Commander and Conquerer

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Commander and Conquerer

Postby AdmiralZeech » 25 Aug 2016, 03:06

I was introduced to OpenRA recently and I played a bit of it. It was a nice moment of nostalgia to revisit the simple, elegant, fast paced gameplay of those classic games.

I was thinking, one way to bring a little bit of that flavour into SupCom, is to set up a match with the following restrictions:

- T1 and T2 only.
- No ACU upgrades.
- Game speed increased.

This brings the game down into a 2-tier model, similar to TA and many other games from that era.

I haven't tried this with a real opponent yet, I wonder how it will go? Will the game break? Will it end in a horrible stalemate because no gameenders? Will Aeon become OP because swiftwinds guarantee air superiority?
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Re: Commander and Conquerer

Postby Plasma_Wolf » 25 Aug 2016, 13:47

Air won't break the game. You'll have flak which destroys T2 gunships and T2 bombers aren't that strong either. You'll have to heavily micro them. The swiftwind isn't the only AA unit. On naval maps you have cruisers.

I think you should allow the T2 upgrade on the ACUs. The gun upgrade would be good as well I think.

The upgrades that are definitely out of the question are teleport, Advanced RAS, shields, cloak, mazer and the regen upgrades.

I'd be up for a game like that you have to take into account that most of the 1v1 games are at most T2 anyway. The last game I had which went to T3 was a long one on Open Palms. Had a draw on sentry point because my opponent rushed with his ACU well before I was ready for it, lost Saltrock just as the first T2 tanks rolled in and won Canis River with a gun upgrade, 10 mantisses, 10 T1 artillery and 4 Wagners.

So to see a change in the gameplay, you'd have to play on a map where T3 appears regularly and you sometimes see T4 units.
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