Eurogamer.net - Making of Supreme Commander

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Eurogamer.net - Making of Supreme Commander

Postby Franck83 » 08 Jan 2018, 21:40

http://www.eurogamer.net/articles/2018-01-07-the-making-of-supreme-commander

Some interesting part of the article :

Today, Taylor is working on a brand new RTS which he hopes to talk more about in 2018. "My goal is to take the experience to a whole new level and break the genre out of the rut it's been in for what seems like an eternity," he says. Having already done that twice with Total Annihilation and Supreme Commander, we should have high hopes the designer can achieve his objective. "With SupCom, we knew there were a few ambitious and silly features in there that we could have cut - but we didn't know they were like that until we implemented them. And why even bother making games if you're shy about something being useless or unnecessary in a game? You have to take chances, try things and see what works, especially if you want to push the boundaries and create something new and unique. People who do that truly love to explore the unknown, and those are the types of people that worked on Dungeon Siege and the SupCom games."
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Re: Eurogamer.net - Making of Supreme Commander

Postby Anihilnine » 09 Jan 2018, 02:19

`Today, Taylor is working on a brand new RTS which he hopes to talk more about in 2018. `

omg
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Re: Eurogamer.net - Making of Supreme Commander

Postby Morax » 09 Jan 2018, 06:04

No mention of FaF : (
Maps are important for FAF!

My Map Design & Feedback Thread
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Re: Eurogamer.net - Making of Supreme Commander

Postby ZLO_RD » 09 Jan 2018, 08:59

SupCom has got the best AI I’ve seen in an RTS. It actively probes weaknesses in your defences (if one part of my base is weakly defended attacks come there)
http://www.youtube.com/user/dimatularus
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Re: Eurogamer.net - Making of Supreme Commander

Postby Franck83 » 09 Jan 2018, 10:52

Morax wrote:No mention of FaF : (


No direct mention but

it was Taylor's desire to ensure the game was as customisable as possible, the result being new fan maps, missions and units even today.


"Dungeon Siege, for example, was also very adaptable, but it never hit the same high as TA or SupCom in terms of mods."
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Re: Eurogamer.net - Making of Supreme Commander

Postby Castor Troy » 09 Jan 2018, 23:24

The article says he wants to revitalize the RTS genre. I really hope Chris comes out swinging!
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Re: Eurogamer.net - Making of Supreme Commander

Postby Anihilnine » 10 Jan 2018, 01:37

He also says its a hybrid pc/phone game which sounds terrible to me
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Re: Eurogamer.net - Making of Supreme Commander

Postby Morax » 10 Jan 2018, 02:07

Anihilnine wrote:He also says its a hybrid pc/phone game which sounds terrible to me


So even the get great Taylor has succumbed to "freemium."

I will wait patiently to see how this plays out, but that's really gross to hear.
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Re: Eurogamer.net - Making of Supreme Commander

Postby Franck83 » 10 Jan 2018, 02:39

Anihilnine wrote:He also says its a hybrid pc/phone game which sounds terrible to me


It depends. Maybe a persistent part (like galactic wars) on your phone to send orders, trade, tech and a battle part on your computer.

Chris taylor's Age of Empire Online was genius on this kind of gameplay, because you develop weapons, armors, recipes... in your persistent city, trade with other players... Then play mission games and go back to your city.
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Re: Eurogamer.net - Making of Supreme Commander

Postby Anihilnine » 11 Jan 2018, 11:07

I hear you. However anything like that would just be a distraction from the real game. Like, budget would be spent on that. It's not a catastrophe but I would prefer a pure awesome game without ... gimmicks?
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