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vman83
Supreme tranceaddict

Registered: Mar 2006
Location: Melbourne, home of random weather
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Feb-25-2007 02:50
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Philby
Statement: Die, meatbag!

Registered: Dec 2001
Location: Melbourne, Australia
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haha
nah i havent played for years, i never had that much of an army, it was too expensive and i didnt have the time to go to the city to play every weekend. but im getting excited with the new dark angels codex coming out. i probably have around 1000 points or so of dark angels, plus some stuff i bought off ebay and haven't made yet.
slightly back on topic though:
| quote: | from gamespot review
And these tactics apply to all of the factions equally, because aside from visual appearance, factions basically mirror each other. This equates to a general lack of personality to each faction, as well as to the game as a whole, which is disappointing because each of the factions has an interesting backstory.
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| quote: | from ign review
Unlike Company of Heroes' emphasis on highly versatile handfuls of units, Supreme Commander's focus on large-scale combat means the units don't have all that much flexibility. Tanks shell ground units. Artillery attacks from afar. Bombers bomb. Missile launchers launch missiles from long range. At higher levels the units' individual functions start to diversify by more significant amounts, but at lower levels most units are strictly straightforward in their abilities.
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what were you saying about no rock-paper-scissors?? 
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Feb-25-2007 03:52
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Philby
Statement: Die, meatbag!

Registered: Dec 2001
Location: Melbourne, Australia
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| quote: | Originally posted by pkcRAISTLIN
philby, please dont parade your ignorance. RPS is a term used to described "hard-balancing" when things are not simulated, like CnC3. so talk to my balls son. the fact that stuff in supcom is simulated makes so much difference on the battlefield its not funny.
you are not strong with the force. |
Shack: In terms of the balance side of gameplay, one thing you've frequently mentioned is that you're not a big fan of the rock/paper/scissors model of balance. Can you speak a bit on the distinctions between the three factions in Supreme Commander, both in gameplay and background?
Chris Taylor: Well, with rock/paper/scissors, you create a unit that very specifically has a weakness against another unit. Imagine in a computer wargame, you wouldn't really create a rock/paper/scissors, you'd create a circle that has twelve components, or ten components or eight components, and you'd say this beats this beats this, until it goes all the way around and the snake eats its own tail. That system means you have to look away from reality, and nothing can be superior just because. In real life, there are things--units and vehicles and equipment--that are completely superior. They have no weakness. There are examples, where if you have the XYZ, it's the best there is and nobody can beat that. And why do you have the XYZ? Because you have superior technology.
The Germans in World War II had all kinds of things that were just superior, hands down, to their Western counterparts. The reason they failed was that they had bad strategies, bad leadership, they were too ambitious. They thought they could do ten times what they could really do. That's what their fault was, but some of the equipment they had was fine. If you were trying to design the game that accurately reflected World War II, you would purposely make the panzer weak to such and such, because you'd say, "Well, it's a rock/paper/scissors game, we have to give the panzer a weakness!" But there were very few weaknesses of that tank, and it would be meaningless to capture those in a game so you'd have to create a meaningful weakness.
Do you know, offhand, what the weakness of the panzer was?
Shack: I can't say I do, off the top of my head.
Chris Taylor: It was called twenty Shermans banging on it at once, okay? [laughs] That's not a weakness! That's Western production superiority, that's what it's called. If you design a game based on rock/paper/scissors, you're stepping away from reality. You've moving away from reality to make something to fit a spreadsheet, and a good design does not belong on a spreadsheet.
hello balls
i am not a jedi yet 
i might try grabbing the demo, i reckon i could run it at low everything, ill give it a go! i remember getting the leaked quake 3 arena test when it came out, got it to start but it exited straight away cause it detected our graphics card was shit lol
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Feb-26-2007 01:57
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pkcRAISTLIN
arbiter's chief minion

Registered: Jul 2002
Location:
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Feb-26-2007 02:04
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Philby
Statement: Die, meatbag!

Registered: Dec 2001
Location: Melbourne, Australia
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| quote: | Originally posted by pkcRAISTLIN
good research my young apprentice! essentially what it means is that you can have unit X versus unit Y, and the outcome isnt always going to be the same (if everything else is equal), because theres no "instant hit" that all other RTS games employ. so if youre micro-ing your faster units well, the enemy's superior force might get into trouble simply because theyre missing the faster units.
it just makes the battles so much more satisfying when you know youre winning/losing due to the simulation, and not some arbitrary notion of which units should be better than which. and none of this remembering that piercing damage does an extra 25% damage to unarmed units.
well, theres a cracked full copy floating around already if you wanna try the whole game. isnt your dad buying a new PC? there you go! |
haha nah i dont think we'll be getting the new pc for a while now, too much other shit going on. i'll scour the hard drive for space, the demo is a gig to download and then needs another 8 gigs lol. our hard drive is 30 gig, shared between the family haha
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Feb-26-2007 02:22
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