This should have gone in the Founders forum
eviator
That is precisely the starting build I have been going with. With that staring build you do exhaust you initial supply of metal in the first minute or so, preventing you from queuing units, logistics array, and metal extractors outside your base, so you have to take a small break from building brutes to get a little banked. Im going to assume that this game is eventually going to be much richer so that a variety of early and long term strategies are viable.
For this topic, my goal was to find some simple economics to guide base building, with the idea that ultimately we want to produce units as quickly as we can. I'm intending to explore this further than just this OP, but I wouldn't mind some help. In your starting area you have four metal deposits. Extractors provide 1 metal per second (mps), plus you get one just from your seed. A factory continuously producing T1 units consumes 5 mps, assuming you do not get engineers to help
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.
In SupCom engineers cold reclaim junk and steal enemy structures too, and that was cool. This is not a SupCom clone so I'm not saying do that too, I'm saying making engineers able to do extra stuff does add fun. Now how do you make it happen without adding too much micro?
Well I agree a better visual for action is probably warranted, but are you sure the current implementation isn't already attack-move?
Tier 3 units seem to allow up to 16 subordinate tier 2 units. You cannot assign tier 1 units to a tier 3 unit. Tier 2 units seem to allow up to 5 subordinate tier 1 "pips", where a pip is a tier 1 squad. You cannot assign engineers to a tier 2 unit. You run into a problem when you start trying to reinforce a tier 3 battlegroup with slots open for tier 1 units. Selecting the tier 3 unit and issuing tier 1 build requests results in building the tier 1 squad but that squad is not
I think the unit frames are supposed to show health, group leader type, and battle group fullness, plus what kind of units is it composed of. All of these are relevant strategic information that may be determinable without having to actually see the units on the screen, so I think there is significant value there. What may really be needed is some cleaning up of those unit frames so those details are much more obvious. That sounds like a UI polish thing to me, and since this is alpha, I'm
Add eviator4 please, assuming this is not against the NDA.
When I accidentally unplugged my keyboard, the in-game sound stopped working. When I hit escape to pause the game and alt-tabbed out, when I came back the health bars turned on, and the "Options" button was not clickable. In a Quick Start match that I had running fairly idle for 30 minutes, the game crashed. If I can repeat any of these bugs, I'll submit tickets.
I've not played any RTS games with a Battle Group kind of setup, but when I finally figured out these two things below, I was smiling ear to ear. How clever! 1. Why, when I select a tier 2 unit, does the unit building UI show up? That seemed like a bug, until I realized (sadly after an hour) that you are asking a factory to fill up battle group slots with the requested units! When the units come out, they are already part of the battle group, and act accordingly. That's genius
I am also not in favor of WASD scrolling for this game simply because you have a real good thing going now with QWERTY for building. Click-dragging with middle mouse was the first button that my brain wanted to try, but I think I can train it to use RMB, so it's not a big deal to me. I was not able to intuit how to tilt the camera. I used to play the older RTSs where edge scrolling and minimap were the only ways to navigate. Somehow I seem to have gotten out of that habit and clic
Very first impression: the opening music is awesome!
I'm pretty sure the OP was referring to Ashes of the Singularity. I have similar specs and I'm not too concerned I'm under powered. Our stuff isn't really that old. Your OS will probably be a factor too. Many games run much better under windows 8 than 7, and I expect a similar jump to 10. I also keep my gaming OS very clean and lightweight, not running any extra programs except anti-virus.
I'm wondering, what are the best ways to navigate around a large map quickly? Here are the ways I've seen navigation done in a few genres: - Edge scrolling - mouse wheel zoom out and in over center - mouse wheel zoom out and in over cursor - click and drag - click mini-map - double-tap selection group - backspace to pan back to previous location - saved location hot keys What methods are best for modern large scal
According to this , you will be able to purchase Founder, Founder Elite, or upgrade from Founder to Founder Elite up until the point when they release the game for "Early Access", expected to be something in the summer. Early Access means "beta", so while it is still in alpha, you can still be a founder.
I liked what I saw, was new content for me. Mini-map navigation is a little clunky so I hope for map navigation with hotkeys. I am looking forward to Thursday.
Whistle-blowing protection? That's an odd reason to encrypt websites. More likely this is a broad stroke to try to solve a narrow problem, brought on by higher-ups who don't really understand the problems they are facing but know that encryption is a popular buzzword and want something to put on their performance review next year.
Quick, release the alpha before a fist-fight breaks out!
That post sure had a lot of definitive statements. The gist is that SC:FA was the pinnacle of RTS gaming, and everything that follows must copy many of its components, or it is a flop. If that is what the SupCom community thinks, seems rather narrow minded, even if there is experience to back that up. While I also liked SupCom, I'm looking forward to some new ideas, or at least some mashup of pre-existing ideas that have worked. Given the team involved, I think a little trust at this earl
Just curious if the long term plan is for the factions to be different. Will they look different from each other? Will they play different?
I'm pretty darn sure public streaming is not aloud. How about streaming just to friends? My system barely meets the minimums. I'm on the fence whether I'll upgrade to Windows 10. Maybe I'll wait until someone gives their comparative experience. Cant wait!
And then there's this prediction that we are about to experience a mini ice-age. Where are the real scientists? http://dailycaller.com/2015/05/28/study-predicts-decades-of-global-cooling-ahead/
Wait, is the performance already better with DirectX 12?
[quote] Whether you agree or not so far the game is built like TA/SC and is playing similar including in the video showing the zoom feature already working i really hope you can stop focusing on making a game thats won't be called a TA/SC clone or worrying that people will claim it to be a successor and focus on the good work your doing by taking proven ideas from other games and building on them and adding to them instead of making the drastic mistake other devs have done a