The making of Supreme Commander
eurogamer.net
eurogamer.net
That being said, I think SupCom had a critical error that really hampered the longevity of the gameplay. SupCom (and Total Annihilation) follows the "Upgrade is Upgrade" model of game progression. This is a really common model in a lot of mediocre RTS's. Basically it means that in the early part of the game, you build a selection of robots, tanks, artillery, and planes. At some point you "upgrade" your economy and build a new selection robots, tanks, artillery and planes that are almost identical to the first batch but are bigger and better. And then this happens again and you build a 3rd set of units that are almost identical to the first and second sets of units, except they're even bigger and better. If that sounds repetitious and tedious, that's because it is. Basically you repeat the same game 3 times before you start getting to end game units that start offering you new and different strategic options.
This is contrasted by Warcraft and Starcraft's "Upgrade is Sidegrade" model. In these games, every unit represents a new and unique set of options. You upgrade your economy in order to create an army that moves faster, or in the air, or has better artillery option. Economic progression is used to drive new tactics and strategy, or is used to counter your opponent's new units. In this model, the play changes as you move through the different stages of the game. This is much more interesting to play and watch as the game is constantly evolving as players produce new types of units.
If someone could combine Planetary Annihilation's concept, with SupCom's execution of scale, and Starcraft's polish and upgrade model, I think we'd have an RTS for the ages.
Like Zero-k? https://store.steampowered.com/app/334920/ZeroK/
The T2 navy gives a lot of options not present in T1 - largely due to longer ranges. T1 subs and frigates mostly only interact with other naval units. But T2 get cruisers and destroyers anywhere near a coastline and they put large areas under thread
A lot of T2 & T3 units have weird special powers (e.g. the destroyer that can sprout legs and walk on land, the T3 Loyalist has built-in TMD). These are somewhat sparsely distributed though
The experimental units obviously have a lot of character
Depending on circumstances, T1 units remain viable throughout the game. I've seen tons of matches where a T3-heavy naval invasion is pushed back by overwhelming numbers of amphibious T1 units (Zthuees)
Making the switch from T1 to T2 and then to T3 is a huge part of the strategy of the game. It is true that the higher tier units are more efficient per unit of resource, but there are real costs (both in resources and in time) to upgrading your force and the decision of when to upgrade is never easy
That said I would love to have zooming in SC2, no idea why it’s not available, it’s already in the engine for replays.
While this is somewhat true, there are definitely T1 units that trump T2 and T2 that trump T3, due to specializations and cost. For instance, massed T2 UEF AA units are great for taking out T3 air on the cheap; especially if you're focused on land combat.
That being said, SupCom is easily the best RTS I ever played - it was basically Total Annihilation, only bigger, better and prettier. And TA was already an exceptional RTS, one that people still played and enjoyed as long as a decade after release.
I think TA and SupCom ruined the whole RTS genre for me. I was trying to play some newer RTSes, but they are all lacking in features which the two taught me to rely on and enjoy. Strategic zoom, queues of commands in factories and building units, waypoints, unit formations, ferry routes, terrain obstructing visibility, radars, and getting in the way of bullets/missiles, an economy where you have to balance income and spending, gradual construction of structures and units, massive amounts of units on the map and massive units themselves (experimentals), very well-balanced factions with each still being quite distinct and so on - there are games with some of these features, but I couldn't find a game which would have all or even most of them. SupCom2 was a disaster and I refuse to consider it SupCom at all, so I'm basically still waiting for the sequel.
Or maybe I just missed a game like that - suggestions on the titles to try would be very welcome!
It's got large fleets, a decent amount of automation (very little micro needed as I recall), a huge range of scale in terms of the units themselves, strategic zoom every bit as good as SC.
Layer on top of that a research tree, neutral factions (pirates) you can influence, 'hero' units in the form of capital ships that you can level up and customize.
I haven't played since the very first release, so maybe it's gotten overcomplicated since then - but I think it's worth a look
I sometimes wish there were more micro, but I'm really not that good at micro so it's probably for the best. Haha I always feel like I have things to do, macro-wise.
Haven't played much recently due to the game lengths, but it's always fun.
(Go Vasari!)
https://store.steampowered.com/app/386070/Planetary_Annihila...
I've wanted to dig into this game for years, but haven't had the time. What little I have spent was a few campaign missions fighting on planets the size of tennis balls.
Even with modern CPU’s you see slowdowns in SC2, especially with 4 or more players.
If you want a taste of Supreme Commander to truly understand the beauty of the game, check out Gyle[1] who is a truly underrated caster of the game on youtube.
[0]:https://github.com/FAForever [1]:https://www.youtube.com/user/felixlighta/videos
At least, that's my understanding. I was pretty young in those days and some of this is reconstructed "Oh, right, that would make sense".
The downside is that if you find a dump of only the data track/files it's hard to reconstruct the full experience of abandonware games. FireFight just isn't the same without the background music.
I still listen to track 5 as a standalone piece of dark moody brilliance. 22 years later.
As I developer, I really strive to think about how the interfaces I design and implement are used by my users to quickly do repetitive or important tasks, traits I associate to Ctrl-grouping, shift clicking to build 5 units at a time in TA, and of course, strategic zoom.
By the way, Camtarn, still like Guanine? :) I lurked the Cavedog WSB in the early years.
I was really disappointed with the final game and put maybe 2 hours tops into it before never playing it again. It just wasn't fun to play.
Despite that, I still felt satisfied that the game was finished and came out at all. The engine is really impressive IMO, and I enjoyed their engineering updates and videos.
This is probably the only time I ever supported a project and didn't care at all for the final product, but still didn't feel burned because I could appreciate the enormous undertaking that it was, from engineering and development standpoints.
SC is an absolutely amazing title!
From my narrow personal perspective, it's easy for me to understand why RTSes aren't popular -- I'm too old to have the time to master them. But I wonder why the genre has stagnated for the rest of the world -- is it because it's too complex? Or because the mechanics of other similar genres, like MOBAs, are inherently superior? With instant-gratification being the default mindset nowadays, the thought of spending 30 minutes building out a base only for it to be wiped out in 2 minutes of action does seem antiquated.
Anyway, I think the genre is alive and kicking — mainly driven by smaller developers. It’s a shame that EA killed off C&C but they only have themselves to blame.
RTS is stuff like Starcraft/Warcraft, Age of Empires, C&C, Company of Heroes, Total Annihilation, Supreme Commander. I haven't played They Are Billions yet, but yeah, that looks like an RTS or really close to it. So maybe it's not quite dead, but hanging on by a thread! There's also Offworld Trading Company from a couple years ago which is RTS minus combat.
Wargame has a ridiculously niche player base. Like, 3k players on most days.
I don't know why there's such a disparity in the payouts. Maybe games like DOTA are more spectator friendly and thus can raise more money for ads? Or maybe it's because the top DOTA players are streamers are more diverse, mostly coming from different countries in Europe, but also NA and Asia, while the top StarCraft players tend to be almost exclusively Korean.
Spring [1] is an RTS framework that started off rebuilding TA's engine. It has since branched off with mods creating new RTS's entirely... but still with that TA/SupCom feel.
FA Forever [2] is a mod for Supreme Commander: Forged Alliance (the expansion), that gives access to community servers to download maps, mods, and find matches. It replaces Gas Powered Games' own shutdown servers.
A few other cool features: chaining move or build orders, having worker helping factories, flying unit doing crash damage on death and being able to set repeating build tasks in factories.
TA can be had on Good Old Games for $6 and works perfectly on modern Windows or Wine.
Still I'm not really interested in TA, I've been plenty happy with SC and I don't really want to climb another steep difficulty curve. (also lack of time too)