OH HO MY GAWD... yup, one step forward from making Sup Com 1 completely redundant!
On this subject, got a few questions:
It always disappoints me that, if I have 50 idle engineers for example, I'd have to click through each and every engineer to assign a task... What if I want all 50 building something? That would be awesome.
The transports system in SUPCOM II also sucks... they downgraded it from flow and nicely done to "go back and forth, back and forth (with camera, navigating away from action)" making sure you got the reinforcements.
Is it possible to make these two things happen, like in Supcom 1?
This is a great addition to SupCom2, but now this is making me think of something else they removed from the game that was in SupCom1: the aircraft fuel system.
I mean really, aircraft carriers are useless now, without the fuel system. Why bother with carriers when you can just have your planes fly around for the whole game? Any chance you'll be bringing the fuel system back?
I don't like this change and addition. If there is no air staging facility, why bother?
You might as well give fuel to land vehicles... they run on engines too, ya know? :P
While on it, why not make your commanders having the need to eat? Maybe while on it, you could make a place for him to poop.
It's just overall a performance decrease in gameplay. It is not something smart to incorporate into video games unless you have it designed for specifically like the Sims, which is by then brilliant. But this is more war focused and macro management.
Then they might as well get rid of the aircraft carriers. No fuel = no use for aircraft staging units. Their combat ability doesn't really make up for it, either. Sure, ACs have high health and good firepower, but not good enough to make up for their cost, and battleships are superior in every way (even if they are inferior individually, they're much more economical and thus superior overall).
...Which can be done without them. No fuel = unlimited range. Not only that, they're many times faster than their carriers, and the only possible hazard for them that wouldn't get to them anyway would be fighters. Even then, that's a moot point unless you're facing the UEF, since fighter-bombers can target surface units.
The only aircraft carrier with any semblance of utility is the Atlantis II and Flying Fortress. The first because it can submerge, making it an admittedly useful way to avoid certain defenses and drop your aircraft in your opponent's face. Even then, though, the time and resources required to invest in that approach keeps it from being worthwhile.
Okay wait. You're thinking a little hard. All this is, is fuel and you're now going into how multiple other things work. I'm starting to get lost...
Simply put: How are you not describing how other things don't have fuel? Aircraft in Supcom II was done well in both a balance stand point and in via choices. The only thing I can think of and I mean full respect, is you don't like the change. Change is a very "impactive" thing these days, especially for Supcom II. :O
i was just thinking. maybe all t1-t3 aircraft should need an aircraft factory to operate smoothly? some guy builds an army with a carrier/factory. those aircraft need it for fuel and ammunition, and there would also be a limit to how far they could travel from the carrier/factory. so if you spot some air units, you know there must be a carrier/factory nearby that you could destroy to make them all automatically move to/use the nearest carrier/factory/base of ops that hasnt reached its control limit(say 30 units). if there are no availible positions left, the aircraft will fly to the nearest open area of ground and sit there until spots are opened.
that would make aircraft carriers extremely useful and give them a legitimate roll in combat.
bigger shields? or maybe a shared shield system?
Power Generators feeding Shields to reduce power consumption just like the first Supreme Commander?
I mite make power gens boost regen rates on shields thoughts?
It is certainly an interesting idea.
yay adjacency bonuses!
Mother of god, you guys got adjacency bonuses working?!
Yep there will be a type of adjacency in RVE i still have a lot of hours to put into this but it will happen :).
OH HO MY GAWD... yup, one step forward from making Sup Com 1 completely redundant!
On this subject, got a few questions:
It always disappoints me that, if I have 50 idle engineers for example, I'd have to click through each and every engineer to assign a task... What if I want all 50 building something? That would be awesome.
The transports system in SUPCOM II also sucks... they downgraded it from flow and nicely done to "go back and forth, back and forth (with camera, navigating away from action)" making sure you got the reinforcements.
Is it possible to make these two things happen, like in Supcom 1?
SupCom 1 will never be completely redundant. It is still the best RTS to have ever graced the screens of a PC.
I'm thinking this may beat it :D
That's nice
nice work
This is a great addition to SupCom2, but now this is making me think of something else they removed from the game that was in SupCom1: the aircraft fuel system.
I mean really, aircraft carriers are useless now, without the fuel system. Why bother with carriers when you can just have your planes fly around for the whole game? Any chance you'll be bringing the fuel system back?
Maybe some think I look into ;-).
I don't like this change and addition. If there is no air staging facility, why bother?
You might as well give fuel to land vehicles... they run on engines too, ya know? :P
While on it, why not make your commanders having the need to eat? Maybe while on it, you could make a place for him to poop.
It's just overall a performance decrease in gameplay. It is not something smart to incorporate into video games unless you have it designed for specifically like the Sims, which is by then brilliant. But this is more war focused and macro management.
Haha
Then they might as well get rid of the aircraft carriers. No fuel = no use for aircraft staging units. Their combat ability doesn't really make up for it, either. Sure, ACs have high health and good firepower, but not good enough to make up for their cost, and battleships are superior in every way (even if they are inferior individually, they're much more economical and thus superior overall).
Getting arid of aircraft carriers makes no sense with or without fuel. They are expensive because they can drop 2 dozen units into the front lines. :P
...Which can be done without them. No fuel = unlimited range. Not only that, they're many times faster than their carriers, and the only possible hazard for them that wouldn't get to them anyway would be fighters. Even then, that's a moot point unless you're facing the UEF, since fighter-bombers can target surface units.
The only aircraft carrier with any semblance of utility is the Atlantis II and Flying Fortress. The first because it can submerge, making it an admittedly useful way to avoid certain defenses and drop your aircraft in your opponent's face. Even then, though, the time and resources required to invest in that approach keeps it from being worthwhile.
Okay wait. You're thinking a little hard. All this is, is fuel and you're now going into how multiple other things work. I'm starting to get lost...
Simply put: How are you not describing how other things don't have fuel? Aircraft in Supcom II was done well in both a balance stand point and in via choices. The only thing I can think of and I mean full respect, is you don't like the change. Change is a very "impactive" thing these days, especially for Supcom II. :O
Really if you think about it this game is based in the future and these ships mite run on energy not fuel.
i was just thinking. maybe all t1-t3 aircraft should need an aircraft factory to operate smoothly? some guy builds an army with a carrier/factory. those aircraft need it for fuel and ammunition, and there would also be a limit to how far they could travel from the carrier/factory. so if you spot some air units, you know there must be a carrier/factory nearby that you could destroy to make them all automatically move to/use the nearest carrier/factory/base of ops that hasnt reached its control limit(say 30 units). if there are no availible positions left, the aircraft will fly to the nearest open area of ground and sit there until spots are opened.
that would make aircraft carriers extremely useful and give them a legitimate roll in combat.
No units will just build slower or cost more when u build on the go.
you could make carriers repair aircrafts, or 'overcharge' their health/shields for a bit