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Supreme Commander Graphics Study (2015)

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Re: Supreme Commander Graphics Study (2015)

#41
post #17

Earlier quoted context omitted.

Let's say you're not too familiar with the genre, but you've been curious for a while and want to explore more. Maybe you played some Starcraft at a friend's house in high school, and that's pretty much it for genre exposure. And by you I mean me. What games would you recommend for a newcomer in 2024? What are the genre-defining classics, and which ones still hold up? What's the recent hotness? The modern classics?

Supreme Commander is a great start Personally, I'd also recommend Homeworld and the Warhammer 40K: Dawn of War series On the free-and-open-source front there is Zero-K (which I don't care for) and Beyond All Reason, both of these are Spring Engine games, and Spring Engine started out as a 'modernization' of Total Annihilation. Most games built with it don't fall too far from the original Homeworld 3 comes out in May,…

If you specifically want more Total Annihilation style RTS games, Ashes of the Singularity scratches a similar itch. And of course Planetary Annihilation does TA IN SPACE with the ability to sling asteroids at your opponents. Personally switching to a 3D sphere world broke my brain.

Re: Supreme Commander Graphics Study (2015)

#42

If you also happen to think SupCom was the most ultimate superior RTS ever made, because it's truly strategy scale with a thousand units PER PLAYER including on 8v8 maps, and the simulated ballistics of almost all weapons means you can defend your base from an incoming nuke by scrambling your jet fighters so that they run into the incoming warhead and airburst it "safely" above your base, and love that artillery shel…

Shoutout to FAF. Best RTS I’ve ever played. Been meaning to check out Beyond All Reason, supposedly it’s a FOSS spiritual successor to FAF

Total Annihilation (1997) was the predecessor to Supreme Commander (2007), both by Cavedog. Beyond All Reason is pretty much a remake of the former.

Re: Supreme Commander Graphics Study (2015)

#43

To this day, still one of the best RTS games of all time.

Let's say you're not too familiar with the genre, but you've been curious for a while and want to explore more. Maybe you played some Starcraft at a friend's house in high school, and that's pretty much it for genre exposure. And by you I mean me. What games would you recommend for a newcomer in 2024? What are the genre-defining classics, and which ones still hold up? What's the recent hotness? The modern classics?

There's still nothing that comes close to Warcraft 3 (the original, not the remastered abomination, don't fucking touch it). Dawn of War 40k had some neat ideas as well.

So probably WC3 -> DoW 40k -> Starcraft 1/2 -> weep because the genre is dead

Re: Supreme Commander Graphics Study (2015)

#44
post #3

Enjoy that style ? Go play Beyond All Reason, its free and open-source spiritual heir - https://www.beyondallreason.info

I thought technically BAR is the OSS heir of Total Annihilation (which then Supreme Commander later developed). Only 2 sides, no unique Experimental units, etc. That being said, it's a great FOSS game and really captures the genre feel of epic scale.

Yes, Supreme Commander, Beyond All Reason are cousins (and Planetary/Industrial Annihilation) -- all successors to TA.

And there are the direct TA mods...Balanced Annihilation and TA: Escalation

Re: Supreme Commander Graphics Study (2015)

#45

To this day, still one of the best RTS games of all time.

Let's say you're not too familiar with the genre, but you've been curious for a while and want to explore more. Maybe you played some Starcraft at a friend's house in high school, and that's pretty much it for genre exposure. And by you I mean me. What games would you recommend for a newcomer in 2024? What are the genre-defining classics, and which ones still hold up? What's the recent hotness? The modern classics?

Mostly, I tend to put the RTS' into ideas about "real-time strategy."

Dune II: One of the first, one of the best. 3 factions, all very different, story mode with scope. Interesting units when "harvesters" was a new idea. https://en.wikipedia.org/wiki/Dune_II

Command & Conquer / Red Alert: Excellent unit select, very orthogonal unit choices, live-action cutscenes (which while of questionable quality, were still pretty amusing) Red Alert also has an excellent soundtrack (although extremely facist march themed with "Hell March", yet quite listenable). https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert

Age of Empires: Artificial Intelligent opponents that didn't "cheat" with extra resources or out-of-game knowledge, they were simply competent opponents. Age of Kings is probably the showcase. Rotational rock-paper-scissors unit effectiveness. Several "victory" types. Gameplay that tended to support longer games, rather than 3-minute rush (Commander vs Legacy in an MtG context). Only complaint is unique units were often not enough for long enough to really be special. https://en.wikipedia.org/wiki/Age_of_Empires_II

Warcraft II: Not sure how relevant today, yet one of the first to feature an online matchmaking service that was not utter misery (and actually had players at lot of the time!) Also, neat cartoony style that became the basis of WoW, DOTA, and many others. Possibly the best though, first game where you could spend half an hour just cycling through all the quotes ("I can see my house!") for units (and their annoyances at your clicking "Are you still touching me?"). https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness

Homeworld: There is Still not a significant other 3D RTS franchise (EVE Online is very close for an MMO). Basically, about the only game that does actually 3D strategic space combat in an actual spherical playing field over vast distances, with multiple-ship scales, and per unit positionable cameras ("camera can be set to follow any ship and view them from any angle, as well as display the ship's point of view"). The story's also quite well written, and at least provides a plausible reason for each of the missions. I watched Star Wars: The Last Jedi, and thought "You people should have played Homeworld, you would have written such better space battles. Somebody over at Battlestar Galactica must have played Homeworld." https://en.wikipedia.org/wiki/Homeworld

Sins of a Solar Empire: Neat game design based on solar system "zones", where you can only really fight around solar systems, and then transit is mostly hands off (often with surprises when you exit jump space into fog of war). Planetary and solar system upgrades that are inherent to the idea of "planet" rather than just tower defense. Multiple ship styles and races with fairly different play styles depending on the build choice. Been a while, yet from what I remember, also not quite as punishing as Starcraft about choosing the "correct" choice. https://en.wikipedia.org/wiki/Sins_of_a_Solar_Empire

Warhammer 40K Dawn of War: Gameplay that's not built on mining anything, rather more like capture the flag, holding locations for time frames to accumulate "something". And then pretty much all the pre-existing craziness of Warhammer that is far too long for a single game recommendation. LOTS of units and armies though. https://en.wikipedia.org/wiki/Warhammer_40,000:_Dawn_of_War

Total War Franchise: (Medieval II, Rome, Shogun, and Warhammer are notable entries) Scope. Massive scope. Battles with 10's of 1000's of soldiers on the field. Became a bit much to deal with in some of the games, yet neat to be able to create your own LotR "Ride of the Rohan" scenes. https://en.wikipedia.org/wiki/Total_War_(video_game_series)

Achron (have not played, would like to try) Time travel RTS with three time-frames units fight in, and propagating time waves that erase the future. You can "chronofrag" yourself, by having future self meet past self. A Grandfather Paradox resolution system, where units are removed if they fall out of the "possible futures."

Supreme Commander: (and prior Total Annihilation) are the subject of this article. Also massive scope. Huge, smoothly scalable maps. Tons of unit choices. Enormous numbers of on map units simultaneously.

Re: Supreme Commander Graphics Study (2015)

#46

If you also happen to think SupCom was the most ultimate superior RTS ever made, because it's truly strategy scale with a thousand units PER PLAYER including on 8v8 maps, and the simulated ballistics of almost all weapons means you can defend your base from an incoming nuke by scrambling your jet fighters so that they run into the incoming warhead and airburst it "safely" above your base, and love that artillery shel…

I am a devoted FAF fan. I've been watching games online for about 10 years now. I've probably seen close to 1,000 at this point, but I've never once played it. I suck at RTS games and I don't have a Windows machine. I probably know more about the game than some of the players but I have never even owned it ;-)

[deleted]

Re: Supreme Commander Graphics Study (2015)

#47

Earlier quoted context omitted.

Let's say you're not too familiar with the genre, but you've been curious for a while and want to explore more. Maybe you played some Starcraft at a friend's house in high school, and that's pretty much it for genre exposure. And by you I mean me. What games would you recommend for a newcomer in 2024? What are the genre-defining classics, and which ones still hold up? What's the recent hotness? The modern classics?

There's still nothing that comes close to Warcraft 3 (the original, not the remastered abomination, don't fucking touch it). Dawn of War 40k had some neat ideas as well. So probably WC3 -> DoW 40k -> Starcraft 1/2 -> weep because the genre is dead

Not for lack of trying, though. Stormgate and Tempest Rising are boty trying to take on the mantle of Starcraft 2 with probable releases this/next year.

But yeah overall high production values pickings are pretty slim - last year saw Company of Heroes 3, 2022 had a Dune game, 2021 had Age of Empires 4. 2020 might be a high point with Warcraft 3, C&C, and AoE 3 remasters.

Re: Supreme Commander Graphics Study (2015)

#48

Earlier quoted context omitted.

I thought technically BAR is the OSS heir of Total Annihilation (which then Supreme Commander later developed). Only 2 sides, no unique Experimental units, etc. That being said, it's a great FOSS game and really captures the genre feel of epic scale.

Yes, Supreme Commander, Beyond All Reason are cousins (and Planetary/Industrial Annihilation) -- all successors to TA. And there are the direct TA mods...Balanced Annihilation and TA: Escalation

Part of that family is also the spring engine (zero-k and others)

Re: Supreme Commander Graphics Study (2015)

#49
post #3

Enjoy that style ? Go play Beyond All Reason, its free and open-source spiritual heir - https://www.beyondallreason.info

I want to like BAR because it is so obviously made with passion and attention to detail but I can't get over how wonky the units look. I don't mean the quality, but the design. They don't look at all cool and I can't get the power fantasy of leading an army of killer robots. I feel like leading some random hodgepodge of guns mounted on trash cans.

Re: Supreme Commander Graphics Study (2015)

#50
post #31

Earlier quoted context omitted.

Slightly less impressive was the minimap, which was also an entire second(third) copy of the game's graphics process. (Although really you weren't 'supposed' to use the minimap, since strategic zoom took its place.)

I find these kinds of bend-over-backward-things amazing. It is probably not a good ROI to get it that correct, but it admirable and makes the game lots of fun. In a similar vein, I think fallout4 lets you use an ipad as a pip-boy to do maps and other management things.

if it makes the game lots fun then there's a good case for the feature!
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