Archive for the 'Ideas' Category

Better fire controls?

Monday, March 22nd, 2010

As I’ve continued playing SupCom2, I’ve come up with some ideas for how the game might be improved. My first idea is to implement better fire controls. I’m thinking of a selector switch with options for each of a unit’s different weapons systems. It would default to “All” (and that’s what you’d use 90% of […]

Things missing in FA, Session 6

Monday, December 17th, 2007

Session 6: Multiplayer save and rewindable replays. Fix this when you fix the engine problems, as it seems to be engine related as well. Supcom games take a long time to play. Some of us have jobs and family and don’t have time for even 30 min games (interruptions you know). I play mostly against […]

Things missing in Forged Alliance, Session 5

Monday, December 10th, 2007

Session 5: Naval econ, naval base, floating and underwater. We need to see a naval economy, and the ability to get a viable base up and running in the sea. I would even like to see a naval land factory that loads units into an amphibious assault craft (after you fix #4 of course) so […]

Things missing in Forged Alliance, Session 4

Sunday, December 9th, 2007

Session 4: Build/move/fire Fix the engine problems with units not being able to build, move, and fire all at once. And add land/sea transports as well. This strikes me as a rather large oversight actually, and seems to be similar to the problem on how the engine upgrades structures (it doesn’t really, it just replaces […]

Things missing in Forged Alliance, Session 3

Thursday, December 6th, 2007

Session 3: Map editor A working map editor, with variable map sizes (and maybe a way to custom edit unit stats for that map as well, al la WC2) is important. It is important for the online community, for custom and even for ranked play if the map is good and fair enough. It is […]

Things missing in Forged Alliance, Session 2

Tuesday, December 4th, 2007

Session 2: Elevation affected range. This is the second installment in my series on issues that I still have with Supcom FA. Again, don’t get me wrong, I love the game. I think that GPG really did a lot in balancing the game and listening to the community, and they deserve credit for that. Unfortunately […]

A list of things still missing in Forged Alliance, Session 1

Sunday, December 2nd, 2007

I have been playing Forged Alliance for a few weeks now, mostly against the comp, since I only play for a bit at a time (I can save in single player. . ) I love all the stuff that they changed! So nice! GPG proved that they will listen to their customers and fans! Nice […]

Topography, the silent killer

Friday, August 17th, 2007

By LucusLoC I recently played a game against the AI that highlighted what I see as a problem. I had selected a rush AI because I wanted to test out some new build orders to see how they would work when under pressure. That is when I found a deficiency with how the game displays […]

How about a random teams option?

Friday, July 20th, 2007

I just played a fun custom game on Open Palms (okay, my teammate lagging out and then me dying to a huge mass of tactical missiles isn’t the part I’m referring to). Shloober, who was the host, was using an improvised random teams option. Teams were set to unlocked, starting positions were set to random, […]

The great commander death nuke controversy

Wednesday, July 18th, 2007

As some of you may remember, the commander death nuke used to do the full 70,000 nuclear explosion damage in beta and early retail versions. It was quickly reduced to a mere 4,000 damage (while keeping the now-ridiculously large explosion intact) to balance the game. The old 70,000 damage made it much too easy for […]