Zontar said:
Also, Supreme Commander/Forged Alliance would be nice. Loved those games, best RTS game ever made and sad we never saw a sequel.
Well, we
did see a "sequel" for SupCom. It just abandoned the 99% of the story they'd built up in 1 and FA and changed the way the game is played. SupCom 2 was my first entry into the games, and then I got hold of SupCom Gold Collection, and I can't even look at SupCom2 anymore.
It looks pretty (I love the way the Illuminate look), but it plays so much
worse than Forged Alliance. No tech levels, no advanced defenses, no advanced shields, economy got really simplified, Tech Tree used to unlock new units/structures instead of simply upgrading a factory/your ACU, no Aeon Navy (AAAGLKJSFD WHY. HOVER TANKS CANNOT COMPENSATE FOR A FUCKING NAVY), experimentals no longer as devastating.. the list goes on.
The story changed from one focused on the individual factions to one focused on specific individuals within the individual factions, and it completely ignores the teaser at the end of Forged Alliance. QAI and the Seraphim are mentioned only once, Dr. Brackman starts acting rather out-of-character (Considering the teaser at the end of SupCom2), and it all just makes no sense.
Ihateregistering1 said:
Universe at War: Earth Assault ... I always loved those games, but some of them are tough to play now because their UIs are so outdated.
I dunno, the UI for UAW isn't that bad in my opinion. Maybe could do with some minor touch-ups, but the one thing I would really like would be some AI fixes for the Hierarchy Walkers. A Walker that's been hit by a Novus EMP should not be able to continue firing its weapons goddammit, nor should it be able to turn and
start firing at units that enter its weapons' range. Also their pathfinding is weird, to say the least. I tell them to go north, they go east, then north. Then there was the time where my Habitat and Assembly Walkers got glitched, their weapons fired, but they were sliding along the ground in one direction and couldn't move. I tried giving them new move orders but it didn't work, their walk animation had been glitched and I had to watch as they both just slid across the map. Thankfully my Science Walker was able to take care of the stragglers, but it was very annoying, to say the least.
Maybe some AI fixes for the Novus Collector Drones would be good, watching them go from Recycling Center all the way across the map to some area when they could have used the Flow Network to cover some of that distance is annoying. Granted, you can just expand the Flow Network to let them go straight there and back, but it'd be nice to not have to baby them.
And I completely understand the danger with Masari Matter Engines, if they're destroyed, they explode in a spectacular fashion causing major damage to anything nearby. But can you
please build them in better positions than on the outskirts of your base??? It's great when I'm attacking a Masari AI, but jesus christ, the number of times I've had my defensive line blown up on a map where we were clustered together is too goddamned high to count. I always built my Matter Engines in my base, 'cause all I had to worry about was slapping some Air Guardians and praying a Superweapon didn't get thrown at me.