Tuesday, March 27, 2012

When Responding to "Make This Feature!" Topics...

[:1]I think we should all put faith in GPG being able to decide whether or not they have the time/resources to implement it.
It may just be me, but I think a few too many threads are being shot down by people saying "this would take too much time/resources, so I don't think it should be implemented" (I am guilty of this to an extent as well).
So let's all discuss ideas based on their merits rather than how long it'll take to implement. GPG knows far better than us what would be easy to implement, and what would take too long.|||Destroyer224|||OrangeKnight

Suggestions to the point.

[:1]Supreme commander 2 combat consists of building an army, selecting it, right clicking on the enemy, and going to make a sandwich.
I love supreme commander 2, but what makes starcraft 2 the game that everyone plays, is that you can manipulate units (micromanage) and get results.
In supreme commander 2 you can move units that are being fired at but they cannot dodge most projectiles because they do not move fast enough.
Things i would love to see:
-Archers attacking from behind = almost instant kills.
-Soldiers/Basic Ground troops ambushing from behind drastically increases damage. Because realistically if you get behind someone you have a 100% advantage.
-Things like the CAT from stronghold 2 that only serve the purpose to shield from arrows and things.
-Maybe this was already implemented, but when the dragon is not breathing fire, it is going apeshit swinging its tail raping everything around it. The fire animation from the dragon was amazing and beautiful, but it would just sit there when not breathing fire.
- Lots of traps, i personally love building strong bases/fortresses.
- For sure implement walls that can be built
- Jerry Port? I can't remember the name - 1 way exit through walls
- Gates
- Wall defences, units can be placed in walls.
- Stay away from too much magical stuff, but still include it for sure.
- Collecting resources the old fashioned RPG way was really fun, even though it was a hastle. In SC2 you could capture 4 resource points and be fine for the entire game.
So try and force players to expand and gain new resources, but not force it as hard as Company of Heroes. For example, you control your basic resource nodes, and when you expand instead of getting more basic resource nodes, you get advanced nodes that require more resource initially to harvest from, but put out more.
And maybe not make it completly obvious like Advanced Resources= more money... maybe instead any units built from that advanced resource are created with stronger armor or more health.
-With a tech tree already, i personally hate doing upgrades. Especially in starcraft +1 DAMAGE OMG.. +1 armor OMG, so stick to the tech tree! Its good! :D
-Lots and lots of terrain modding ingame for example:
-You already have bridges
-Light wall, medium walls, heavy wall.
-Fire traps
-Fake gates that are containing a HUGE ball that rapes everyone after they break the gate down thinking there getting in.
-Battering Rams, Ladders, Siege Towers, Grappling Hooks.
-Environmental fire, buildings all catch on fire, lighting forests on fire that are near peoples bases catch their buildings on fire.
-Soldiers that pretend to be dead until enemies pass them.
-Horse Archers, knights, maybe minotaurs or something else.
-Capturable mercenary posts to train mercinaries.
instead of the classic 3 ship ROCK PAPER SCISSORS
Large ships that you have to place archers on or soldiers on that man cannons.
ship to ship battles where the units jump onto the other persons ship and if they don't have any soldiers on their ship they kill the ship crew easily and take over the ship.
-Oil pots, Lava, Arrow Traps, Pit traps that allow you to capture soldiers.
-How about a day and night cycle? Torches out at night, torches away at day?
-Soldiers fight better at day, more fires at night! Soldiers/town gets attacked by creatures during dusk/dawn.
-Games like Earth 2150 that had a complete second layer of the map that was underground were fun, maybe things like that?
Instant tunnel systems aren't as fun, and really just are not fair.
-Archers have more range on hills, catapults have more range on hills, etc.
-When cavalry get attack orders while on a hill they run faster to their target.
-Walls are uber-important, building a really cool looking castle that you can defend are important.
-Multiplayer trading systems, for sure trading resources or donating resources. Also donating units. A checkbox on units allowing allies to control your transport (as well as yourself).
-Wall defences, guard towers, barriers, wells to put out fire, aqueduct systems as an upgrade that changes the appearance of your buildings to automatically put out fires.
-Upgrades to a factions armor to add armor on their back so they can't be ambushed by archers.
-Soldiers can dig traps or make dirt walls for quick defenses, they can make shield formations to block arrows, they can hide in corpses to surprise enemies.
-Pick up fallen soldiers armor to restore armor of the soldiers.
-Rediculously huge volleys of arrows
-rediculously large siege battles
-As siege weapons move through the battlefield metal pieces are added from fallen soldiers to provide more defense from arrows and upgrading their armor.
-Quick sand superpower so when enemy soldiers try and pass a shallow river they get stuck and cannot move.
-Trebuchet's can be pushed on their side and used as huge arms to swipe soldiers back.
-Trebuchet's/Catapults can launch fallen soldiers armor back to your base to increase resource production but are vulnerable from behind obviously.
-Scatter-shot cannons to take out infantry.
-How about a Super Unit you can control in first person?
Anyone ever played... something of the something children of the sun?
all i remember is it was an Egyptian game where you could control your leader for like 30 seconds and just rape everything with a hammer or a scythe.

These are some of my ideas, i can elaborate on any of them. I have played pretty much every RTS that doesn't require 45 hours a day controlling a spaceship with f1-f9.|||Quote:|||RecoJohnson|||RecoJohnson|||Quote:

Fix Dsync

[:1]Dsync was a major turn off in Supcom FA. In Supcom 2 you cant even wait for the persons internet to come back on. It would be great to bring back the FA dsync feature, better yet allow people who reboot their comps to rejoin.
But if the issue is with a 30 second internet drop, the person should be able to rejoin.|||Quote:|||X-Cubed|||I would MUCH rather wait the 15-20mins to transfer over the save game than to restart the game.
My buddies and I have a habit of getting into 1-2hr turtle matches. Having someone dsync puts a sour note on the night. Having that happen 2-3 times is total epic fail!!!!!!!!!!!!!!
Putting some resources into this option would be AWESOME!!!!!!!!!!
This should be a fix for Supcom 2 as well as Kings and Castles. Supcom 2 can't even handle a 5 second internet hiccup.|||I would like to see this done in the way that spring does it.

Give units character portraits/voice overs

[:1]One thing that annoyed me about supcom 1 is that the units had no flavor at all, they were all bland. Even the tech units in starcraft had voice overs (goliath and tank in SC1 were awesome). Adding some character to your units can't hurt, you don't have to create huge amounts of dialogue or anything like Blizzard does but 2 or 3 different voice overs with a couple funny ones would be cool.|||Yeah definitely a good idea, in fact I’m fairly sure that they do.
I hope they have cool unit death sounds to. :P|||2foolish|||"But everything Aside from teh ACU and SCUs were ROBOTs, as in NO Pilot"
They could have used their imagination, i.e. AI persona's, etc, based on human characteristics. The agitants in starcraft are basically robots that talk, the could have done something similar with AI's or pseudo robot pilots. Note that I was talking about kings and castles, Supcom could have added unit flavor to units but chose not to. It's all about imagination.|||It would be neat in K&C as long as there was an option to turn it off. I can imagine it getting horribly annoying after a while.|||2foolish|||OrangeKnight|||Image
Please, please tell me now!
Is there something I should know?

If you do it, do it like that.|||Please dont. GPG sucks at writing stories, and voice acting. I dont want to listen to some badly acted cheesy line every time I want to attack.|||Grim Tuesday|||Voice acting in Vanilla and FA was meh at best, nothing special. Voice acting in Supcom2 was hideous. I would rather not take the chance.|||I very much like the unit voicing in Homeworld. That was immersive.
I hate the unit voicing of StarCraft, WarCraft, Age Of Empires etc. But that's also because you give way more orders there and everytime you hear "off I go then" (which I always here as "oh f*** you then"), "weeeooooo", "the gibberish of AoE III".

It would be horrible if the units in K&C babble something every time you give them an order. Even the mechanical sounds of Total Annihilation annoyed me at times.|||Spooky|||DoesAnyoneFearChina|||Sup1/FA's voice commands (yes, they did have them) were excellent; they were subtle.
Click on any aircraft and it makes the aircraft sound, and engineer makes the engineer sound, etc, etc. I'm at the point that when I select the wrong units, I subconsciously hear the wrong selection sound and then go and re-select the right units.
GPG really, really, should stick with this. It helps the player, but doesn't distract.|||I agree Bulletmagnet, but in KnC, we will have living beings.
If being subtle is possible without making people sound speech impared then I'm all for it.
I'd dread incoherent mumbles and moans as sfx though, really.|||Well you could do things like the drawing of a bow for archers or un-sheathing a sword for footmen.
Not perfect but a decent enough example.
Mike|||That's actually a pretty good example.|||constant unit responses are fvcking annoying. so glad SC2 included the option to turn them off. brilliant they were omitted completely in supcom, but obviously no idea how they might work in KnC.|||I've to agree on that would be annoying as well. Perhaps for when, say, your light troops get an unpgrade ( assuming there're any into this game ) they yell something together or some other SFX is triggered..|||From a competitive stand point, I can see how they would get annoying, and it would be nice to be able to turn them off for that regard.
From an everyone else standpoint...|||nothing to do with "competitive". given that there's only so many responses available, if you play more than 1 game, they're damn annoying.|||Having the option to play unit responses might be nice, especially for heroes and such.
A mage unleashing a massive attack might also be nice to have announcing the name.
but int he end it is superfluous.
I'm all for OrangeKnight's suggestion for sound fx, as long as no incoherent mumbles are superimposed, really.|||OrangeKnight|||Absolutely. If there are noises for each unit, there needs to be an option to turn them off somewhere. It's as simple as that.

Adjency buffs

[:1]The item/inventory system gave me an idea about adjency buffs. I haven't thought it all through, but I guess depending on what resources will be used and how the factory system will work, the following system could actually be good somehow.

So the point is to use the inventory system in combination with the adjency buffs and research system.
First, there'd be a forge. It would be able to create various weapons and pieces of equipments previously researched and at different costs then either store them or place them into a secondary storage building. Depending on the resource system, constructing the forge close to a metal or mass source would enable it to create even better equipments.
Additionally, there would be two types of research:
-Material research (new equipments),
-Training research (better training enhancing the unit directly).
So the 'factories' would, by default, be able to form basic units which would directly have the training type research buffs. However if a forge is constructed close to the 'factory', every new unit would equip itself with the best available equipment piece it needs (and additionally change its appearance according to its equipment (example: new sword, shield, etc...)).

Well I guess you got the idea. Now I know many wouldn't be for it and others would want to change my ideas and well I've a few ways to apply this in mind:
- Instead of using an inventory system and limiting the equipment available to what the forge has stored, directly increase the unit's cost at the production and equiping it by default if the forge is nearby.
- Instead of using an adjency system, let every existing unit the possibility to 'walk through' the forge or storage and equip itself on demand (quite like the old Dragon Throne unit enhancement system)
- etc...
Well that's about it, hope it's worth look into, this all just has to be thought through.

Pyrrha

Ultimate Unit

[:1]Ladies and Gentleman I give you the awesome weapon ever the hwacha:
Image
Capable of firing up to 200 (depending on dimensions) flaming arrows over 500 metres range it is the ultimate anti-infantry weapon. (Other than the obvious reloading problem.)
It has quite a good level of accuracy too.
This weapon DOES use gun powder, but based on the E3 trailer there is gun powder present in this game. It isn't all that advanced and not that far out of reach for use in KnC. I am yet to find a game which uses them and I think it could suit KnC.
Further information:
http://en.wikipedia.org/wiki/Hwacha
Edit: Found a video of one: http://www.youtube.com/watch?v=TQhSXA3AKh4
Mythbusters :)|||Doesn't seem very ultimate considering some of the other units KnC already has.
Mike|||OrangeKnight|||Well, Mike is right - however, I think it would make a very nice addition as anti-infantry weapon for only one reason: it looks awesome when fired.
There would be a place in KnC too since it doesn't use magic. Mages might be able do defend themselves and close by units against magic attacks but maybe not against regular gun powder artillery. That could make the hwacha a very powerful niche unit. Long reload times would keep it from being OPed.|||I would mount them on airships as anti-dragon weapons. Dragon gets close to flame, dragon gets its wings torn to shreds by rapid-fire-shotgun-ballista-cannon thing.
It's like a olden-day TOS-1 Buratino.|||I would call it tier 3 anti infantry. not an ultimate unit like the warboar or dragon.|||K-lord|||K-lord|||Daveydude|||What if we make it drawn by horses FROM THE UNDERWORLD!?!/!???!??!????|||Image|||Nope, still crushed by the Warboar and/or King Statue.
Mike|||What if it was just the horses and they were fifty feet tall?|||TehClawEternal|||Lots of BBQ's FROM THE UNDERWORLD?
I'd go for it then if that were the case.|||Does anyone else realize that if that thing fired, all 100 arrows would hit the horses?|||That's because it's in move mode, not fire mode.|||TehClawEternal|||mage freezes your puny fire horses...|||A fair example of a counter system :D

Difficulty

[:1]I noticed over the last year that everyone who played the first supreme commander didnt like the second one that was launched last year, and visa versa. Me personally, I loved the first game because it was challenging, had a huge amount of units and buildings, and i loved the indivudual tech levels of units and buildings unlike the second one. I just wanted to know if Kings and Castles (which im stoked for) is going to be more hardcore like SC 1, or less difficult like SC 2?|||I don't think the difficulty really factored in to whether or not someone liked the game, many more things got in the way long before difficulty did.
Mike|||SupremeCybran|||ya, i know it's on hold. i just wanted them to know my opinion.