![]() Every structure can be produced from the start as well, superweapons are just poor choices when there is free territory to capture. Large units are bad at spreading out and taking territory. Players don't rush large units because they take a long time to build on your starting income and are generally slow. Almost all of the units are able to be constructed from the very start of the game so there is no tech race with obsolescence that occurs in SupComm. There is also a factory which produces large experimental type units. You can branch out and construct more factories but your first factory acts as a soft faction choice. Your first factory is free and factories are relatively expensive for the first several minutes of a game. Instead we have 11 factories with their own set of about 8 units. Zero-K does not have factions that you choose between before the game starts. I have found the terraform to be quite powerful in controlling the shape of a battle and I think it is underused. Explosions deform terrain which may make vehicles worse over time and constructors can terraform. Personally a big advantage is the terrain deformation. ![]() There are also quite a few non-gimmicky semi-special abilities that some units have such as EMP damage and jumpjets. Positioning within a battle is important because units can be quite fast compared to their range and they cannot shoot through each other. They take full advantage of a physics based projectile system with slow projectiles, wobbly missiles or large area of effects. Maybe it would make sense to say units have more personality through their attributes and this personality changes the way an engagement feels. There are a lot of units in ZK and they are very diverse, there are no double-ups between factions or better and more expensive versions of units. From what I have seen most of the units in SupComm have much more range than they have speed. The focus in SupComm seems to be on making increasingly large and high tech generic armies and bringing them to bear at important locations. To me the units of SupComm are quite boring and similar compared to those in ZK. There is also a UI difference and maybe a pace difference. The main differences are in unit diversity, technology and economy. But I can do a bit of a comparison to SupComm. As for the game itself I wrote a lot of the Steam description so would probably repeat it even if I tried to come up with one here. From what I have seen there is always a coop game going on and teamgames for most of the day every day. Our lowtime for activity is an 8 hour or so gap which includes the Americas evening. It may look small to you because somehow our community came to consist mostly of Europe and Australia timezone people. In the last 3 years we have averaged about 300 unique players ingame per day but I don't know how that relates to total playerbase. We've had a community for longer than SupComm has been around. The forums are useful in coordinating this effort. The old engine works quite well but lacks some features and has some annoying bugs. In any case the issue is temporary because either the engine devs will fix the problem or we will have to go back to the old engine. It is looking better than the ones before it but has a performance problem when people try to play 8v8 teamgames. The last few engine releases have been not that great and we are currently trying to test and update to the latest one. ![]() ![]() To expand on what Sortale said about performance we don't write the engine (that is done by the people here ). ) Community is not supersized (yet?) but big enough to generally find opponents in decent time. It is maybe not so representive because those who have no problems have no reason to post about problems. The forum is used by both players and developers, so often there is discussions about technical problems and similiar stuff. Not sure what you are most interessted in :) quote: However, from looking at these forums, it sounds like there are quite a few problems with the engine, and the game apparently runs somewhat poorly. Those players seem to like being able to adjust the interface to their taste: Not just adjusting some hotkeys but moving moving/resizing things like the minimap, resource-display and other elements. If you are more into the serious PvP combat then you can find that too. For example instead of usual player-vs-player matches you can also cooperate to defend against some alien monsters. Hm ok, that sounded like generic marketing-blabla language. Hi Strongest point is maybe the variety that allows everyone to find something enjoyable.
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