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PostPosted: Thu Jul 28, 2005 4:43 AM 

pc.gamespy.com/pc/supreme...026p4.html<
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Quote:Interestingly, Supreme Commander plans to offer cooperative play within the single-player campaign. This is a great feature that's long overdue: you and a friend can both tackle the plot together. <
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Quote:The designers are exploring the idea of having both active and passive sonar and radar. "Active" means that the radar is sending out pulses and reading the reflections -- this means you can see any non-stealth metal targets in the vicinity, but you also make your presence known to any nearby listening stations. "Passive" radar means that you don't send out any pulses of your own, you merely listen for the radar of the enemy to see if he gives away his location. For this reason you might not want your radar towers near your base. Or, you might risk a single radar pulse to see what's out there before going silent again. It's the same with subs and sonar. With such powerful weapons of mass destruction at your disposal (artillery can nearly fire across the map), finding out where the enemy's forces are while keeping yours hidden is half the battle. <
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Quote:Imagine, if you will, a tank. It's a full-on beast: wide base, massive treads, two enormous cannons, independently rotating turret, surface details including antennas and whirling radar dishes, you name it. As it rumbles powerfully along the 3D landscape it leaves twin tread marks in the sand. Smaller vehicles will skitter around it, powersliding across the terrain, but the tank is a rock: it moves with weight and power. Next, imagine taking your mousewheel and spinning it, slowly moving the camera out. Your tank is not alone; dozens more are continually spewing from a factory, rolling out to join the first. Most real-time strategy games stop there, but not Supreme Commander. As you keep panning out, a shoreline becomes visible, and just offshore sits a battleship.<
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The battleship is enormous. Compared to the tank, the side of the hull is a wall of steel. The huge ship doesn't fit on a single screen, no, you have to keep zooming out to take it all in. The deck of this monstrosity is surrounded by independently-rotating anti-aircraft guns, each one bigger than the tank. Mighty columns of steel rotating on gigantic turrets signify the battleship's main bombardment guns: the screen shakes when they fire, and they can hurl giant shells as big as a car for miles inland. Compared to the battleship, the tank is a tiny little bundle of pixels. But wait... you can keep scrolling.<
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The scale in Supreme Commander is so immense, your units may sometimes step on your other units. Each of these little guys is as big as a tank, and the enomrous spider is bigger than a city block. <
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As you pan back, you see that the battleship is not alone. It's surrounded by a flotilla of cruisers and destroyers, surrounding aircraft carriers in formation and leaving rippling white wakes in the blue sea. Subs drift menacingly along the outskirts of the fleet, only their conning towers
eaking the surface of the ocean. At this scale, the curving shore of the main landmass is visible, and the tanks are so small that they are now represented by icons. No more than dots, really. But this mass of arms on the coast is just a tiny part of the action happening around the globe. As you keep panning out, even your enormous fleets become little more than symbols on the map, representing your enormous ground, naval, and air forces. At this level you can give commands to your fleets, your army, your air force: "fly here, attack here, coordinate to invade this landmass simultaneously..." War is fought on a massive scale. You're not just futzing with little squads of men or tanks: You are the Supreme Commander.<
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Chris Taylor, the game design guru behind Total Annihilation, is returning to the real-time strategy scene with a game so immense that "supreme" might be too delicate a word. The modern RTS, Taylor asserts, has been moving inward: in games like Warcraft III you deal up close with individual units or small squads. Taylor wants to move outward. Real strategy happens before the battle, he claims, when you're managing an economy, evading the enemy, gearing up a massive war machine, finding out about your opponent's armament, and striking hardest where it'll hurt the most. Like Eisenhower in World War II, in Supreme Commander you'll be commanding fleets and armies on the grandest of scales. Although Supreme Commander clearly takes a page from Total Annihilation's book, this is an all-new franchise on a scale that dwarfs any other RTS on the market.<
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I wet my pants in anticipation, I play Total Annihilation from time to time with my friend and it's great. Can't wait for Supreme Commander. Back in action baby! EQ - Finlainea - Paladin - Stromm - Fallen LegacyRetired - EQ2 - Finlainea - Dirge - Najena <i></i>


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PostPosted: Fri Jul 29, 2005 11:13 AM 

Considering TA is one of my favorite games ever (A friend and I were just talking about how much we had on it last night)... yes, yes I think it will be one of the best RTS games ever. Which is good. The genre needs refreshing, it's been so watered down. Kind of went the way that space (Wing Commander/Freespace) flight-sims did... out like a fad almost.<
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Funny thing is, I see MMOs going that way too.<
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But yeah, I'm looking forward to Supreme Commander and Dungeon Siege II also. Should be some good gaming... hopefully Dungeon siege will keep me occupied until Ghost Recon 3 comes out (omg it's awesome looking) and then until Supreme Commander...<
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2006.. right? <i></i>


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