Monday, April 16, 2012

Fan mails

I saw in some videoblog (think it was 20 or something) during cracked out mails, someone said he didn't wan' to have a lot of abilities to the units and wanted to limit micro. Chris T's response was that he was happy to get these kind of mails cause then they know what people want for the game. To me it seems kind of unfair to take one players opinion as the general opinion like that, I mean can you really base what the players want from fan mails at all, the majority that's gonna play the game is not going to send any mails at all, and I doubt he reads all the mails he gets anyway cause they probably get too many. Me personally would like to a lot more micro than SupCom, SupCom 2, and I'd love to give units a lot of different abilities.
Just a thought.|||Well, it's pretty darn obvious if you ask me; write to Chris and say you want lots of micro and abilities.
Personally, I'm very happy to have less micro - if I wanted more of it I'd go play Starcraft. Having a counterpoint to that is good, because there's going to be some who don't like micromanaging and I think GPG is aiming the game at those people.|||What BM said. Abilities for normal units turn a game into a microfest. It looks like the king already gets spells and the mages as well. That's more than enough for me.|||chosan|||BulletMagnet|||chosan|||A great thing would be for all legendary/experimental units to have at least 1 special ability each.
Special abilities that you eventually got in supcom2 (like all ilum units get teleport) are also nice to have.|||Perhaps a compromise could be reached by using autocasting abilities. The autocasts would be based on certain parameters, so a grenade ability would be used only if, say, 5 units are within a certain distance of each other and the ability would target the center of the group. Autocasts would only work if the targets were within intel range, so for those who want a bigger strategic game, he would focus on making units and providing intel, so that his units could most effectively use their autocast. Manually casting those abilities could give more accuracy and control as the player is the one targeting the enemy and could be used anywhere, not just identified units. So if a player wants to micro to get that tiny advantage, he can with a slew of different abilities, but those who don't want that can also play at a similar level.|||Well my point was just that a lot of ppl that will buy the game won't even mail, but I guess he wouldn't put to much weight in just one persons mail.
About micro. I remember before the realease of supcom everyone was really hyped about it but after the e3 demo and playable demo the general opinion about iot changed a lot and a lot of ppl on gamereplays.org left and stopped supporting it and started bashing it instead. What everybody seemed to be dissapointed about was the lack of micro abilities and that you didn't really need to control your units and make mixed armies. I really think that it would be great if control your units was really important in KnC, especially in early game. The units are gonna get harder to control as the armies get bigger, so in late game the strategic decisions will be more important than just controlling one single unit anyways.
I think that SupCom really lacked having units that are intesresting and requiring micro, such as hero units. I think it would be cool if KnC had many different kinds of units that don't function in the same way all of them.
I think starcraft looks like a really good game and I don't see why you don't want this game to have ANY similarities with such a good game. I'm not saying I want KnC to be starcraft but I just dont think it shouldn't have micro just because starcraft have it. It would still have bigger maps, bigger armies, more strategy and be a completly different game|||chosan|||Spooky|||Find those posts on GR then. Prove it to us, because Spooky is calling your bluff.|||chosan|||The lack of abilities should force people to build mixed armies as now 1 unit can only serve 1 or 2 purposes at a specific capacity. No special abilities to give it alternate purposes; you must build another unit to get that capability.|||I think there is already a solution to the more abilaties but less microing problem. in AoM there were units whit special abilaties (cyclops thowing people, kraken taking down ship) that were triggered automaticly and then had a cooldown time. it would seem like an effective system if you ask me.
some units, like mages and the king, will offcourse have manual abilaties.|||BulletMagnet|||Oh, you were talking about Supreme Commander, not Supreme Commander 2, my bad.
Doesn't really matter if a few guys are put off by SupCom not having enough micro. Supreme Commander just isn't this type of game. If you want that kind of micro, there are other genres, like the real-time tactics *Craft games ;). I am going out on a limb here and guess that most Supreme Commander fans would like to have even less Micromanagement in Supreme Commander / Forged Alliance, than it currently has.|||X-Cubed|||chosan|||In my opinion there are two kinds of micro:
- The manually triggered abilities like in the *Craft games where every unit is a spellcaster. Some people might like it but I think it's busywork.
- Manually dodging artillery, kiting units with smaller range and focusing down certain units. That's the SupCom/FA micro I like. Making the most of a units inherited abilities and using the game engines full simulation.
Which reminds me: No magical 'guided' bombs like in SupCom2 please GPG. That defeats the whole purpose of having everything simulated!|||Col. Jessep|||No need for units mixing?
Have you always played against AI?
If you only use tank you will lose fast, because the enemy pds will beat your tanks up. The Artillery can support your tanks in battles and destoy pds(t1) without beeing hit.
And if you only spam tanks and don'T use mobile aas the gunships and bombers will own you. Also shields have tu be build so your tanks will not be destroyed that fast.
You see, you have to mix your units to have the best suitable troop for every situation.
Correct me if I have said something wrong.|||chosan|||There are hard counters. Artillery hard-counters PD. AA hard-counters fighters. Gunships/bombers hard-counter AA-less units. TMD counters TML. SMD counters SML. Unit with weapons counters unit without weapons. Subs counter torp-defense-less ships.
But the majority of counters are the soft counters Jessep was talking about. Percivals counter GCs, not due to some damage modifier or ability, but by cost (GC can be defeated by equal investment in Percies), and availability.|||Col. Jessep

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