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This is gonna be awesome, It's a shame that Chris Taylor isn't working on it becuase he was good at balancing and making these games feel fun but on the other hand he had a horrible habit of losing all his money and then having to sell all his IPs to keep his company going. But yeah donate shitloads of money to this becuase it's gonna OWN.
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# ¿ Aug 16, 2012 15:32 |
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# ¿ Apr 27, 2024 11:51 |
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ChewyLSB posted:This does look like quite a cool and neat concept. My biggest fear is Uber Entertainment, since like another poster said before, Super MNC was pretty disappointing. I think I'll probably end up backing it, though, it looks unique enough and they seem to really have a passion for it. As I recall Super MNC was made pretty much to get some more money out of the MNC engine without really needing to do anything else with it. a lot of Uber Entertainment (as has been said) are all industry vets, some of whom have worked on exceedingly good RTS games in the past. This game being good is pretty much a sure thing to be honest.
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# ¿ Aug 16, 2012 17:48 |
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Canadian Surf Club posted:What I love most about this is the whole playing on the curvature of the planet, Mario Galaxy style. I've been waiting for an RTS to do this forever, where I'm not on a flat map but a globe I can spin around and actually feel like I'm playing on an epic scale. Games with worse production values and lower overheads than this have asked for a lot more and got it so this isn't really too much to ask for.
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# ¿ Aug 16, 2012 21:06 |
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Squibbles posted:I was really disappointed by Supreme Commander and especially Supreme Commander 2 and I think it was primarily the lack of a zillion different types of units like TA had. Problem is TA had terrain differences and Supcom didn't. In TA K-Bots existed because some terrain was too steep for the more heavily armed and armoured tanks to traverse. Supreme commander didn't have this and as such there was basically only tanks. My guess would be it'll be robots and tanks in PA for similar reasons to why it was in TA. Also, don't hold Supcom2 against any of the supcom 1 devs, Chris Taylor had to sell the rights to supcom after space siege was a complete steaming dump to keep the company afloat and Square enix made them do all kinds of horrible poo poo. I think Chris Taylors vision for supcom2 originally was just to do supcom 1 again but even bigger and more epic and awesome.
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# ¿ Aug 16, 2012 22:15 |
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If people don't like stuff that is straight-forward and streamlined, why does apple keep making money??? Seriously though the art style is great, reminds me a lot of the BLUEF from Supcom :v
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# ¿ Aug 17, 2012 00:47 |
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drunkill posted:Probably Notch, he apparently tweeted about the kickstarter and said he bought in (not for how much but given the odds...) For fucks sake I hope it's not notch because he will demand something stupid like they add in a computer simulation and voxel physics to it with his 10k "help us design the game" privilege.
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# ¿ Aug 17, 2012 17:37 |
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It's a shame there isn't space battles. They could simply treat them in the same way that ships are treated in most rts games, and would also allow some pretty sweet orbital bombardment stuff and transport gimmicks. :<
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# ¿ Aug 20, 2012 05:50 |
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Taffer posted:Man, I'm so stoked for this. TA was the video game that got me addicted to video games, and has made me a total RTS man from my early days despite lots of FPS'ing. It's been almost a decade and a half and there still hasn't been an RTS game that's scratched that TA itch. gently caress balanced annihilation. They took AA and said "ah, well the problem here is that metal makers are too expensive so you can't just build millions of them" and promptly destroyed the careful expansion based balance that caydr had been working towards for years.
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# ¿ Aug 20, 2012 19:13 |
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I always liked NOTA since it was a TA inspired game with pretty good balance without being annoying to play. Although no one plays it :<
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# ¿ Aug 20, 2012 23:07 |
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It wasn't even that T2 units were too good for me, it was that they made it so metal makers cost like 60 energy to run, so suddenly building fields of metal makers and turtling was a more winnable strategy than expanding carefully and trying to defend valuable positions, which was the style that Caydr trying to put forward with AA. Also AA tried to cut down on unit bloat (Units for the sake of units) something that BA never really did very well.
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# ¿ Aug 21, 2012 01:16 |
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Psycho Society posted:It is a little strange that they're asking for $200,000 to code in one new planet type. Entire games are made for much less than that kind of money. Did you know that mass effect could of been made for free if all the developers didn't get paid and worked out of their houses instead of in an office??
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# ¿ Sep 3, 2012 23:14 |
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Yeah it's a load of dudes who worked on TA and a load of dudes who worked on SupCom. They might not be very good at making mobas, but these guys know their stuff when it comes to RTS games.
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# ¿ Sep 4, 2012 03:36 |
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A second faction would be nice but when you think about it logically it basically means they have to do double the art assets for a second team that has to do basically the same thing. Provided they make the units diverse and interesting enough so that every game isn't "mash big block of robot type a into enemy block or robot type a"
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# ¿ Sep 4, 2012 17:04 |
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SharpHawk posted:Definitely wish I liked SC's look, I'd probably have played it a lot more than I did. That's becuase Supcom2 was a huge piece of poo poo which should not be considered anywhere near the standards that TA and forged alliance were.
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# ¿ Sep 9, 2012 03:42 |
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Sky Shadowing posted:We've got Death Stars! People might dump a load of money on it to hope to get it but it seems unlikely.
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# ¿ Sep 10, 2012 02:15 |
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Taffer posted:I just wanna remind everyone who says they don't care about audio just how awesome the TA soundtrack was. http://www.youtube.com/watch?v=_CBTZqO83WQ This one was better :v
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# ¿ Sep 12, 2012 15:01 |
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And they clearly have a bunch of the art assets done becuase they used them in the trailer.
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# ¿ Sep 24, 2012 17:57 |
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Thewittyname posted:Uber doesn't seem to use the Kickstarter update feature much, but updates are regularly posted on their Planetary Annihilation sub-forum. In particular, John Mavor posts a regular weekly update thread that sometimes has some cool insights into game programming. You might also check his personal blog from time-to-time as well as Sorian's (the lead AI developer) blog. Finally, Uber also has videocast updates posted to their Twitch TV channel. Oh wow, they hired sorian? he was the guy who wrote that amazing supcom AI that was actually somewhat passable as an opponent.
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# ¿ Nov 27, 2012 13:54 |
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Reminder, the NS2 team got so much poo poo for their Alpha launch that half the dev team almost quit and one guy almost had a nervous breakdown. Alpha means Alpha people, don't expect the full fuckin finished game.
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# ¿ Jun 7, 2013 18:36 |
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Dear idiots: the reason the alpha is not dirt cheap is because they have enough funds from kickstarter to finish the game properly so do not need to discount their game with a big waiver saying "you're getting it cheaper becuase we might go bankrupt, lol" to get sales (and money) to finish it. The reason it is still 90 dollars is to dissuade idiots like some of the very people in this thread buying it in it's unfinished alpha state, going "WOW THIS IS SO BUGGY AND UNFINISHED AND TERRIBLE DON'T BUY" to all of their friends and costing them money because of it. Don't like that it's expensive in alpha? loving tough, don't buy it then. The game will be finished without you because of people who did pay the 90 dollars in kickstarter.
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# ¿ Jun 14, 2013 18:45 |
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SovietSteel posted:Asking a dying playerbase to mine for Bitcoins might not be a bad decision (some could even say smart), but it really does border on the edge of scummy. It's also pretty funny considering Bitcoins sell for around the same price as this game's alpha access. Lol you think they're going to break even on bitcoin mining. People are running poo poo like 16 ATI 7800s off a single mobo so the difficulty is so high right now it's pointless to even consider mining bitcoins a "good" investment. Also: https://www.buttcoin.org for all your bitcoin related hilarity and terribleness. Highlights of the last few weeks: american exchange about to get burned to the ground by an fbi raid, lot of money transfer companies going "lol no we're not dealing with bitcoin any more"
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# ¿ Jul 3, 2013 23:35 |
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Sky Shadowing posted:The higher prices were, I think, to be fair to those of us who Kickstarted it. "Hey, we're really happy you paid $90 dollars for alpha access, but we're offering it at the same time to new people for $20!", since early access games generally tend to start out cheap and go up in price. No it's because they didn't desperately need money. If they price the game dirt cheap just because it's "in alpha" when they have enough money to finish the game they are losing perfectly good sales because anyone interested in it will just buy it in alpha at a bargain price. It also stops idiots badmouthing the game because "omg this prealpha is so unfinished loving piece of poo poo company don't buy this". It's when companies don't have enough money to potentially finish the game that they have to start selling the pre-alpha at dirt cheap because at that point they need the money upfront to get the game finished at all, and since there's no guarantee that it will be they can't charge full price for it without getting the poo poo torn out of them. tl;dr you're paying for the finished game and getting the priviledge of playing in the alpha/beta, as opposed to the chance to play the alpha and maybe getting the finished game "if it gets finished".
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# ¿ Dec 20, 2013 12:38 |
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Evernoob posted:Actually Experimentals were exactly what I disliked the most about SupCom. The games quickly became a race to building the first/most experimentals. I much more enjoyed the multi-front battles on Seton's Clutch in TA Spring. No offence but I really don't think you should play RTS games if you don't like the fact there is fixed unit selections for balance purposes as well as super weapons so that players can actually end games against entrenched opponents.
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# ¿ Mar 4, 2014 11:47 |
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Supcom 2 was retard garbage for idiots and comes close to being one of the one games I've played that calls itself an RTS.
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# ¿ Mar 4, 2014 12:16 |
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It's a worthless stat because you see people playing starcraft 2 constantly mashing mouseclicks to put their APM up.
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# ¿ Mar 4, 2014 12:31 |
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Really it wasn't till Absolute Annihilation where a majority of the units were worth building in TA. For all the stick people gave Caydr he knew how to balance games pretty well. Then he got a job doing what he actually wanted to do employmentwise and never had the time to work on it any more.
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# ¿ Mar 4, 2014 15:29 |
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Taffer posted:BA continued on to be better balanced, and I believe is still being updated. Haven't played it in a while though. BA was awful. The unit balance was fine but it destroyed the meta by making metal makers use almost no energy and gave them negligible resource costs. the end result was every base was a sea of metal makers, whereas AA prioritized expansion and controlling territory, with metla makers more to balance energy budgets. Does PA have metal makers? I'm holding off playing it till launch (despite having beta access) because I don't want to burn out on it before it is even done.
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# ¿ Mar 4, 2014 21:55 |
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Nalin posted:No metal makers. Thank gently caress.
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# ¿ Mar 5, 2014 00:48 |
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Sorian is a really talented coder. I'm glad they hired him after his amazing work on the Sorian AI in forged alliance.
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# ¿ Mar 6, 2014 10:49 |
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The game is good. Needs more ways to clean out the orbital layer from a distance but other than that it's pretty good.
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# ¿ Sep 14, 2014 12:27 |
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Once I turned pole lock on I stopped having that problem.
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# ¿ Sep 14, 2014 13:25 |
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# ¿ Apr 27, 2024 11:51 |
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I really hope they add more space ships. I'm not entirely sure how I'm meant to attack a well defended planet other than just blowing it up.
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# ¿ Sep 15, 2014 20:12 |