The last Hope : how to make supcom INCREDDIBLE!!!


Thursday, January 18, 2007 - 06:33

I submit some possibly improvments for SupCom (I hope it's not too late):
- Stop the Mantis' rush (increase the building time)
- Decrease the speed of the T3 gunships
- Add a shield to the Czar (the time to build will be longuer and more expensive)
- Aeons light tanks will turn faster
- improve the Aeon bots speed
- add cloak/jammer abilities for Aeons or UEF planes at T3
- allow damages in an area for AA defenses
- Improve the frequency of the shootings with the experimental scathis
- Add some colours for the armies (white, black,...customization same as in paint?)
- add a briefing button : it allows to programm the IA and trigger the orders when you want. You could put several series of orders : one for defense, attack, counter-attack...
- engineers can refuel the planes
- Add an IA advisor for the beginers : it helps to build an effective economy, during battles. You could activate/desactivates its advices.
- Engineers can rebuils destructed units
- recuperate the matter from the sunk ships

That's it.
update :
I forgot to tell you. I post this topic after a survey. So it is the result of feelings from several players of the bĂȘta (mainly french that's why we did an assesment of the answers)

Submitted by PecosBill on Thu, 2007-01-18 08:36.
kastor wrote:
- Stop the Mantis' rush (increase the building time)
Agree, but I don't know if that's the best way to do it. The balance issue with the Mantis comes from the combination of 5 things relative to equivilent units from other teams:
* Integrated repair beam
* Faster forward movement speed
* Faster turn speed
* Faster projectile velocity
* Same cost, health and build time

Increasing the cost or build time could be a way to balance it but I think some of the other issues would be easier to address. Like I would make the Mantis slightly slower than the Striker but keep everything else the same. The lower speed would be justified by the integrated repair beam.

It just combines too many advantages right now with no disadvantages to counterbalance.

Quote:
- engineers can refuel the planes
One thing I'd like to see would be some sort of "zone of effect" refueling concept. Like the ship or landing pad simply refuels planes that are flying nearby, rather than requiring them to land. They could still be forced to land in order to repair, but refueling should be easier/quicker/less distracting for the plane.

Quote:
- recuperate the matter from the sunk ships
Yeah, I don't know why they had ships sink through the floor.

One thing that helps keep SupCom in balance is that if you're losing a land war, you can somtimes make a comeback by fighting off a wave of attackers and then moving in to reclaim the wreckage. You can't do that if you're losing a naval war. You'll sink the enemy fleet but you'll still be losing the war because you weren't able to gain anything from the wreckage.

Submitted by bluestar2k6 on Thu, 2007-01-18 09:44.
bluestar2k6's picture

sunkin ships not leaving mass may stim from Ta where sunkin ships blocked torpedos and sub movement. and sometimes captial and super capital ships.

which can leave your ships open to other subs while you macro a movement path around the wreckage. which depending on the size of the engagement can lead to some complex movements and/or loss of the rest of the fight due to severe losses.


Submitted by PecosBill on Thu, 2007-01-18 09:56.

That wouldn't be a problem in SupCom since, as far as I can tell, wreckage is transparent for purposes of movement -- units just walk right through it.

I'd prefer that they didn't, but given the CPU requirements this game already has, I hesitate to ask for any other CPU intensive operations to be added, like collision detection for wreckage.

Submitted by Thygrrr on Tue, 2007-02-13 06:50.
Thygrrr's picture

Nerf Mantis even more? Cybrans already have a massive problem.

Aurora & Flare spam FTW Sticking out tongue
--
Thygrrr


Submitted by Zorph on Tue, 2007-02-13 09:31.
Zorph's picture

I submit some possibly improvments for SupCom (I hope it's not too late):
- Stop the Mantis' rush (increase the building time)
Mantis rush in at the end of beta was not OP like it was up to that point. I am a little concerned it maybe slightly OP since they removed reclaim of the factories. If they are, I would say just decrease the time it takes them to get out of the factory. Currently they build slower, but get out the factory the fastest.

- Decrease the speed of the T3 gunships
I agree with this. T2 Gunships could use a slight decrease in speed also. Bombers need a speed increase and off course inteceptors/superiority fighters would have to also.

- Add a shield to the Czar (the time to build will be longuer and more expensive)
Maybe

- Aeons light tanks will turn faster
You have to becareful here, they are pretty darn powerful now in large groups. But a slight increase might be ok.

- improve the Aeon bots speed - All T1 light bots could use a slight increase. Currently they are seldom built.

- add cloak/jammer abilities for Aeons or UEF planes at T3 - I feel that they should use speed to get past some AA. Maybe it would be suicide, but they should be able to get past some AA.

- allow damages in an area for AA defenses- I don't understand this one.

- Improve the frequency of the shootings with the experimental scathis - I believe you are suggesting it take less energy? It is extremely powerful if it has the energy.

- Add some colours for the armies (white, black,...customization same as in paint?) I am sure more customization will come.

- add a briefing button : it allows to programm the IA and trigger the orders when you want. You could put several series of orders : one for defense, attack, counter-attack...

Improving the AI is an area they could greatly improve in.

- engineers can refuel the planes - I don't see a need for this.

- Add an IA advisor for the beginers : it helps to build an effective economy, during battles. You could activate/desactivates its advices.
An advisor could of been a great tutorial tool.

Some valid points.

Zorph


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