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	<title>Supreme Commander Talk &#187; Ideas</title>
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	<link>http://www.supcomtalk.com</link>
	<description>Forging new Alliances daily</description>
	<pubDate>Thu, 13 Nov 2008 01:47:22 +0000</pubDate>
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			<item>
		<title>Things missing in FA, Session 6</title>
		<link>http://www.supcomtalk.com/2007/12/17/things-missing-in-fa-session-6/</link>
		<comments>http://www.supcomtalk.com/2007/12/17/things-missing-in-fa-session-6/#comments</comments>
		<pubDate>Tue, 18 Dec 2007 03:24:00 +0000</pubDate>
		<dc:creator>LucusLoC</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/12/17/things-missing-in-fa-session-6/</guid>
		<description><![CDATA[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 friends [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/12/17/things-missing-in-fa-session-6/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Things missing in Forged Alliance, Session 5</title>
		<link>http://www.supcomtalk.com/2007/12/10/things-missing-in-fa-session-5/</link>
		<comments>http://www.supcomtalk.com/2007/12/10/things-missing-in-fa-session-5/#comments</comments>
		<pubDate>Tue, 11 Dec 2007 02:23:00 +0000</pubDate>
		<dc:creator>LucusLoC</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/12/10/things-missing-in-fa-session-5/</guid>
		<description><![CDATA[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 that [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/12/10/things-missing-in-fa-session-5/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Things missing in Forged Alliance, Session 4</title>
		<link>http://www.supcomtalk.com/2007/12/09/things-missing-in-fa-session-4/</link>
		<comments>http://www.supcomtalk.com/2007/12/09/things-missing-in-fa-session-4/#comments</comments>
		<pubDate>Sun, 09 Dec 2007 15:30:54 +0000</pubDate>
		<dc:creator>LucusLoC</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/12/09/things-missing-in-fa-session-4/</guid>
		<description><![CDATA[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&#8217;t really, it just replaces the [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/12/09/things-missing-in-fa-session-4/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Things missing in Forged Alliance, Session 3</title>
		<link>http://www.supcomtalk.com/2007/12/06/things-missing-in-fa-session-3/</link>
		<comments>http://www.supcomtalk.com/2007/12/06/things-missing-in-fa-session-3/#comments</comments>
		<pubDate>Fri, 07 Dec 2007 01:58:07 +0000</pubDate>
		<dc:creator>LucusLoC</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/12/06/things-missing-in-fa-session-3/</guid>
		<description><![CDATA[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 important [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/12/06/things-missing-in-fa-session-3/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Things missing in Forged Alliance, Session 2</title>
		<link>http://www.supcomtalk.com/2007/12/04/things-missing-in-fa-session-2/</link>
		<comments>http://www.supcomtalk.com/2007/12/04/things-missing-in-fa-session-2/#comments</comments>
		<pubDate>Wed, 05 Dec 2007 03:18:10 +0000</pubDate>
		<dc:creator>LucusLoC</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/12/04/things-missing-in-fa-session-2/</guid>
		<description><![CDATA[Session 2: Elevation affected range.
This is the second installment in my series on issues that I still have with Supcom FA. Again, don&#8217;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 they [...]]]></description>
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		</item>
		<item>
		<title>A list of things still missing in Forged Alliance, Session 1</title>
		<link>http://www.supcomtalk.com/2007/12/02/a-list-of-things-still-missing-in-fa-session-1/</link>
		<comments>http://www.supcomtalk.com/2007/12/02/a-list-of-things-still-missing-in-fa-session-1/#comments</comments>
		<pubDate>Mon, 03 Dec 2007 00:31:00 +0000</pubDate>
		<dc:creator>LucusLoC</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<category><![CDATA[Meta]]></category>

		<category><![CDATA[Other]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/12/02/a-list-of-things-still-missing-in-fa-session-1/</guid>
		<description><![CDATA[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 [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/12/02/a-list-of-things-still-missing-in-fa-session-1/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Topography, the silent killer</title>
		<link>http://www.supcomtalk.com/2007/08/17/topography-the-silent-killer/</link>
		<comments>http://www.supcomtalk.com/2007/08/17/topography-the-silent-killer/#comments</comments>
		<pubDate>Fri, 17 Aug 2007 18:04:03 +0000</pubDate>
		<dc:creator>Cyde Weys</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/08/17/topography-the-silent-killer/</guid>
		<description><![CDATA[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 some [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/08/17/topography-the-silent-killer/feed/</wfw:commentRss>
		</item>
		<item>
		<title>How about a random teams option?</title>
		<link>http://www.supcomtalk.com/2007/07/20/how-about-a-random-teams-option/</link>
		<comments>http://www.supcomtalk.com/2007/07/20/how-about-a-random-teams-option/#comments</comments>
		<pubDate>Sat, 21 Jul 2007 00:45:50 +0000</pubDate>
		<dc:creator>Cyde Weys</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<category><![CDATA[Multiplayer]]></category>

		<category><![CDATA[GPGNet]]></category>

		<category><![CDATA[random teams]]></category>

		<category><![CDATA[Supreme Commander]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/07/20/how-about-a-random-teams-option/</guid>
		<description><![CDATA[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&#8217;t the part I&#8217;m referring to).  Shloober, who was the host, was using an improvised random teams option.  Teams were set to unlocked, starting positions were set [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/07/20/how-about-a-random-teams-option/feed/</wfw:commentRss>
		</item>
		<item>
		<title>The great commander death nuke controversy</title>
		<link>http://www.supcomtalk.com/2007/07/18/the-commander-death-nuke-controversy/</link>
		<comments>http://www.supcomtalk.com/2007/07/18/the-commander-death-nuke-controversy/#comments</comments>
		<pubDate>Wed, 18 Jul 2007 18:54:37 +0000</pubDate>
		<dc:creator>Cyde Weys</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<category><![CDATA[Multiplayer]]></category>

		<category><![CDATA[Strategy]]></category>

		<category><![CDATA[ACU]]></category>

		<category><![CDATA[commander]]></category>

		<category><![CDATA[death nuke]]></category>

		<category><![CDATA[GPGNet]]></category>

		<category><![CDATA[Supreme Commander]]></category>

		<category><![CDATA[Unconquerable]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/07/18/the-commander-death-nuke-controversy/</guid>
		<description><![CDATA[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 [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/07/18/the-commander-death-nuke-controversy/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Addressing the issue of naval imbalance</title>
		<link>http://www.supcomtalk.com/2007/06/18/addressing-the-issue-of-naval-imbalance/</link>
		<comments>http://www.supcomtalk.com/2007/06/18/addressing-the-issue-of-naval-imbalance/#comments</comments>
		<pubDate>Tue, 19 Jun 2007 03:03:33 +0000</pubDate>
		<dc:creator>Cyde Weys</dc:creator>
		
		<category><![CDATA[Ideas]]></category>

		<category><![CDATA[balance]]></category>

		<category><![CDATA[destroyer]]></category>

		<category><![CDATA[naval balance]]></category>

		<category><![CDATA[navy]]></category>

		<category><![CDATA[sea control]]></category>

		<category><![CDATA[submarine]]></category>

		<category><![CDATA[Supreme Commander]]></category>

		<guid isPermaLink="false">http://www.supcomtalk.com/2007/06/18/addressing-the-issue-of-naval-imbalance/</guid>
		<description><![CDATA[Something is off with the naval balance in Supreme Commander, as I&#8217;m sure everyone who&#8217;s ever played a naval map is aware.  Submarines are just too powerful.  On a per-mass basis, they are by far the most effective unit at taking control of the high seas.  Until sea control is established, experienced [...]]]></description>
		<wfw:commentRss>http://www.supcomtalk.com/2007/06/18/addressing-the-issue-of-naval-imbalance/feed/</wfw:commentRss>
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