In SupCom you are supposed to have to make long-term decisions and then try and play out your chosen course of action to best effect. If you push your ACU up to take advantage of its overcharge and armor, you are supposed to then have to make sure you prevent your opponent from surrounding you, scout so that you don't wander into artillery range, etc. You are NOT supposed to simply be able to fly away at the first sign of trouble. If you leave your ACU in your base you are supposed to have to make sure you have some TMD and/or shields up so that if you're not paying attention to your backfield your opponent can't snipe you. You are NOT supposed to be able to just click a button and have your ACU hop into a nearby river.
Likewise with the scout example. If you want radar coverage for your forces, you have to decide whether or not you want to take the time away from building more tanks to build some scouts and then get the scouts where they need to go. You can't simply install a radar on your tanks in the field because you realized you need some radar now. That's gameplay for the strategically lazy.
GuardPatroller wrote:
Yes, I also find that teleportation usually takes to long.
It is supposed to, it's a late-game option meant for very large maps. You're not supposed to be able to escape easily if you were foolish enough to put your ACU in danger in the first place.
GuardPatroller wrote:
I do love the ACU battles of SC2 (or at least with Revamp mod, it's on moddb) so stronger ACUs isn't necessarily a bad idea.
Then play SC2. Stronger ACUs are a bad idea, because SupCom is supposed to be about constructing and fielding an army. It's not mechwarrior. The ACU is not supposed to be a significant combat presence past early T2. Why do you think that the upgrades which make ACUs truly formidable in combat (for the ACUs that have such options) are so expensive that they are only possible with a T3 economy? Because at that point there are units powerful enough that they will still roll over an ACU with those upgrades. Because the ACU is not supposed to be the focus of the action. It is meant to be a moving, dangerous, target. A target - not an army. It is what commands your forces, not what leads them.
Blackops? SC2? Tvg? I find the argument that things are done a certain way in other systems so they should be applied in this system rather nonsensical. Why not just play those other systems?
GuardPatroller wrote:
I remember Total Annihilation, they had some upgrades for pop-up defenses and such.
I do not remember one single upgradeable unit from TA - the pop up defenses were units constructed entirely separately.
GuardPatroller wrote:
If they develop that in SC:FA and go a step further, we could have, say, a fast, average hp T2 Cybran tank force fighting against a heavier slower attack fleet of mongooses. If you tell them to drive around the mongooses, the mongooses might have a hard time hitting. Also, the speed allows them to get there faster, likely before the other fleet finishes. It greatly adds to the gameplay.
How does this add anything to the game at all? You already can have the aforementioned situation, except that your fast units would be hoplites (because those are fast, light units) and your opponent's slow units would be Pillars (because those are slow, heavy units). What you're proposing manages to simultaneously add complexity and increase unit redundancy at the same time. How this "adds to the gameplay" is not clear to me.Statistics: Posted by Mycen — 22 Apr 2013, 18:51
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