From the developer who brought us Total Annihilation, and then nothing else since 1998, a new real time strategy game of immense proportions.
Supreme Commander
Concepts that caught my eye:
... and stuff that amused me:
Mmm, frantic clicking... "omg omg omg, kill it NOW!".
Also, a point on which I happen to agree:
... of course, this relies on good implementation.
Have to wait and see... until 2007.
Supreme Commander
Concepts that caught my eye:
Gamespot said:It's up to you. In addition, you can tinker with units to make them more useful. For instance, if you put a mobile shield system onto a transport, it'll be more survivable on a battlefield. Or if you load up that same transport with mechs, it'll turn into a mobile gunship as sorts, as the mechs can fire from the sides of the transport.
... and stuff that amused me:
Gamespot said:If you encounter an incredibly high-value target, such as a nuclear missile silo (yup, nukes are in the game) and you need to destroy it before it can send up a missile, clicking frantically on the silo tells the game that you're alarmed about something.
Mmm, frantic clicking... "omg omg omg, kill it NOW!".
Also, a point on which I happen to agree:
Gamespot said:Taylor doesn't believe in simple rock, paper, scissors game balancing, where every unit has a clearly defined weakness or counterunit.
... of course, this relies on good implementation.
Have to wait and see... until 2007.