I didn't see this posted anywhere so I thought I would mention it. Not really a bug, but still a problem. I play this game on three 1920x1080 monitors, which makes my total resolution 5760x1080. Any time a video plays (cut-scene or intro video) the video is zoomed so that the video fills all of my monitors length-wise. This cuts probably 2/3 of the video on the top and bottom and it looks low-res. I would propose having the video resize itself according to the resolution of the mo
Shadow00000000
#2 As an alternative another idea could be to give factories additional options of unit creation (have these units deploy to this meta, have these units defend the seed, have these units capture a command post, etc). I agree that allowing groups to request reinforcements would be good, but having the option of allowing the factory to just mass produce units and decide which group they should join based on the composition of the groups nearby and how far away they are would be awesome. <p
I attempted to play a 2v2 game on Seton (which is a map that I thought I would enjoy with 2v2) and was disappointed to find that there were several aspects of this build that aren't conducive to this type of game. The first noticeable problem was the fact that even though there were two teams the map had put three of us on the same side of the map and one all by itself on the other side (my ally and I were together with an enemy on one side of the map while the other enemy could essential
On the Seton map there were various radioactive deposits that couldn't be acquired (I tried to build on them, but some portion of it was under the terrain and so it wouldn't recognize it as a valid build spot). The game crashed on me after zooming in on a target (I'll second tatsujb's bug of this sometimes freaking out and zooming in way too much) and selecting it as an attack point. I also had my bomber squadron attacking the ground for no apparent reason only
[quote quoting="post"] When setting up a match, the map determines the max number of players. For now, we limit it to 4. Our release goal is to allow up to 8 players on a map with 4 of them being human. We want to support more humans but if we have the choice between having tens of thousands of units OR more than 4 players multiplayer we have to go with having more units. [/quote] Just quoting to second eviator's comment
Look in FrogBoy's August discussion. They're thinking about adding it as a feature (although 50x may be pushing it lol).
[quote who="jetsnguns" reply="22" id="3583196"] +1 tatsujb plus, having just applied for the founder edition (+all DLCs) a few days ago, it sounds like to me that we can discuss but we should better agree with frogboy .... I read very valid statements by tatsujb, but frogboy sounds like systematically in a position where he disagrees, whatever the arguments are. So if this is the way a discussion must be, then it's very disapointing. <br
I really like the color map idea (I'm assuming that this would only appear at a certain zoom-out level). And having the density of color denote the strength of force in that area is really handy. What I think would also be useful is to have the units in the meta-unit show up in the sidebar when you click on a meta-unit (like ASADDF suggested with the Sins bar comment).
[quote who="ASADDF" reply="16" id="3581752"] While my idea is about: researching The T3 Units empty slots, on those empty slots you can add new weapons or some tech that give a buff around that T3 unit, you will not really have hundreds of T3 units on a map at all, maybe you can build 50-T3 units in a big map or less. [/quote] Maybe I misunderstand the idea here. We're talking about selecting 50 T-3 units individually and giving each one an upgrade that we research
[quote who="ASADDF" reply="13" id="3580903"] So lets say in AOTS You research different things to add on empty slots on a Prometheus. you may have up to 6-8 different research for that T3 Unit, but that unit only have 2 free Slots to put what you researched, that's were you come and decide what of those 6-8 researched you want to put on those empty slots, you can call it a customized Prometheus at late game, the Idea is to have that options for those
[quote who="ASADDF" reply="8" id="3579222"] Quoting Frogboy, reply 7 It's posts like these that are a reminder of WHY you have founders programs. Next time someone posts about how games shouldn't have public alphas, someone should point them to this thread. ?? What? errr why
[quote who="ledarsi" reply="4" id="3578495"] However I think the Logistics mechanic could actually be important. However the limit needs to be tied to something strategically important, and not just building moar Logistic Arrays. Territory control is an obvious choice. What this means is that you would give players Logistics based on controlling territory, such as building control structures which provide a significant amount of Logistics. Or, have a structure build limit on L
[quote quoting="post"] 1. Seed and other structures upgrades. 2. Region outposts + defensive structures for each region and maybe a research structure by region. 3. Logistics Structure need to be changed or taken out of the game. [/quote] 1. I agree. To add to that I think that the seed should serve some other purpose than just sitting there and creating engineers. Maybe provide upgrades enabling it to
[quote who="ledarsi" reply="24" id="3571974"] Other games, like Total Annihilation, impose severe resource starvation that can only be sated by claiming as many resources as humanly possible, and you never have enough . [/quote] Playing the Hard map, with the current AI, I feel that this is the case and only by rapidly expanding can you hope to win the match. Since I'm a fan of having a more defensive approach I think there nee
[quote who="tatsujb" reply="22" id="3571858"] Quoting Shadow00000000, reply 21 Although I agree that using any tactic and winning should not be permitted, there should be multiple ways to win and multiple strategies that allow for success. You don't understand that he was
[quote who="ledarsi" reply="17" id="3566636"] Quoting No_Menace, reply 15 Why must I be forced not to play more defensive? I think I am old enough to decide how I prefer to play. </di
[quote who="tatsujb" reply="17" id="3571528"] Quoting Kollok, reply 17 So maybe if you research satellites once every so many minutes everything on the map gets revealed for a say 15-20 seconds? I like that idea. that's too overpowered. should ba a small zone of your choosing. [
Random-ish maps Definitely excited to see this. I've had several map ideas that I've been wanting to try and I think that it will provide a lot of perspective for where, and how many, resource points to place in each region. Faction names and marketing I had several name ideas. Good Post Humans: The Ascended, The Consciousness, The Sentinels (or Sentinel Coalition), The Saviors, The Straksi (or Straksy which is close to
[quote who="AoWFever" reply="28" id="3567675"] Quoting Arcturus314, reply 23 When you command a unit / group to move or attack, you get a little blue icon where you clicked. Its really hard to tell whether the unit will be moving or attacking. How about a system more like Homeworld? When you click to move / atta
[quote who="Yarlen" reply="2" id="3567679"] 8) You mean ones you own? [/quote] Thanks for the reply, yes I mean the ability to "scuttle" my own buildings so that I can move them other places or destroy an old factory that I'm not using anymore to give myself enough power for something else on the map. Thanks again for commenting on all of my suggestions! [quote who="Sargeras77" reply="3" id="3567753"] I feel like so many of my suggestions
I7-4790k, GTX 980 4GB, Windows 8.1
[quote who="MindlessMe" reply="20" id="3566909"] If you double click an engineer in the unit panel on the left it immediately snaps to it. I use it all the time while playing because I have engineers at my base, the front, and areas in between. It allows me to snap to their location instantly, and without the need to search for them. I would imagine the unit panel will include a scroll option here soon. Not only that but I think engineers should stay at the top of the unit panel at al
[quote who="MindlessMe" reply="18" id="3566865"] Let's just keep a single tier engineer, with no combat ability, can build all structures once upgrades are researched, can repair structures, can assist in building, can destroy unwanted structures, and is potentially upgradable. That type of unit gives the best utility while also being functional. [/quote] I agree.I really don't want multiple engineers running around trying to figure out which ones can build cer
[quote who="eviator" reply="1" id="3566574"] I personally think this thread is premature. I guarantee they have flushed out more complete ideas for how they want their tree to work, and that what we see now is a placeholder. I'd rather them show us some interesting, unique tech tree ideas than us try to steer them in a typical RTS tech direction. [/quote] I think that this is a fair point. My vote is with a similar set-up to Sins, but I think it's too early to tell w
I won't make a habit out of this, but I decided to re-post these ideas in a separate post since the "suggestions and questions" post has turned into something else. I'd like to add a few suggestions that I think would improve the game. As a preface to this I'd like someone to tell me if the mentioned feature is already included and I'm just missing it. <