
Akita T
Caldari Navy Volunteer Task Force
1262
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Posted - 2012.08.22 22:50:00 -
[1] - Quote
Klown Walk wrote:Or you could just play supreme commander. Total Annihilation ruled (back in the day, now it's pretty dated), Supreme Commander was ok and SC:FA was a bit better (can still be improved), but Supreme Commander 2 kinda' sucked (a total letdown, all the good stuff that accumulated across the series, gone in the blink of an eye).
Personally, what I expect from a hypothetical near-perfect RTS is: - an interface that lets me spawn as many windows as I like (each window being a separate child application, easily moved across multiple monitors if I have them), tracking units or viewing tactical maps, popping up notifications or even "event cameras" when desirable (and customizable when), designing new units, managing factories or resource production, directing research, etc -> can't say I have seen this done by any RTS to date, but I hope somebody will do it eventually - a HUGE game space with an INSANE amount of individual units, controllable from all as a single entity or down to each individual one separately - the ability to micromanage exactly as much as I want to micromanage (from almost not at all to almost everything, and should at least be able to not completely crumble to dust even if I go AFK for a while, or, heck, disconnect and need to reconnect) and a widely customizable fake AI for my own troops so that after I go up a level in micromanagement detail they don't do the exact opposite of what I want them to do, with a hierarchical structure (so, I can for instance organize an army in platoons and squads, and have them applying various tactics, with commanders changing tactics based on my presets) - very large number of simultaneous players, or, heck, make it a persistent world MMO if you like :) - a nondeterministic combat system that at least partially hinges on unit choices (both ballistic or guided projectiles with travel time and also near-instant energy weapons, varied damage amount and damage effects based on impact point of weapon), units that can TRY to predict enemy unit actions, ideally actually learning what to do (traces of neural nets shared at least partially by units of that type and/or experience level and/or commanded by the same commander and/or any other number of things) - just-in-time resource management - while some parts of resources should be made available on start of something, most of them (for most things) should only be gradually required (optionally with penalties if you don't have enough when you need it), as opposed to the typical RTS fare of "pay everything up-front" (one of the things they broke in SC2, which I totally hated) - a wide selection of pre-made units that are also highly customizable with a nonlinear and at least partially nondeterministic research tree, preferably also allowing "technological espionage" from the enemy (or at least reverse engineering) - visually pleasing but with as little clutter as possible, functionality and ease of following events coming before realism
If these guys would manage to at least touch a bit on each point and go nuts on at least a couple, it's going to be a great game. They seem to touch a bit on some, but not very much on others. I guess it has the potential to be an ok game. http://wiki.eveonline.com/en/wiki/User:Akita_T http://eve-search.com/stats/Akita_T T2 BPO poll : https://forums.eveonline.com/default.aspx?g=posts&t=114789 |