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Now before I forget, let me tell you more about two of game’s most complex features—resource management and base design. Starting with resource management let me begin by saying—I hate it. The resource you need to gather are split up in two—mass and energy. Energy (power) generators can be built anywhere, but mass extractors can only be constructed over mass deposits. It's all simple so far, but here’s the complicated part—apart from gathering both resources you need to store them, much like Tiberium is stored in Tiberium Silos in the Command & Conquer games. Only here, you’re gonna need a lot more Power/Mass storage facilities, since the bigger units in the game need a lot more of these resources. Having two separate storage structures is extremely frustrating, since the amount of management required in getting larger units up and running is enough to enfeeble even the most hardcore, economy driven RTS game structures out there. In a standard game of SupCom, around 30% of your time will be wasted in building storage and generation/extraction structures, which in my opinion is a waste of time. In other words, even though the economic structure can be mastered, half of the RTS fans out there that try to attempt mastering it will end up dead after they smash their heads on their keyboard out of frustration. If it’s any consolation, the game has some really easy to use (and master) build queue mechanics in place, to help you build the large amount of structures you’ll need to. To build multiple structures, simply hold the shift key and give build commands in the order you wish to get them constructed, and your engineer(s) will do the job—it’s as simple as that. It’s simple features like these that really make the game really stand out, since their simplicity is remarkable and demands appreciation. |
Tags: Supreme Commander , Gas Powered Games , RTS
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