(no subject)
Feb. 15th, 2007 12:37 pmPardon me whilst I squee.
What, you mean there's finally going to be a RTS game that does *half* of what Total Annihilation did in fucking *1997*?
What, you mean there's finally going to be a RTS game that does *half* of what Total Annihilation did in fucking *1997*?
(no subject)
Date: 2007-02-15 05:56 pm (UTC)SC looks far more involved and capable than TA, and will cripple even contemporary high end machines just like TA did in its time.
(no subject)
Date: 2007-02-15 06:21 pm (UTC)Holy shit, how hard is "adjustable unit AI parameters", "unlimited queueing of arbitrary commands", "unlimited number of units under control at a time", and "assign set orders to newly-created units"?
(Answer: Not too fucking hard, especially since TA did it TEN YEARS AGO. "Why has nobody done anything like it since" is the real question.)
(no subject)
Date: 2007-02-15 06:25 pm (UTC)Let the waiting begin.
(no subject)
Date: 2007-02-15 07:02 pm (UTC)And really, the question is more like "Why hasn't Chris done anything like this since?", since both games are his babies.
(no subject)
Date: 2007-02-15 07:05 pm (UTC)(they gave me my sweet, sweet diablo loving, though.)
(no subject)
Date: 2007-02-15 07:50 pm (UTC)(no subject)
Date: 2007-02-15 07:52 pm (UTC)And there hasn't been a classic definition of how a Diablo-style interface should work, objectively better than every other one ever created, that's been ignored for a decade, either.
(no subject)
Date: 2007-02-15 08:37 pm (UTC)i also thing that if the boneyards stayed active TA would still be widly played to this day.
(no subject)
Date: 2007-02-15 08:45 pm (UTC)I don't play those for stories. I play them for goodies.
(no subject)
Date: 2007-02-15 08:47 pm (UTC)(no subject)
Date: 2007-02-15 08:48 pm (UTC)(no subject)
Date: 2007-02-15 08:49 pm (UTC)Also, I think it's a bit unfair to say that Starcraft "seriously sucked in comparison". Lord knows I liked it and played the hell out of it.
(no subject)
Date: 2007-02-15 08:59 pm (UTC)And Starcraft was a neat game, but it *did* seriously suck in comparison to TA, especially in the department of the interface. There was all kinds of pointless micromanagement where you needed to wait for something to finish before giving it new commands instead of being able to queue them, where building a number of things required you to pay *in advance* for an extremely limited queue, and where the AI was really, really dumb.
(no subject)
Date: 2007-02-15 09:13 pm (UTC)I've never seen an expansion pack change the underlying mechanics of a game, so I ignored those.
The queue and the interface were a problem in SC, I agree, though you are overstating it (you could queue 8 at a time, IIRC, and had to wait for one to finish to queue up the 8th again).
However, TA's AI sucked monkey balls. As did SC's. As did AoE's. I'll go on the record as saying that I personally have never seen any single instance of "AI" in a game worthy of the name, in any genre beyond chess -- and for that, you have to go to Deep Blue to get an excellent AI.
Complaining about AI in a game is like complaining about the weather. Everyone does it, and yet you still get pissed on from on high.
(no subject)
Date: 2007-02-15 09:33 pm (UTC)I have, especially in minor areas like number of selectable units.
(you could queue 8 at a time, IIRC, and had to wait for one to finish to queue up the 8th again).
Depends on the side and the building and the unit, and you had to pay for all the units you queued in advance - meaning you couldn't have them automatically build as soon as resources were available.
Complaining about AI in a game is like complaining about the weather.
I'm talking about the unit-specific things, like "come in out of the rain" and "don't shoot food" and "maybe you should not just stand there like a lump when a unit you can't personally see is attacking you", combined with "chasing a faster unit all the way back to the enemy base, on your own, while constantly ignoring the user's orders to turn back because as soon as he gives you that order your programming says 'hey, look, and enemy' and overrides the user's orders to make you chase down that unit, is bad, mmkay."
Regardless of how imperfect it was, TA's options like "how far should this unit roam from it's set location" and "what should it prioritise it's fire on" and even a proper "Guard X thing using your abilities intelligently" command are things that really haven't been duplicated since.
(no subject)
Date: 2007-02-15 10:34 pm (UTC)(no subject)
Date: 2007-02-15 10:42 pm (UTC)the next big game im waiting for besides supreme commander is spore.. it looks like an interesting concept.. i wonder how it would pan out once you get to the pint your dealing wqith civilizations instead of just singular creatures
as far as supreme comander. i think its going to take a whole lot of balancing and going over to make it a good game.. but i think chris might be rushed to release before hes ready to considering all the publicity the game has been getting lately
(no subject)
Date: 2007-02-15 10:47 pm (UTC)(no subject)
Date: 2007-02-15 10:50 pm (UTC)(no subject)
Date: 2007-02-15 11:20 pm (UTC)I wonder how many displays it can actually cope with... :)
With luck it will distract us from the Games Workshop Dawn of War love-fest my friends and I have been trapped in for the last year. The Emperor may very well protect, but I'd like my life back if he's done with it.
(no subject)
Date: 2007-02-15 11:26 pm (UTC)(no subject)
Date: 2007-02-15 11:55 pm (UTC)(no subject)
Date: 2007-02-16 01:49 am (UTC)(no subject)
Date: 2007-02-16 01:54 am (UTC)(no subject)
Date: 2007-02-16 02:02 am (UTC)(no subject)
Date: 2007-02-16 03:14 am (UTC)In TA, you could start the construction and just wait for the little noise to know it was online. You could queue every unit a task that could last the entire game. You could define and hotkey whole squadrons to rain death when needed.
Of course, your waypoints were treated like stops. Not good when an aircraft reaches the waypoint, slows, and gets rocketed to smithereens in its slowness. I also wished for circular patrol parameters to avoid that little problem and to more effectively define perimeters. And why couldn't subs launch sea-to-air weapons? Why couldn't I more exactly define not just patrol tasks, but sub-tasks?
That's why I play the necromancer in Diablo. . . . I'm a delegator, not a doer.