, Close-up Camera, Alternative Music Order
FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch
SC2 - Research log in replays, Mass Extractor Balance.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 
User avatar

Joined: 22 Jun, 2008
Posts: 4670
Location: Just... Don't look behind you.
Offline
BulletMagnet wrote:
TheWord wrote:
Quote:
I would be all for doing a total conversion to FA


Well just piss off and go play FA then, you dumb ***.

BulletMagnet wrote:
The problem is, FA has those performance issues that the Sup2 fanboys lord over those who like FA.

Is it too much to ask for the best of both worlds, even if the community has to make it themselves?

Since I didn't get this answered before.

If modding support were possible, I don't see what the problem would be either. The measure of how fun it was is the community such a mod would build up for itself. Also I think very few people liked the supcom 1 economy in the regard of upgrading mexes, if only because it was a very fiddly thing to get right (Can I afford this T3 mex based on reclaiming these rocks or should I just build mass storage around it that gives it 50% production bonus). A refined supcom 1 economy might be very interesting to try again, but I suspect it may have blown its chance, and the current compromise works absolutely fine for me.

The trouble is, modding support isn't possible, which is a legitimate complaint, but one that has already been made, ad infinitum


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 

Joined: 05 Oct, 2007
Posts: 16427
Location: camping near the biggest power-up
Offline
Neither of us is wrong, right and wrong isn't applicable at all. You believe upgrading individual mexes was a flaw - I simply believe otherwise.

Why must there be an absolute truth to personal preference?

I believe that mex. upgrading itself wasn't the issue, but that the measure of risk-reward to upgrading was the problem (I've spoken of the 22x cost increase for 3x mass output before, I don't need to repeat that). There's two options to fix it; remove upgrading entirely, or rebalance it to a better value. It's clear that GPG believed the first option was the best, I believe the latter should have been taken.

[PS:] Spuddy ninja'ed me.

_________________
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.


Top
 Profile  
 PostPosted: 13 Jan, 2011 
 

Joined: 06 Feb, 2010
Posts: 578
Location: Imperial Russia
Offline
Quote:
I believe that mex. upgrading itself wasn't the issue, but that the measure of risk-reward to upgrading was the problem (I've spoken of the 22x cost increase for 3x mass output
except that it was bogus and irrational part of the gameplay having to upgrade each building individually. it takes so much attention from fun combat gamplay to boring economics stuff.
that is the issue, not risk-reward.
well it is quite contrary, risk-reward of a T2 mex is almost copied to SupCom2 mexes. making it correct/intended value. not the value of t1 mex obviously.

and why do you think that having 7 times less profitable mex than SupCom1 t1mex is wrong?
because you afraid of actually thinking and making strategic choices and instead prefer having one obvious answer "always build everywhere" to everything?

_________________
[DW] Vladimir


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies. Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 15  Next



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy