[quote who="Frogboy" reply="3" id="3600036"] In both cases, you have to have vision of the location you are going to drop down. [/quote] Great! Looks like I jumped the gun a bit there.
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[quote who="Frogboy" reply="33" id="3600041"] When we get into these discussions, I think there is often a misunderstanding that we somehow think feature X is a "Bad idea" or just doesn't "conform to our vision". It's more a matter of picking which parts of gameplay we can focus on withing the budget we have to make the game. We could do the strategic map game OR we can make the And even when you pick, you have to do it well enough so that you don't turn off
[quote who="Frogboy" reply="30" id="3600020"] Which is a different discussion than zooming out of course. What we want to avoid is the call to having zooming out turn into "now that we've got it zoomed out, can you put icons on the map?" path. [/quote] True. I guess you'll just have to make those heat maps so damn good no one can complain about them :)
Great post. [quote]allows players to zoom out to 25,000 feet [/quote] How many feet can we currently zoom out? For comparison. Engineering Drop Down Incursion These two are potentially OP, especially the engineer one actually. I think that they should only be drop-able in places the player has already scouted. (a slightly modified space-bar map could be used to rem
That FAF video above is of the commentator. Unless I am missing something it bears no relation to how the players are actually playing/using the zoom function.
[quote who="fak0r83" reply="19" id="3600003"] The highest unitcount was around 750. [/quote] Maybe you already factored it in but remember T1 is 3 units, so say 550 of those 750 were T1 then that is 1650 units just for them. hmmm, that is still a long way off :) You are right, at the moment we are not getting close to 10,000. I don't think I have gone over 400 logistic points yet.
[quote]I assign a medic to a shit [/quote] I think (hope) you meant ship :) Yeah, hopefully they will move medics more towards the middle of the group. Close enough to heal those infront but far enough away from the action to avoid the brunt of it.
It would be interesting for the rest of us to know how many cores it will actually use if you did run any tests like that. Apparently if a game crashes the devs get a crash report automatically sent to them so I guess you could just try and stress and break it :)
[quote who="eviator" reply="11" id="3599798"] a. telling units where to go over a long distance, which can already be done on the strategic view [/quote] I disagree with this, that is far too imprecise a way of doing it. I think that is great work ASADDF! I think those show great potential. Thanks for all the replies Frogboy. I won't labour the point by going on but I am glad you are still thinking about things. Perhaps wait
[quote who="Frogboy" reply="5" id="3599778"] The game would be unplayable like this. [/quote] I didn't see your first reply, sorry. People want to see the lay of the land, the lay of their forces and give some movement commands without having to be constantly scrolling around. Looking at the scale of that zoom out you could so all those things. BUT the majority of the game would still be played zoomed in with all the richness that offers. W
I was going to wait for clarification before saying anything but what the hell... Please let us zoom out at least as far as in your picture. It still looks very playable to me. Forget about icons but give us the zoom. You wanted feedback from the players, here it is :) Are you worried it will make even T3s look small and loose the feeling of scale you want? With huge maps that is going to happen anyway I'm afraid.
Sorry, I'm not quite sure what you are saying. Is it "we can technically allow you to zoom out this much but we are not going to let you do it as it does not fit our vision for the game", or "we can do this and will let you do this soon but it is as far as we are going to allow it, and don't expect full zoom out on the bigger maps"? I think you are saying you won't be implementing it for the players but just want to clarify.
I noticed when zooming out (not even all the way) the Dreadnought disappeared too. They might have left a shadow. The smaller units were still there.
A lot of people are against an abundance of units like in TA I feel. Each unit must have a unique role so any duplication is viewed as superfluous and negative. But I am with you :). As long as it is still balanced there is nothing wrong with some forms of close-to-duplication. If you don't like them don't build them. I like the visual difference on the battlefield of all these different types of units. One game I might build unit A, the next build unit A2 just for a difference, to mi
bump. Hoping a Dev could answer this. Though the projectiles are now glowing in the dx11 version with the latest patch.
[quote who="OoohShiny" reply="3" id="3599622"] I dont get the whole wreckage hype. It is rather annoying (for me), makes the battlefield uglier, and probably consumes a lot of Ram. And the extra metal you gained by it never really was worth the effort. [/quote] If you are into hardcore 1on1 matches then I can appreciate some of that. If you like messy ffa's or big team games (like me) then I love that feeling of coming across fields of strewn wreckages fro
[quote]Hopefully if someone reads to this point, could someone tell me how to get a dreadnought to a higher level? I have seen the AI have theirs at level 3 but mine are always at level 1. I'm not sure how to upgrade them or how to go about doing this. What's the secrete? [/quote] I think a dreadnought levels up by simply killing more enemy units. Remember creating battle groups with different units and a dreadnought gives the dreadn
http://steamcommunity.com/app/228880/discussions/1/490123938434377747/ Going by the schedule they do intend to have them in there at some point but it will be awhile. I read this game had a budget of about $2 million. I think Supreme Commander had a budget of $10 million. It means we have to get everything when new income comes in. Understandable reality but
I did not know they had changed it from the now old one. The new one obviously heavily suggests a 3rd faction/force out there. Going from what you have written though I agree the older one seems a more believable backstory for the war.
[quote who="tatsujb" reply="13" id="3599459"] it makes sense to me that as you progress towards an opponent's base the fight ever so slightly increase in difficulty because closer units are of higher upgrade levels. [/quote] yup
[quote who="SolarVengance" reply="10" id="3599416"] This whole post is about how important it is to be able to learn at a glance what capabilities you and your opponent have. This kind of staggered upgrading would do the exact opposite of that. [/quote] You are right that I was just responding to the few posts above mine rather than the whole post in general. However if there were a visual change to the units with the upgrade then there is nothing wrong with my suggestion. T
You could just have it that newly created units have the upgrade and the old one's already in the field don't. I don' think there is anything wrong with that. It could even be seen as a positive.
All things being equal (same gfx options chosen) does the DX12 version of the game look better than the DX11 version? As far as I know, presently DX12 doesn't actually bring many more fancy effects like other iterations of dx's did over their predecessors so I don't mean in that regard particularly. But I am sure in the PR stuff early on one of the things touted about DX12 in this game was being able to have all these 1000s of different light sources w
3600 logistics? So somewhere around the 10,000 unit mark assuming many of them are the basic units? Nice stress test :) That is pretty darn stable so it leaves me impressed with the engine (even though it reads like it died in the end :) ).
I guess I am neutral on this, I could go either way. But unlocking logistics does feel like doing something. A progression/advancement that is important in a game. Especially as you could research other things instead so there is a little bit of choice/compromise which I like in principle too. This may be further magnified if more research options are added. I sometimes forget to upgrade it though, so there is that :p I love choice and compromise. One reason I think ther