Archive for the 'Ideas' Category

No-rush periods considered harmful

Sunday, May 13th, 2007

The imminent patch will include a no-rush option that prevents players from expanding outside of a small area of the map for a given number of minutes. It’s basically a code-level enforcement of the no-rush disclaimers that many players today like playing with. And it’s a terrible, terrible idea.
Much of the fun of [...]

Has the lack of official weekly downloads really paid off?

Monday, May 7th, 2007

As some of you may remember, Cavedog Entertainment (the division of Humongous Entertainment that created Total Annihilation) put out weekly official unit downloads for Total Annihilation in the months following its retail release. It probably took a fair amount of effort to create the units, but after awhile, they offloaded the creative part of [...]

Our hopes for the patch and the revival of tech 2

Friday, May 4th, 2007

I was talking with Grokmoo yesterday and today and we both have very fervent hopes that the patch will open up the middle game. Supreme Commander (at least in competitive play) currently plays in two modes: tech 1 and tech 3. Tech 2 is little more than a highway pit stop between your [...]

Davids v Goliath

Thursday, April 26th, 2007

While waiting for the next patch, I’ve come up with a 1v1 custom game idea significantly different from normal gameplay that doesn’t require any of the new custom map code coming in the new patch. Here’s how it works.

Select a small, flat map. Set the options as follows: fog of war: none, unit [...]

How to manage online communities

Wednesday, April 25th, 2007

Consider this an open letter, if you will, to Gas Powered Games. Hopefully they will listen to my advice so we won’t have a repeat of the previous incident.
Most computer games these days launch with official forums. It’s just something you do. A lot of prospective game buyers will search out information [...]

Fantasy walls

Saturday, April 21st, 2007

Here I sit on a lazy Saturday afternoon, wondering what to write about. Combat is a little fast-paced for this mood, so instead I’ll focus on walls (again). The thing is, everyone just loves writing about all of the combat units, but nobody really thinks about walls. This is a sad state [...]

Getting rid of the last of the micromanagement

Wednesday, April 18th, 2007

Supreme Commander has done very well in eliminating micromanagement. Tasks that used to be torture in other RTSs, like transporting units, are now a breeze. But Supreme Commander isn’t perfect just yet. There are still some significant areas that require micromanagement that I’d like to see remedied.
Naval aircraft staging needs some work. [...]

Patch decoupling

Wednesday, April 18th, 2007

As I am certain everyone knows, there is a major SupCom patch due out (supposedly) within a few days. I am hoping I am proven wrong, but I somehow get the feeling that we may be waiting a little bit longer yet. As Jotto wrote about the other day, this patch will include [...]

Borderless maps

Sunday, April 15th, 2007

The idea of borderless or edgeless maps keeps coming up in the forums, so I figured I’d take it on here. It is quite the interesting idea. Basically, rather than having edges, the world would wrap-around; go far enough in one direction and you find yourself on the “other side” of the world. [...]

Escapism in gaming

Saturday, April 14th, 2007

Lately, I’ve been mulling over that eternal debate that must be mentioned every day on GPGnet in one form or another: Why did StarCraft become one of the most popular games ever made? And why didn’tTotal Annihilation?
As my thoughts progressed on this topic, I had a breakthrough; an epiphany, if you will. It regards why [...]