Author Topic: Supreme Commander trailer  (Read 8051 times)

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Offline Ferret

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Re: Supreme Commander trailer
Well most RTS games have independantly moved AI units.  Blah blah blah words.
I know this ****, I'm not totally retarded.

Quote
So what I see is units that act more like they do in FreeSpace.
This is what I was asking and as I said before that's pretty cool. Although that begs the question of exactly how much can we even control these units? I never saw him actually tell a unit to attack another in that video, but he just kind of directed them to the right place and watched things blow up.
With having different targets on each turret, one wonders if we're able to direct units to attck another one at all, will one of the turrets wander while it's attacking? Can we do this anyway?

This game looks brilliant and all, but I'm seriously concerned about how decent the gameplay will be.

 

Offline Fury

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Re: Supreme Commander trailer
I don't really have a problem with the game even if it is not possible to directly order a single unit (or group) to attack another hostile one, scale of the battlefields in this game are big enough to warrant focus on macromanagement instead of micromanagement. In fact, I have really grown tired of micromanagement hell where units can't do jack **** unless the player keeps them in hand.

 

Offline Ferret

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Re: Supreme Commander trailer
I don't really have a problem with the game even if it is not possible to directly order a single unit (or group) to attack another hostile one, scale of the battlefields in this game are big enough to warrant focus on macromanagement instead of micromanagement. In fact, I have really grown tired of micromanagement hell where units can't do jack **** unless the player keeps them in hand.
I'm just concerned with watching the game too much. Maybe this wont happen, meh.

 

Offline aldo_14

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Re: Supreme Commander trailer
Quote
So what I see is units that act more like they do in FreeSpace.
This is what I was asking and as I said before that's pretty cool. Although that begs the question of exactly how much can we even control these units? I never saw him actually tell a unit to attack another in that video, but he just kind of directed them to the right place and watched things blow up.
With having different targets on each turret, one wonders if we're able to direct units to attck another one at all, will one of the turrets wander while it's attacking? Can we do this anyway?

This game looks brilliant and all, but I'm seriously concerned about how decent the gameplay will be.

I think that's the point; rather than micromanaging at the individual unit level, you dictate objectives you want them to take at a higher tactical level.  Like rather than ordering that pikemen to attack that cavalry and that cavalry rider to attack that archer, you order them to achieve tactical objectives - hold that ridge, attack that position, form a line of defense, move into a flanking position, etc.  Like how in reality you don't have generals phoning their troops to tell them who to aim at, or that the RPG guy should attack that tank and not the light infantry, just where to attack or hold, etc.

 
 
Re: Supreme Commander trailer
http://thepiratebay.org/details.php?id=3488057

HD trailer - 720p resolution. (176MB)

 

Offline Ulala

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Re: Supreme Commander trailer
I think it looks like a lot of fun.  :nod:
I am a revolutionary.

 

Offline Fury

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Re: Supreme Commander trailer
That HD trailer makes me drool. :drool:
What, no drool smilie? Argh

 

Offline Ghostavo

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Re: Supreme Commander trailer
Quote
So what I see is units that act more like they do in FreeSpace.
This is what I was asking and as I said before that's pretty cool. Although that begs the question of exactly how much can we even control these units? I never saw him actually tell a unit to attack another in that video, but he just kind of directed them to the right place and watched things blow up.
With having different targets on each turret, one wonders if we're able to direct units to attck another one at all, will one of the turrets wander while it's attacking? Can we do this anyway?

This game looks brilliant and all, but I'm seriously concerned about how decent the gameplay will be.

I think that's the point; rather than micromanaging at the individual unit level, you dictate objectives you want them to take at a higher tactical level.  Like rather than ordering that pikemen to attack that cavalry and that cavalry rider to attack that archer, you order them to achieve tactical objectives - hold that ridge, attack that position, form a line of defense, move into a flanking position, etc.  Like how in reality you don't have generals phoning their troops to tell them who to aim at, or that the RPG guy should attack that tank and not the light infantry, just where to attack or hold, etc.

But will it let you, say... order the unit destroy a nuke silo and not having it fire at every other thing on the map before it destroys the silo?
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Offline aldo_14

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Re: Supreme Commander trailer
But will it let you, say... order the unit destroy a nuke silo and not having it fire at every other thing on the map before it destroys the silo?

I'd imagine so.  They'll probably have a system where units will fight intelligently by themselves but can be ordered to focus on specific targets; look at how all those robots team up to take on the spider-tank-thing, for example.  It'd be more, IMO, about having units pick sensible targets rather than making the player micromanage each and every unit.  Perhaps they'll be some sort of higher level rules the player can set, i.e. to order units (in general) to focus on certain types of enemies or similar.

 

Offline IceFire

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Re: Supreme Commander trailer
Well most RTS games have independantly moved AI units.  Blah blah blah words.
I know this ****, I'm not totally retarded.
One never knows...
Quote
So what I see is units that act more like they do in FreeSpace.
This is what I was asking and as I said before that's pretty cool. Although that begs the question of exactly how much can we even control these units? I never saw him actually tell a unit to attack another in that video, but he just kind of directed them to the right place and watched things blow up.
With having different targets on each turret, one wonders if we're able to direct units to attck another one at all, will one of the turrets wander while it's attacking? Can we do this anyway?

This game looks brilliant and all, but I'm seriously concerned about how decent the gameplay will be.
I expect the gameplay will be like TA...maybe better...and that means its going to be in the top 5 RTS games for gameplay.  I still think Blizzard probably has the RTS formula down pat...but one can only play so many WarIII games before you get a little tired of the whole thing.  I love it but I've seen and done most of what there is to do.  This is new, exciting, its on a big scale, and it looks like fun.

The demo where we didn't see him issuing orders...I suspect they cut the interface out of the whole presentation screen so we didn't really see most of what was going on in terms of the orders and issuing.  I think the AI looks alot more capable on its own than in most of the old RTS games but I'll bet that you can still click on a tank and say attack this guy.
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Offline Fury

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Re: Supreme Commander trailer
What I hate in Warcraft 3 and other similar RTS's is the fact that the stuff you research in one mission does not carry over to the next one. It just does not make sense to research everything again in every bloody mission.

 
Re: Supreme Commander trailer
I imagine that units sent to attack a specific target will, by default, engage other targets while en route, but concentrate solely on the target once in range. That would give you the most efficient application of firepower while obeying the user's directives to the click.

 

Offline Mefustae

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Re: Supreme Commander trailer
I imagine that units sent to attack a specific target will, by default, engage other targets while en route, but concentrate solely on the target once in range. That would give you the most efficient application of firepower while obeying the user's directives to the click.
...while at the same time eliminating any form of stealth they may have held. As long as the ability to tell a group of units to advance to a target without engaging en-route, i'll be happy.

 
Re: Supreme Commander trailer
TA had that option on a per-unit basis, so I'm reasonably sure it'll be included in this too

 

Offline Colonol Dekker

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Re: Supreme Commander trailer
 :nod:  I'd expect so, It might seem strange but im three quarters curious, and one quarter excited to see what new movement  / control schemes they have implented in SC. In particular, Formations, Squad tactics, And possibly inter service linkage (Think guarding a battlehip with torp bombers but on a much grander scale)  and complex
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Offline Ferret

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Re: Supreme Commander trailer
I'm thinking that a method to mark enemy units as a high-priority would work too. Move your groups of units in, double click on that huge thing the enemy has that you want taken out and watch the sparks fly as they concentrate on it without totally ignoring everyone else.

I mean when you play RTS's normally you have a large group of units and you tell these to do that, those to do that, those to do that or just tell them all to kill one at a time. One is tedious and one holds no strategic thinking what so ever. SC colud throw all that out of the window.

 

Offline Ulala

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  • Groooove Evening, viewers!
Re: Supreme Commander trailer
I hope it does.
I am a revolutionary.

 

Offline FireCrack

  • 210
  • meh...
Re: Supreme Commander trailer
You guys know that what you've been talking about has been discussed by chris taylor?


Single click attack = attack this group of enemies
Double click attack = attack this group of enemies but foucus on the one I clicked!
Tripple click attack = KILL THIS NOW! I DONT CARE ABOUT THE OTHER ENEMIES!
actualy, mabye not.
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Offline ZylonBane

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Re: Supreme Commander trailer
So do you have to lasso these enemy groups, or does it just figure them out dynamically?
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