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Revitalized posted:Although how do you have 40 player games that last for 24 hours? As cool as the idea is, whose gonna stick around for the entire duration of 24? Unless it's like a shift thing or something. The point is that the game (in theory) scales to whatever size you want it to be. You can play 20 minute matches on a single moon, or massive 24 hour affairs across an entire solar system. They're also bringing back some of SupCom's coolest features like multi monitor support and advanced order queueing, and have promised mod support. This basically looks like a love letter to fans of TA/SupCom. The more I hear about it, the more I like it.
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# ¿ Aug 16, 2012 06:06 |
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# ¿ Apr 26, 2024 20:56 |
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XboxPants posted:Don't know where the 24 hour number came from, but the Kickstarter campaign page just says 12+ hours for that size game. It's from the PC gamer interview. The developer is just hypothesizing about what the game could handle, not saying that would be the standard mode of play.
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# ¿ Aug 16, 2012 06:19 |
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Dr. Video Games 0031 posted:Jeremy Soule did the soundtrack for TA. You may have heard of him. He's probably WAY outside of their budget, unfortunately. Maybe he could be a stretch goal.
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# ¿ Aug 17, 2012 02:00 |
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Allowing for that sort of ingenuity is classic TA/SupCom gameplay, so I'd be pretty surprised if it was cut. In SC you could load up a transport with basic shooty guys and make it a sort of ghetto gunship. This is just the next logical evolution of that idea.
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# ¿ Aug 17, 2012 07:45 |
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That sounds absolutely amazing, so hopefully it will lead to a bump in the rate of pledges. I remember Soul Calibur II arcade machines having a sort of metagame type thing and it was a lot of fun.
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# ¿ Sep 7, 2012 04:27 |
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bradsh posted:Soule is all tapped out Counterpoint: some of the music he did for Guild Wars 2 is flat out amazing. I do like the trailer music though, so as long as the music in game is similarly good, I'll be happy.
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# ¿ Sep 14, 2012 09:14 |
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Azzip posted:Didn't he go on to do that sweet pathfinding stuff in Supcom 2 as well, or was that someone else in GPG? That was Elijah Emerson, who they also hired.
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# ¿ Dec 8, 2012 19:11 |
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It's really amazing how far they've come in the last couple months, from barely having a terrain system to something that could almost pass for a playable game if you don't look too hard. Looking forward to the beta this summer.
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# ¿ May 4, 2013 00:11 |
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Even macroing in SC2 is pretty micro intensive. If you're Protoss, for example, you have to constantly remember to be spending your chrono boost energy and you have to keep your warpgates on cooldown, all while building and assigning a constant stream of probes. That's a lot of mental bandwidth compared to a game like SupCom where you have your engineer swarm plunk down a grid of power plants and mass fabricators with one click and set all your factories to build a looped queue of your favorite unit composition.
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# ¿ May 5, 2013 06:31 |
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That sounds like the correct price. The alpha is supposed to be $90 to keep the riffraff out. The beta will be $60 and the final release will be $40.
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# ¿ Jun 13, 2013 18:28 |
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# ¿ Apr 26, 2024 20:56 |
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I'm still waiting, too.
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# ¿ Sep 26, 2013 22:40 |