Forged Alliance Forever Forged Alliance Forever Forums 2018-01-14T18:37:28+02:00 /feed.php?f=2&t=15724 2018-01-14T18:37:28+02:00 2018-01-14T18:37:28+02:00 /viewtopic.php?t=15724&p=159433#p159433 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]>
If Chris Taylor plans to add some kind of feature where you have someone looking zoomed-out most of the time, it could be interesting.

Statistics: Posted by Morax — 14 Jan 2018, 18:37


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2018-01-11T11:07:50+02:00 2018-01-11T11:07:50+02:00 /viewtopic.php?t=15724&p=159338#p159338 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]> Statistics: Posted by nine2 — 11 Jan 2018, 11:07


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2018-01-10T02:39:15+02:00 2018-01-10T02:39:15+02:00 /viewtopic.php?t=15724&p=159312#p159312 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]>
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.

Statistics: Posted by Franck83 — 10 Jan 2018, 02:39


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2018-01-10T02:07:16+02:00 2018-01-10T02:07:16+02:00 /viewtopic.php?t=15724&p=159311#p159311 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]>
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.

Statistics: Posted by Morax — 10 Jan 2018, 02:07


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2018-01-10T01:37:49+02:00 2018-01-10T01:37:49+02:00 /viewtopic.php?t=15724&p=159310#p159310 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]> Statistics: Posted by nine2 — 10 Jan 2018, 01:37


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2018-01-09T23:24:26+02:00 2018-01-09T23:24:26+02:00 /viewtopic.php?t=15724&p=159309#p159309 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]> Statistics: Posted by Castor Troy — 09 Jan 2018, 23:24


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2018-01-09T10:52:20+02:00 2018-01-09T10:52:20+02:00 /viewtopic.php?t=15724&p=159301#p159301 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]>
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."

Statistics: Posted by Franck83 — 09 Jan 2018, 10:52


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2018-01-09T08:59:59+02:00 2018-01-09T08:59:59+02:00 /viewtopic.php?t=15724&p=159297#p159297 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]>

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)

Statistics: Posted by ZLO_RD — 09 Jan 2018, 08:59


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2018-01-09T06:04:55+02:00 2018-01-09T06:04:55+02:00 /viewtopic.php?t=15724&p=159296#p159296 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]> Statistics: Posted by Morax — 09 Jan 2018, 06:04


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2018-01-09T02:19:11+02:00 2018-01-09T02:19:11+02:00 /viewtopic.php?t=15724&p=159295#p159295 <![CDATA[Re: Eurogamer.net - Making of Supreme Commander]]>
omg

Statistics: Posted by nine2 — 09 Jan 2018, 02:19


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2018-01-08T21:40:35+02:00 2018-01-08T21:40:35+02:00 /viewtopic.php?t=15724&p=159287#p159287 <![CDATA[Eurogamer.net - Making of Supreme Commander]]> 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."

Statistics: Posted by Franck83 — 08 Jan 2018, 21:40


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