Supreme Commander 2 News

dj_2004

Supreme [H]ardness
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Oct 9, 2004
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Economy is still critical to any rts. the real thing about SupCom is that map control was critical to that, and I think that's part of what made it what it was.
 
Looks like it's going to have more varied environments. That was one thing I didn't like about SupCom: all of the maps were just landscapes.

Kinda sad that they're toning down the economic aspect of the game, though.
 
Looks like it's going to have more varied environments. That was one thing I didn't like about SupCom: all of the maps were just landscapes.

Not just landscapes but flat landscapes. :( I would love to see terrain height affect range and movement like in TA.
 
The economy reduction comment has me curious too. I doubt they're going to go all the way to Dawn of War II territory with it, but how will they tone it down?
 
The economy reduction comment has me curious too. I doubt they're going to go all the way to Dawn of War II territory with it, but how will they tone it down?

If they reduce/eliminate the need for storage facilities, and deal with the micromanagement of individual mass extractors, that would go along way toward simplifying the economy.
I don't know that would be a good move, but there's a lot you can pull out of the economy management without going full Relic/THQ.
 
I'm hoping that means they are going back to a TA style economy... which was just SupCom's without the bells and whistles... but it sounds like they may be going further than that.
 
I don't think you are allowed to post scans from magazines. Not going to report this post or anything, just saying so you are aware.

I did not take them or host them. They are posted within the original link found in the OP and the GPG forums. Even a GPG team member commented on them stating that people should also take a gander at the pre-e3 trailer.

If scans are not allowed on this forum then a mod is welcome to either edit my post or PM me. Still, thanks for the possible headsup. :)
 
I heard about this a while back. Sounds like it could be another crappy 'TA: Kingdoms' all over again; as in, crappy sequel that loses the fundamental charm of the original. The OP is spot on here I reckon.
 
Sounds to me like the only real change was removing queuing units up, now you'll have to have the resources before building the unit. In my opinion, that is just putting training wheels on supcom... It will penalize really good players who can manage resources properly and slow down the action. But who knows, it's not a HUGE change so it probably won't even matter.

Get that game out the door chris!!
 
Some semi-recent news about the upcoming Supreme Commander 2 game. I am not happy with the way it is sounding as it seems like Taylor is taking out some of the best features of the Total Annihilation/Supreme Commander games (in-depth base building).

http://www.gamereplays.org/community/Supreme_Commander_2_with_image-t486969.html

Why is anyone surprised? The moment they announced that this thing was being produced with the 360 in mind as well should have set off alarms in the heads of every fan of the first game.

Of course it's going to be watered down and missing features. That's a given.
 
Sounds to me like the only real change was removing queuing units up, now you'll have to have the resources before building the unit. In my opinion, that is just putting training wheels on supcom... It will penalize really good players who can manage resources properly and slow down the action. But who knows, it's not a HUGE change so it probably won't even matter.

Get that game out the door chris!!

I don't even understand why this is being taken away. Better not take away queuing buildings too (or is that also implied as being taken away with unit queuing?).
 
Economy is still critical to any rts. the real thing about SupCom is that map control was critical to that, and I think that's part of what made it what it was.

Meh, I enjoyed the lack of economy in World In Conflict, select your units, select where to drop them, attack.

100% of the time using your units to smash things, micro managing should be left for sims like theme park not fast paced RTS games...but thats because I'm shit at RTS :)
 
And even more news! This time in video format (hooray):
http://e3.gamespot.com/video/6211256/
http://ve3d.ign.com/videos/50027/PC/Supreme-Commander-2/Gameplay/E3-2009-Six-Minute-Gameplay-Movie

IGN's video is better quality but Gamespot's is longer.

I had my doubts about the Unit Cannon but I am really liking it after seeing it in motion. Seeing a bundle of units bumping into one another again and again until the enemy decimated them was not very fun (SupCom 1) and it seems to be much better in SupCom 2. Oh, and pop-up turrets seem to be back!
 
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This looks much, much better than I thought it would look.

The pathfinding looks incredible compared to SupCom 1.
 
game looks far better then supcom 1 or FA.. though im not totally sure about the whole research settings with all the vehicles built getting upgraded at the same time.. basicly just means you can spam build level 1 stuff.. then upgrade them all.. but we will see..
 
This looks much, much better than I thought it would look.

The pathfinding looks incredible compared to SupCom 1.

Agreed on both accounts. Still very early in development too.

game looks far better then supcom 1 or FA.. though im not totally sure about the whole research settings with all the vehicles built getting upgraded at the same time.. basicly just means you can spam build level 1 stuff.. then upgrade them all.. but we will see..

I am curious as to how it is balanced, and whether higher grade units (not experiementals) do against a bunch of spammed, yet upgraded, low grade units.


And another E3 video is out: http://e3.gamespot.com/video/6211604/

Chris talks about various things concerning the game, most is already stated in the previous videos. Since he states it runs on an Alienware laptop, I think it'll run quite well on my PC as I imagine much of the optimization has yet to be done. :)
 
Thus far, I'm suitably impressed. It looks good, seems to move really well...I'd still like to know more about that revamped tech tree setup, though (I can't help thinking that's a bone to the console folks, but that's me).
 
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