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 PostPosted: 19 Jan, 2011 
 

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@SteveB

You don't know why you answer? Hell, I don't know it too. Why?
You guys are just too nice, why not simply stop this whole thing?!

Never met a company that is so relaxed, what is in your nuts? (meaning the nuts dispenser) ^^


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 PostPosted: 19 Jan, 2011 
 

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I've been a professional writer for like 20+ years, so I guess I should be similarly arrogant in the threads that question the script and story. "YOU ALL DON'T KNOW WHAT YOU'RE TALKING ABOUT, HOW DARE YOU QUESTION ME!!!1!" Blah blah blah.
it so happens the really competent guys often are not arrogant (hello wordworld) instead they behave very humble, as Socrates said, "i am called the wisest man of greece because i admit that i know that i know nothing" (not a citation).
while dead stupid people all the time say how smart they are compared to the people around. observation. and i am also quite guilty, can't resist pointing at weak points in theorycrafting, even not being expert myself.

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 PostPosted: 19 Jan, 2011 
 

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You are so right.

Never heard a dumb person saying "oh I made stupid mistake" or "am I dumb".

Only (in my eyes) clever people said that about themselves.

Also, intelligent people with a high IQ and EQ don't need to spill the obvious, meaning, they won't have the need to call themselves genius or clever.


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 PostPosted: 19 Jan, 2011 
 

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@steveb

I'm looking at the SupCom 1 manual right now and see a respectable-sized company that put out an awesome game. Based on your comment on the other thread, the problem to me doesn't seem to be the size of the company, but rather targeting multiple platforms. How do you adapt the moho engine from SupCom 1 that was a resource hog so that it can be used for other platforms, for example, the Xbox 360?

Yes, the market trend is to push prices down - but to $3. that's excessive. That is not a general market trend.

As for Blizzard screwing themselves with tying the serial number to an account. How exactly is this different from buying SupCom 2 through Steam??????

Let's consider another example, Sins of a Solar Empire from Ironclad games. That's not a big company. The game is published through Stardock via Impulse, has extremely limited DRM (I'm not comparing this point with GPG specifically, but to the market in general), has TWO expansions, is rated very highly, is moddable, and has won "Best Game" awards. The game was released in 2008. Go onto Impulse right now and look at how much the game retails for - more than SupCom 2 - and people are still buying it and the expansions.

As for being arrogant in threads that talk about scripts - DO IT!!! It gets people angry at you, but it stimulates discussion.

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 PostPosted: 19 Jan, 2011 
 

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B08AH wrote:
Quote:
I've been a professional writer for like 20+ years, so I guess I should be similarly arrogant in the threads that question the script and story. "YOU ALL DON'T KNOW WHAT YOU'RE TALKING ABOUT, HOW DARE YOU QUESTION ME!!!1!" Blah blah blah.
it so happens the really competent guys often are not arrogant (hello wordworld) instead they behave very humble, as Socrates said, "i am called the wisest man of greece because i admit that i know that i know nothing" (not a citation).
while dead stupid people all the time say how smart they are compared to the people around. observation. and i am also quite guilty, can't resist pointing at weak points in theorycrafting, even not being expert myself.


So Socrates called himself wise? Hahaha!!!

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 PostPosted: 19 Jan, 2011 
 

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EdWood wrote:
You are so right.

Never heard a dumb person saying "oh I made stupid mistake" or "am I dumb".


I guess I should stop hoping for you guys to realize the obvious for yourselves!

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 PostPosted: 19 Jan, 2011 
 
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Steveb, every time you guys from GPG talk to us I keep telling myself how awesome you all are...

I only wish you did this more often. :)

Now, for madface:

Sometimes I can't tell if you're a disguised troll or if you really are serious...

Though it's obvious you have a huge ego.

I'd argue about SoaSE but I'm busy, (don't read that as a form of pride, I really am busy right now) so...

Ta-ta!

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 PostPosted: 19 Jan, 2011 
 
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Looks like i'm gonna be late here... nevertheless, I'll admit that I do miss the Good Ol' underwater mass spots for this game ( SupCom2 ).

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 PostPosted: 21 Jan, 2011 
 
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SteveB wrote:
MadFace wrote:
1. Please let us also enjoy FA in SupCom 2 !!!!!!!!!!!


Why would you want that if SupCom 2 is "FA on a diet?" Regardless, it would be an enormous undertaking. Like, at least a year or more of work.

Eric wrote:
madface wrote:
You already have it, so there is no additional work to be done.


That couldn't be further from the truth. It's not that simple. Content from SC2 is almost completely incompatible with content from SC/FA. If you want a few quick bullet points:

* Every map would have to be remade
* Every texture would have to be re-exported
* AI would have to be rewritten (why would SC2 have a working AI for SC1 units?)
* UI would need to be redone (old Lua UI codepaths are gone)
* GPGNet network code would have to be readded and Steamworks removed

And those are just a few major issues from the engine side. There's still tons of content and tuning values that have been updated or changed that are referenced differently between the games.

I think we should all give ShadowLord a round of applause for going so far on such an undertaking.

viewtopic.php?f=7&t=43762

Based on the time stamps on ShadowLord's posts, he has been at this since last March. While you are oggling this picture you should know that Shadow has produced a texture pack: viewtopic.php?f=7&t=49085

Image

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 PostPosted: 21 Jan, 2011 
 

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In hindsight, 40% of the points Eric listed are actually red-herrings.

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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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 PostPosted: 22 Jan, 2011 
 
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I have to admit, even though I haven't played SupCom2 in months because I'm deployed...

this thread has provided me with LuLz.

That is all, carry on.

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 PostPosted: 22 Jan, 2011 
 
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madface wrote:
Let's consider another example, Sins of a Solar Empire from Ironclad games. That's not a big company. The game is published through Stardock via Impulse, has extremely limited DRM (I'm not comparing this point with GPG specifically, but to the market in general), has TWO expansions, is rated very highly, is moddable, and has won "Best Game" awards. The game was released in 2008. Go onto Impulse right now and look at how much the game retails for - more than SupCom 2 - and people are still buying it and the expansions.


Sins isn't half the game FA is.


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 PostPosted: 22 Jan, 2011 
 
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As already stated, the retail price means jack ****. You seem to be thinking that if a game still sells, the pub won't drop the retail price. You're wrong. Valve dropped L4D's retail price by 75% and got 7000% more sales. If you keep an SKU price up, people don't buy it. You have no evidence to suggest that more people are buying either game or which brings in more profit or revenue.

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 PostPosted: 22 Jan, 2011 
 

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Bastilean wrote:
SteveB wrote:
MadFace wrote:
1. Please let us also enjoy FA in SupCom 2 !!!!!!!!!!!


Why would you want that if SupCom 2 is "FA on a diet?" Regardless, it would be an enormous undertaking. Like, at least a year or more of work.

Eric wrote:
madface wrote:
You already have it, so there is no additional work to be done.


That couldn't be further from the truth. It's not that simple. Content from SC2 is almost completely incompatible with content from SC/FA. If you want a few quick bullet points:

* Every map would have to be remade
* Every texture would have to be re-exported
* AI would have to be rewritten (why would SC2 have a working AI for SC1 units?)
* UI would need to be redone (old Lua UI codepaths are gone)
* GPGNet network code would have to be readded and Steamworks removed

And those are just a few major issues from the engine side. There's still tons of content and tuning values that have been updated or changed that are referenced differently between the games.

I think we should all give ShadowLord a round of applause for going so far on such an undertaking.

viewtopic.php?f=7&t=43762

Based on the time stamps on ShadowLord's posts, he has been at this since last March. While you are oggling this picture you should know that Shadow has produced a texture pack: viewtopic.php?f=7&t=49085

Image


Yes, ShadowLord has put in a lot of effort into the project. Very commendable.

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 PostPosted: 22 Jan, 2011 
 

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pkc wrote:
madface wrote:
Let's consider another example, Sins of a Solar Empire from Ironclad games. That's not a big company. The game is published through Stardock via Impulse, has extremely limited DRM (I'm not comparing this point with GPG specifically, but to the market in general), has TWO expansions, is rated very highly, is moddable, and has won "Best Game" awards. The game was released in 2008. Go onto Impulse right now and look at how much the game retails for - more than SupCom 2 - and people are still buying it and the expansions.


Sins isn't half the game FA is.


While Sins is not strictly an RTS in the typical style, there is a great degree of overlap. A lot of micromanagement was sacrificed for (awesome) macromanagement.

But the tech tree of Sins I think is perhaps the best that I've seen in an RTS game. SupCom 2 can learn a LOT from Sins, especially with the Entrenchment and Diplomacy expansions, on how to implement a proper tech tree that actually has some meaningful purpose. And it doesn't matter how much you turtle, which you can't really do in Sins. An hour into the game and its likely that you haven't even researched half of what's available.

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 PostPosted: 22 Jan, 2011 
 

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BulletMagnet wrote:
In hindsight, 40% of the points Eric listed are actually red-herrings.


"Red herring is an idiomatic expression referring to the rhetorical or literary tactic of diverting attention away from an item of significance."

http://en.wikipedia.org/wiki/Red_herring

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 PostPosted: 22 Jan, 2011 
 

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Straw-Man then. *humph*

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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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 PostPosted: 22 Jan, 2011 
 

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Will GPG permit the porting of SupCom to another engine?
http://forums.gaspowered.com/viewtopic.php?f=7&t=49997

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 PostPosted: 22 Jan, 2011 
 
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That was a somewhat accurate use of red herring. A strawman would be providing a weak argument for the ease of porting FA to SC2 for someone else to find fault in.

However, I think the only red herring in that list would be GPGNet support; everything else is pretty valid. theshadowlord has been working on his mod for quite some time, and it's still 75% SC2 with some strong elements from SC1 (economy, some units).

Edit: Specious argument is probably the most accurate term.


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 PostPosted: 22 Jan, 2011 
 
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steveb wrote:
I've been a professional writer for like 20+ years.

Please don't tell me you were responsible for supcom 2's story.

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 PostPosted: 23 Jan, 2011 
 
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madface wrote:

While Sins is not strictly an RTS in the typical style, there is a great degree of overlap. A lot of micromanagement was sacrificed for (awesome) macromanagement.

But the tech tree of Sins I think is perhaps the best that I've seen in an RTS game. SupCom 2 can learn a LOT from Sins, especially with the Entrenchment and Diplomacy expansions, on how to implement a proper tech tree that actually has some meaningful purpose. And it doesn't matter how much you turtle, which you can't really do in Sins. An hour into the game and its likely that you haven't even researched half of what's available.


sins was a fantastic achievement in melding RTS and 4X. unfortunately due to this it ended up about as deep as a puddle, achieving neither the depth of warcraft 3 nor master of orion 2.


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 PostPosted: 23 Jan, 2011 
 
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It's an odd RTS game stretched out to the length of a 4X game, shoehorned into the MOO2 strategic map. I do like Sins, but playing it multiplayer is like pulling teeth. An average 'quick' game with all of the settings on 'fast' on a very small map will still last 2+ hours.

And no way would I want a research tree that complicated in a fast game like SC2. I can't even memorize one of the three factions' trees well enough to just pick upgrades without having to study bonuses and weigh pros and cons for a minute or two. That's probably a sign of good intra-tree balance, but trying to apply that kind of tree size/structure to a 30-45min fast-paced RTS like SC2 isn't going to work.

Also not applicable to SC2: resource system, strategic movement, physics (not actually simulated), RPS balance, etc. The only thing from Sins that I wouldn't mind seeing in a game like SC2 is the stronger unit mixing requirements, but not if it came with the arcane 6-armortype RPS system that Sins uses.


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 PostPosted: 23 Jan, 2011 
 
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Z32 wrote:
steveb wrote:
I've been a professional writer for like 20+ years.

Please don't tell me you were responsible for supcom 2's story.


LOL, well the UEF part was half decent....

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 PostPosted: 23 Jan, 2011 
 

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And by half you mean the part that didn't involve voice acting. XP

But the mission with the drone Fatboys was pretty good. Required a slightly different tactic.

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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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 PostPosted: 23 Jan, 2011 
 

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Quote:
Required a slightly different tactic


Oh yeah, spam air. HOLY **** I'M A MASTER STRATEGIST.


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