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Idea for RTS Game - Page 2

Blogs > ninazerg
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ninazerg
Profile Blog Joined October 2009
United States7291 Posts
August 30 2014 18:45 GMT
#21
On August 30 2014 16:47 d00p wrote:
Show nested quote +
On August 30 2014 08:50 ninazerg wrote:
When SupCom came out, I immediately ran to the store and bought it, and wasn't able to play it until SEVEN YEARS LATER because my computer sux'd but now I have a good computer that can run that shit. Now the GPG server is no longer supported because GPG doesn't exist, and now there's an expansion I'd have to buy, and barely anyone plays now, so that's a lot of blah.


This is sad =(. My experience from supcom multiplayer is rather different from yours. I remember 1v1 being masses of T1 units maneuvering around and most games ending at T2. 3v3 and 4v4 was all super units though. Will read the actual idea part of this later.


Gay

I only played a few games on gameranger, where some people host SupCom games, and in one of the games, I tried to just smother him with T1 units, but it didn't work out so well because T2 defenses just eat everything.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2014-08-30 19:06:36
August 30 2014 19:05 GMT
#22
Supcom still has a community.
FA expansion is an absolute must, it makes the game a much more interesting fight of territory rather than turtle and tech/eco boom.

Play small 1v1 maps for the better tighter competitive feeling of the game.

http://www.faforever.com/
Very much alive still.
d00p
Profile Blog Joined May 2011
711 Posts
Last Edited: 2014-08-30 19:35:49
August 30 2014 19:34 GMT
#23
On August 31 2014 03:45 ninazerg wrote:
Show nested quote +
On August 30 2014 16:47 d00p wrote:
On August 30 2014 08:50 ninazerg wrote:
When SupCom came out, I immediately ran to the store and bought it, and wasn't able to play it until SEVEN YEARS LATER because my computer sux'd but now I have a good computer that can run that shit. Now the GPG server is no longer supported because GPG doesn't exist, and now there's an expansion I'd have to buy, and barely anyone plays now, so that's a lot of blah.


This is sad =(. My experience from supcom multiplayer is rather different from yours. I remember 1v1 being masses of T1 units maneuvering around and most games ending at T2. 3v3 and 4v4 was all super units though. Will read the actual idea part of this later.

Gay


What a queer thing to say. About the idea: might be cool but needs more units. I agree that TA has too many redundant units but this game would end up being too one dimensional. Factions don't necessarily need to be more diverse if each get like 2 unique units to that faction. Anyway, I'm going to pound some brew, watch football/naked chicks and renovate shit with my bare hands now.

edit. like decemberscalm pointed out, the expansion changes supcom a bit and that's what I remember playing.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
August 30 2014 19:42 GMT
#24
because this game has a lot less emphasis on macro than StarCraft and a lot more emphasis on using small tactics and microing.


I like that but you need a reason for people to actually use the tactics, like in BW it stemmed from needing to defend bases.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
August 30 2014 20:18 GMT
#25
Good reason to use tactics: kill the enemy

:D
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
August 30 2014 21:22 GMT
#26
On August 31 2014 04:42 JieXian wrote:
Show nested quote +
because this game has a lot less emphasis on macro than StarCraft and a lot more emphasis on using small tactics and microing.


I like that but you need a reason for people to actually use the tactics, like in BW it stemmed from needing to defend bases.


By 'tactics', I mean small-level actions, like microing a vulture or dropping/picking up a reaver. You generally don't defend or destroy whole bases with these things, but they can be important. The thing about Brood War is that the larger strategic picture has a lot more importance to the outcome of the game than the little micro tricks.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
sUgArMaNiAc
Profile Joined March 2013
Australia110 Posts
August 31 2014 01:59 GMT
#27
Good concept. I vote you add more to helicopters, like a recon attack chopper and a heavy assault sort of helicopter. Was disappointed I didn't see a pavelow. They are so sexy.
No luck catching those swans then?
Shock710
Profile Blog Joined December 2009
Australia6097 Posts
August 31 2014 03:26 GMT
#28
i was actually given the total annihilation expansion for one of my birthdays from an aunt...i never figured it out for years that it was an expansion and i was always wondering why the hell the game wouldnt work
dAPhREAk gives Shock a * | [23:55] <Shock710> that was out of context -_- [16:26] <@motbob> Good question, Shock!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 31 2014 03:55 GMT
#29
If you get the chance you should try Halo Wars because it uses a similar concept for resources and basically depends on micro and build order RPS for "competitive" play, might be informative. I like your supply drop idea where you have to do something with the drop to get the next one. Seems like the game would immediately have a very fun "I'm always doing something useful" feeling while also scaling into "macro mode" naturally over the course of time.

One problem I see is that if ALL your production is essentially interchangeable with resource-gathering, then your game will be very zerg-y where you should macro up until you need army and then flood doods.
Comprehensive strategic intention: DNE
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
August 31 2014 05:54 GMT
#30
On August 31 2014 12:55 EatThePath wrote:
One problem I see is that if ALL your production is essentially interchangeable with resource-gathering, then your game will be very zerg-y where you should macro up until you need army and then flood doods.


This is something I thought about. I don't have a perfect answer, but if you do something in a strategy game, your opponent responds. My main concern would be that I wouldn't want everyone to only mass one type of unit or only two types of units. I wouldn't want the game to be ALL infantry or ALL tanks or ALL artillery or ALL helicopters or just everyone massing bunkers and rushing for missiles. But as far as macroing up, you should be able to do that and flood doods. I would want to give players lots of options and opportunities to be creative and have different styles of play.


On August 31 2014 10:59 sUgArMaNiAc wrote:
Good concept. I vote you add more to helicopters, like a recon attack chopper and a heavy assault sort of helicopter. Was disappointed I didn't see a pavelow. They are so sexy.


I was seriously thinking about having more classes of helicopters, but I didn't want the thing too be complicated. But again, since there is no game, I don't see a problem with doing a Pave Low instead of Mi-26 for a transport helicopter. I'm also not sure about the scouting or how that will work, but it might be good to have a recon vehicle and/or recon helicopter for all factions.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
feanor1899
Profile Joined January 2018
3 Posts
January 24 2018 13:38 GMT
#31
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