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Supreme Commander Graphics Study (2015)

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Re: Supreme Commander Graphics Study (2015)

#61

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

I love Beyond All Reason, it really has the early 2000's gaming vibe I miss where people use text chat in game instead of voice chat. The community likes their 8v8's, the community is moderated well, and the engine is solid even though there is practically no unit cap.

Re: Supreme Commander Graphics Study (2015)

#62
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.

Each side has unique experimental units, not sure what you mean by that. But, as you say, there are 2 factions to play instead of the 4 you'd find in SupCom. A 3rd faction is being worked on though and can be used in multiplayer, but it's beta quality.

Re: Supreme Commander Graphics Study (2015)

#63

Earlier quoted context omitted.

I played Total Annihilation as a kid. Finding Beyond All Reason was amazing. And spectating 8v8+ with tens of thousands of units is something else. It's unfortunate that large scale RTS isn't a more popular genre. Instead it's all Fortnite/CoD/WoW

It feels like Starcraft 2 was the last traditional RTS; I suspect part of that is because other developers think their game wouldn't have a chance without competitive multiplayer as tight as SC2's. That said, there's still some RTS games in the indie space / on Steam, like Homeworld: Deserts of something. But that one was ultimately disappointing overall.

The popularity of Starcraft confused me until I realized it was a really a "user interface game" rather than a strategy game. I mean, Starcraft 2 is still a strategy game, but if you were to propose changing the UI to enable more strategy, they wouldn't do that. The UI is the game, and once I understood that I understood Starcraft players better and was able to appreciate the game better.

It's hard for anyone to do a better Starcraft because it's a UI game based in technology of the time. We aren't going to get better at traditional computer screens with a fixed aspect ratio and a mouse. That is Stracraft.

Also, you mentioned Homeworld, and Homeworld 3 will be out in a few months.

Re: Supreme Commander Graphics Study (2015)

#64
post #17

Earlier quoted context omitted.

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.

I didn't like Ashes of the Singularity, I really don't like the capture point game mode that it seemed to revolve around (though Dawn of War did the same thing and that didn't bother me...)

Planetary Annihilation is cool too but I really didn't like the spherical maps

SupCom really is the sweet spot

Re: Supreme Commander Graphics Study (2015)

#65
post #17

Earlier quoted context omitted.

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,…

It actually started out as a ta3dviewer of total annihilation replays

Indeed. I think I discovered it while wish searching for a TA where I could get up close with the models.

Re: Supreme Commander Graphics Study (2015)

#66

I liked the voice acting. Especially the cranky military guy. Ordered to attack a base on some planet: "Are we gonna hold it this time? Or are we gonna abandon it to the cybrans in a month?" Ordered to help PC on another mission: "Arrgh how much longer do I have to hold this guy's hand?"

"Get it done, commanderrrrr" lives rent-free in my head for as long as it wants

Re: Supreme Commander Graphics Study (2015)

#67

Earlier quoted context omitted.

It feels like Starcraft 2 was the last traditional RTS; I suspect part of that is because other developers think their game wouldn't have a chance without competitive multiplayer as tight as SC2's. That said, there's still some RTS games in the indie space / on Steam, like Homeworld: Deserts of something. But that one was ultimately disappointing overall.

The popularity of Starcraft confused me until I realized it was a really a "user interface game" rather than a strategy game. I mean, Starcraft 2 is still a strategy game, but if you were to propose changing the UI to enable more strategy, they wouldn't do that. The UI is the game, and once I understood that I understood Starcraft players better and was able to appreciate the game better. It's hard for anyone to do a…

That reminds me, somewhat tangentially, of working with a personal trainer in a gym and made some comment about a particular type of movement being done in a more "efficient" way and the dude was just like "that's not the point", and playing starcraft more efficiently is likewise not the point.

Re: Supreme Commander Graphics Study (2015)

#68
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.

You need distinct silhouettes more than cool powerfantasies while gaming

Re: Supreme Commander Graphics Study (2015)

#69

Earlier quoted context omitted.

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.

You need distinct silhouettes more than cool powerfantasies while gaming

If you are a sweaty tryhard I agree. But I personally want cool powerfantasies and big explosions while gaming, otherwise I could just as well play chess or go.

To be clear, I'm not arguing against clear silhouettes, but the general unit design. The robots often just look wacky. Like the sumo thing is this lumbering trashcan that could as well be accompanied by a tuba soundtrack.

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