What i'd like to see.

Discussion in 'Support!' started by josh20100, October 8, 2013.

  1. josh20100

    josh20100 New Member

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    So i bought this game in alpha and immediatly made the relation to Supreme commander and Supreme commander: FA. except this is alot bigger in scale than those. its like gpg was hiding this game and this is the real sup com 2. So naturally i found myself missing a few things that are in sup commander that arent in PA. first, with the resource system that is set up (which is my favourite style resource system id have to say) you need a continuous build button and a pause construction button. i found myself wanting these more than anything. also id like the option to build advanced buildings on top of non advanced buildings since you can upgrade them singularly. Lastly. a more flushed out tech tree. doesnt have to be like research but more advanced gear and what not would be a welcome addition. another thing is i dont see the largest difference between tanks and bots and it would seem that air force wins games all the time.
  2. Culverin

    Culverin Post Master General

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    Repeat/Loop function on factories has been promised and will be coming.

    Building an advanced over a basic makes a lot of sense. Except there are 2 problems with it I think?
    1. Advanced buildings have a larger footprint, maybe you won't be able to build if something else is nearby?

    2. Game ender monster units is very SupCom. I think it goes against game design right now. And it might get uber in trouble for copyright infringement?
  3. spazzdla

    spazzdla Active Member

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    The experimentail unit idea came from Total Annihilation with the Krogoth not sup com..

    I wish there was an uber ground unit we could build lol but expermential air I did not like.
  4. hanspeterschnitzel

    hanspeterschnitzel Active Member

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    T2 is nothing experimental. They are just advanced, spezialized units. They shouldn't be 'late game'. I wouldn't mind some kind of Uber unit.. after all, we are aiming for AWESOME, aren't we?
  5. KNight

    KNight Post Master General

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    What do you call planet killing asteroids then?

    Man I haven't had to link to this in awhile;

    PSA: Realism VS Awesome

    Mike
  6. spazzdla

    spazzdla Active Member

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    Moons into planets tend to crack the best of turtlers.. true story.
  7. zaphodx

    zaphodx Post Master General

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    If he's turtling your eco should be easily strong enough to spam nukes faster than he can antinuke.
  8. hanspeterschnitzel

    hanspeterschnitzel Active Member

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    Hey. I didn't mean it like that. xD I just meant that some form of cool, big unit would fit into the 'AWESOME' sheme of this game.
  9. Culverin

    Culverin Post Master General

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    My analysis of Mavor's approach is that he wasn't happy with the "everything but the kitchen sink" approach in SupCom. I believe this includes T1, T2, T3 and Experimentals balancing.

    T1 < T2 <<< T3 <<<<<<<< Experimentals
    Where you can get a single Galactic Colossus sweep through a literal army of T3 Titans, shield and PD. At that point T2 and T1 was just cannon fooder.
    As an econ oriented turtle, I very much enjoyed that exponential scaling.

    The complete roster of units hasn't even been developed, let alone balanced.
    I will happily wait to see how Uber approaches their ideas and balancing before making my suggestions.
  10. pieman2906

    pieman2906 Well-Known Member

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    +1 on the pause construction button. At the moment, if your economy tanks halfway through an expensive satellite or nuke, you have to either cancel the whole thing and start again later, or let it go ahead with your economy in the pits.

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