GC09最高2试玩报告

A friend of mine was at the GamesCom today.
He told me a lot what he saw and he played the game.

Don’t forget its still work in progress.
He also mentioned that most Cybran units and building were missing textures, no text or names for units/buildings…and so on.

Also there is a special building, just to be able to build experimentals.
The Zoom was the same, just a lot smoother…

Also, all updates were only purchased by experience points. He was not able to spent resources to buy upgrades or unlock units.
Looks like you have to fight to get better units.
Didn’t CT say that you can upgrade both ways, with resources or spending experience points?
Maybe its not implemented yet, like most of the stuff was missing, like textures and so on.
He will go friday again, with a camera and he will ask Chris Taylor some questions, if he is lucky to meet him again.

So far, Ed

汗,没说下经济变成什么样了?。。。

一个我的朋友今天在GamesCom。他把许多告诉给我他所看见的,并且他玩比赛。

仍然不要忘记其在进行中的工作。他也论及大多数Cybran单元和建设丢失的结构或者为了单元与建筑物命名,没有正文。…如此等等。

此外,所有的更新,只有购买的经验点。他无法花费资源来购买升级或解锁单位。您似乎打击,以获得更好的单位。没有的CT说,您可以升级两种方式,与资源或开支经验点?也许它没有执行然而,最喜欢的东西不翼而飞,像纹理等等。星期五,他将再次与相机和他将要求的Chris Taylor的一些问题,如果他是幸运的,以满足他。

到目前为止~

Powered by Google Translate & LEC

一个我的朋友今天去GamesCom
他给我说了很多看的的和玩到的东西

别忘了东西还在开发过程中
我的朋友注意到Cybran 的单位和建筑贴图还不完整,单位、建筑没名字也没简介…之类的东西
还有,那有个特殊的建筑,用来建造 实验级单位的
放缩的设计还一样,只是更顺畅了
还有,所有的单位升级只能分派 经验点 实现。他玩了老半天一直没找到资源 升级或解锁单位种类的法子
看起来象是你必须 用战争得到更高级的单位 (很明显,经验点是杀敌数成正比的)
难度CT没表示 你升级单位有二种方式可用吗?通过资源或经验点?
也许是因为还没把那功能编写好,是象其他几个没弄的部分一样,贴图什的
他周五会再去看看,带着录像机,也会问问CT一些当前的问题,若他运气不错再碰到CT得话…
现在知道的便是这些了

再来一个:7_353:
So today I was at the gamescom in Cologne and played a mission in Supreme Commander 2 which is pre-alpha.

When I was waiting to play there I watched some of the games and I must say there are a few very critical errors, one time the game reported an error (I am not sure about the number of the error, but the guy who was there just clicked on ignore and the game could continue) and another time the game froze after the completion of the task.

So when it was my turn to play, the mission started just as the good old Supreme Commander 1 missions, my units (Aeon) came in, were dropped and then my task was to destroy a few enemies.

The graphic is slightly better than the one in the first Supreme Commander, it wasn’t really overwhelming, but for a strategy game I don’t consider it as very important.
All animations, units and as well as factories are remodeled, for me it was a little bit difficult to get used to the new ones, because I was looking for the old ones the whole time, finally at the end I got used to the slightly updated look of the units.
To be honest, everything just looks like an updated Forged Alliance and not like a completely new game.
The map is pretty similar to those you can find in Demigod (not a big surprise since they use the same engine) and the map size was rather small.
By the way, in this game the effects also “pop-up” when you start zooming in.

Audio
Well, through the headphones I heard the effects and they aren’t stunning or anything like that, they are just fine.
It’s again very similar to Supreme Commander 1.
I couldn’t hear the voices, but I think it is because of “Work In Progess”.

Gameplay
Strategy icons are still there and weren’t changed.
Economy, this topic seems to worry a lot of people. Mass Extractors are there and are built as always, energy factories are there (I can’t remember the name), reclaiming is, I repeat IT IS THERE, when I was telling my ACU to build a land factory it started auto reclaiming. My first land factory was built next to mass extractors and energy factories and I couldn’t see any lines (You can see them when you connect a factory to an extractors in Supreme Commander 1).
In my factory I could built the first types of units (Arty, tank, AA and after spending a few skill points in the Research Facility a heavy assault bot with a shield).
Upgrades for the factory itself were also available, you could install AA, Shields etc., but there are still seperate shields available, I have seen them being used by my enemy.
Later I decided to build a air factory which had two types of air units available (a fighter with the ability to bomb da base II and a gunship).

The interface is almost the same by the way.

Units are now not classified in tiers. You can upgrade, if you build a special Research Facility, there you can spent so called skill points (Demigod anyone?) which you can gain through fighting. (This will cause all players to be more careful with their units) The research tree was big enough in my opinion (I am sure you can find it in some videos), but there were a lot of things which weren’t available to me such as experimentals.

Let’s continue with my task, after destroying my enemies I should kill six factories, but before to destroy them I decided to destroy two small bases with a lot of AA and after that I started heading to the enemy’s base killing his small experimental unit. A few minutes later the objective was cleared and surprise surprise, a Colossus comes in, it was much more powerful than that other unit (I believe that GPG wanted to make the players use those small experimental units instead of t3 units, this is of course pure speculation). Since I couldn’t use myself any experimental units that was a small challenge, but I managed to destroy the Colossus and see the beatiful falling animation, the body was black after that, maybe this means you could reclaim it, but the mission was completed right after the fall.)
Simple units seem not to leave anything reclaimable, but they can be leveled up(I don’t know what exactly leveling gives you).

There was an incredible amount of horrible bugs, but I hope they’ll get fixed, I won’t start the list of bugs as it is way too huge.

EDIT: When I was playing there was no possibility to upgrade mass extractors.

还有:7_343:
Hi,

i also have played the SupCom2 demo at the gamescom and would like to share my impressions.

First, the SupCom2 booth was relatively lifeless, comparing to the StarCraft 2 booth with its huge waiting line (people couldn’t stand it anymore, in the end they just sat on the ground). There were only 8 PCs with just a couple of people standing around (cominf and going). And considering that you had to play for like 20 minutes in the restricted areas, trying out Supreme Commander 2 for maybe an hour or so was a more satisfactory experience after all.

I suppose you have seen the demo map somewhere. It was a small (almost?) symmetric map with a platform in the bottom center and two rectangular platforms left and right pointing up the AI player (the AI platforms pointing down). The two central platforms were connected by a narrow path. I think this could be an interesting/strange 1v1 map as the narrow entrance to your platforms could easily be defended and you would need to heavily use air force. In the end it may come the to an artillery feast (if there is artillery).

It seems that this map was a mission map and not a skirmish map as there were some talking people popping up every now and then. At least the were not telling me how slow i was and that i needed to hurry up. The reason fo me being there was that on some kind of recon mission it was discovered that the Neon (New Aeon) had built some kind of secret war research facility (in peace times i suppose), but that it was inactive now and i should investigate it. Then someone screwed up (me or someone else, i did’t really noticed) and set off an alarm that activated a couple of enemy factories. I think my primary objective was to destroy those factories. Also a mini experimental was discovered that i was supposed to destroy too. It was the Urkel snail thing, don’t remember its name. When i got to it, it was labeled as some kind of blocking unit, although i don’t remember to having experienced any kind of blocking. It produced a strange visual effect, but i don’t know whether my units were damaged by this unit or by some other adjacent units. I’ve sent a couple of units in that area to harass a little and they were destroyed after a while (as i expected). Then i realized the the snail thing was half down and sent another couple of units to finish it off. I couldn’t figure out what the real threat from this unit was. Once you destroy the enemy’s factories, a Colossus appears and starts to march towards your base, but it was easy to destroy it with a bunch of upgraded units.

I (=commander) was teleported on the bottom central platform with a couple of tanks and missile launchers. I was enough to destroy the close-by enemy units and to setup a base. There were two mass extraction point in the lower half of the central platform, one in the upper half and again one on each of the left and right platforms (5 in total). The same mirrored on the upper half of the map for the AI (so, 10 in total for both players). The mexes could not be upgraded (maybe they could through the research facility, but i don’t remember). The UI also didn’t show their income. But actual numbers probably wouldn’t make much sense now, as they would change in the balancing phase anyway.

I found the UI a little rough, i kind of missed a polished and shiny look. There was also no income and expense values per tick, only the total number of mass and energy. I missed the tick values, they gave me a visual cue of the balance of my economy. I want them to come back in the final UI.

Also, what i missed was that, when you zoomed out until the strategic icons were seen, the projectiles weren’t shown anymore. So, from high above i could’t see whether my units were actually attacking someone. SupCom showed at least simple points moving from A to B.

I also noticed some strange things. Sometimes i could not order new units although i had enough resources. The clicking on an unit icon sometimes added it to the build queue and sometimes it just didn’t. Then, sometimes the engineers seemed to forget theirs build queses and stopped building. It clearly worked in other cases. Maybe i screwed up somehow, but maybe these were just some pre-alpha bugs. And i somehow managed to get a factory to block indefinitely. It showed a small crossed repair symbol on top of it and i couldn’t build in that factory at all. It was my second factory, so first i thought you can have only one. But then i built another factory and it worked just fine. That clearly must have been a bug.

You could extend your factories with shields, anti-air, TML (maybe TMD?) and i think radar. It only worked for the factories, but not for PD’s. If there aren’t going to be dedicated Shield buildings, the PD’s may end up “unprotectable”.

The AI was easy, i suppose. It didn’t really attack. And it did never attack with air units (unless you enter AI territory). But i think this is what you have to do if you don’t want a bunch of noobs (who never played SC ot TA for that matter) asses being kicked.

The upgrades were a little strange for me. First, there were too many upgrade points for such a small map and so little combat. But it will be adjusted later, i suppose, so that is not a real problem. Then, when you upgrade your units in the research facility, the units icons remain the same. In SupCom, Tech 1 units had one line beneath their icons, Tech 2 two lines, etc… Sure, the units are supposed to be represented by a different model, but i think there should be a visual cue (“progress meter”) on every zoom level. So, if you don’t exactly remember where you have spent your research points, then you also can’t find out by looking at the unit icons in the strategic view. Maybe there should also be some veterancy markers on the units. I don’t remember to have seen some. (But i also don’t want the icon to be a shining christmas tree).
Unfortunately i forgot to look, whether a unit’s costs changed after it was updgraded.

The new economy didn’t relly tick me off. I could still set buildings in rows and queue up dozens of units in a factory without noticing large drops of my mass account. I guess it is spent when a unit/building is built, not when it is ordered. Although, if the engineer’s queue forgetting was a result of insufficient resources. Well, that would be annoying. I hope it was a bug and not a feature. I tried a factory assist with my broken factory and, obviously, it didn’t worked. I didn’t try it another time. Once a started to build a factory, i selected another engineer and got a repair cursor over that factory. I clicked on it, but i don’t know what happened, as i went to another area on the map. Maybe it was some kind of a pseudo-assist, who knows?

Overall, the demo had the old SupCom feeling (for me), although it was just one game and i didn’t really paid attention to all the details.

:7_355:从上文可以看到依然可以安排一大堆建造队列,钱似乎是到开始建造了才扣。

建造队列的情况和我以前猜测得差不多,嘿嘿嘿。有人说他没看到工厂与电厂间的那些连接线了,又有人说工厂间不能互助,而工程兵对工厂的协助好像看不见,却却不能排除仍然有,只是没有显示动画。依战绩经验值升级功能,和工厂也能加载各种部件,这倒是挺有意思:lol

这只是早期版本,虫子尚有无数,还有大量可改动的地方,静观其变吧:lol

从这些试玩报告来看,经济系统极有希望恢复为消耗型。:call:

一代里已经有的消耗资源升级就不必在二代试玩里再过一遍了,这次主要是展示新内容,玩家的反馈也会相对集中在对新内容的评价上。

工厂、矿机、电厂、雷达或声纳是不可能依战绩升级的,所以消耗资源升级肯定是存在的:lol

不一定,因为战绩升级似乎是全体累计的,不是按照单个单位的战绩给该单位升级。

[
是全体战绩折算成某种升级点数吗?

[8/25/2009] InsideSupCom.de has an excellent hands-on report from GamesCom[it’s in German and it describes the second mission of the Illuminate which GamesCom visitors could try out. There are also some interesting remarks about the two biggest changes (upgrade system and economy) and map/mod support:Steve Bauman from GPG has said they’ve only shown the small maps and that we’ll definitely see bigger maps return to SupCom 2 as well (likea new Seton’s Clutch). The maps themselves are created with 3D StudioMax, a map editor and other tools will be released depending on the success of the game. Modders will have a light transition to make as SupCom 2 will use a new programming language (disclaimer: this is justa rough translation from German)]

以下德文原文
SupCom 2 bei der Gamescom - Eine Zusammenfassung Seit dem 19.8.2009 hatte die größte Computer-und VideospielmesseEuropas, die GamesCom 2009 in Köln, ihre Pforten für die Öffentlichkeitgeöffnet und stellte dort die Neuigkeiten in allen Bereichen derComputerspiele und des Gaming vor. Unter anderem man selbst, auf demWeg mehr über Supreme Commander 2 zu erfahren.
Nicht wenige der Besucher waren verkleidet, was aber nicht nur derallgemeinen Begeisterung für Computerspiele zuzuschreiben war, sondernauch einem gleichzeitig stattfindenden Animetreffen. So bevölkertenCharaktere aus Final Fantasy, Warcraft und anderen Spielen die Messe.

Bevölkert war vor allem die Halle 6, an dessen Eingangsbereich Call ofDuty: Modern Warfare 2 präsentiert wurde und direkt daneben Starcraft 2und Diabolo 3 bei Blizzard ihren Auftritt hatten. Leider waren dieseStände direkt am Eingang der Halle, was das Fortkommen erst einmalbehinderte. Diejenigen die versuchten einen Blick auf die letzterenbeiden Titel zu werfen mussten einiges ertragen: Vier Stunden Wartezeit(!) für die Präsentation.

Am Square Enix-Stand hingegen ging es etwas ruhiger zu. An insgesamt 7PCs war es möglich die zweite Mission der Illuminate-Kampagne zuspielen.

Bekanntes und Neues

Diese beinhaltet eine Landung auf einer sehr von Demigod angehauchtenMap, bei der die vermutlichen Hauptcharaktere der Illuminate-KampagneThalia und Jarun Kael versuchen eine automatischeEinheitenproduktionsstätte des Illuminate-Militärs unter ihre Kontrollezu bekommen und die dort vorhandene Technologie zu erbeuten. Scheinbargibt es auch Konflikte innerhalb der Fraktionen und nicht mehr nurzwischen den drei großen Fraktionen (die Seraphim existieren nicht mehrim Spiel).

So beginnt das Landemanöver aus der Luft anstatt mithilfe deraltbekannten Teleportation. Zusammen mit einigen Units wird man alsThalia Kael am Rande der angeblich deaktivierten Basis abgesetzt.Angeblich deaktiviert aber nur, und so müssen erst einmal sämtlichefeindlichen Units in der Gegend zerstört werden. Nach einem kurzemGefecht in dem der Commander FA Veteranen recht schwach vorkommen wird,da Reichweite der Waffe und Bewegungsgeschwindigkeit reduziert wurde,beginnt man mit dem Aufbau einer kleinen Basis.

Zwei Masseextraktoren stellen die grundlegende Massegewinnung sicher,der Rest (und das ist nicht wenig) muss durch das Reclaimen gedecktwerden. Auch reichen nun wenige Powergeneratoren um den Energiebedarfzu decken. Dabei werden die Baukosten nun direkt vom Konto abgezogen,wie bereits in diversen Previews zu hören war.

Nun geht es darum die Fabriken welche anfangs erobert werden sollten zuzerstören. Gleichzeitig droht es aus den Sackgassen unserer Flanken.Keine Fabriken stehen dort, aber die Illuminate der Gegenseite sind inder Lage sich über die Abgründe der Map auf die Flügel zuteleportieren. Einige Patrouillen an diesen Stellen lösen das Problemaber.

Durch die vergangen Kämpfe haben wir Techpunkte gesammelt, welche wirin Verbindung mit einem Techcenter dazu verwenden unsere Einheitenzuverbessern. Einerseits könnten wir die Landeinheiten billiger undschneller produzieren oder eine verdoppelte Regeneration geben, gefolgtmit einem Schild und noch einer verdoppelten Regeneration. Oder wirschalten neue Einheiten frei. Oder wir erhöhen den Damage unsererLandunits. Oder Airunits. Oder rüsten den Com auf, was in dieserMission noch nicht geht. Oder statten unsere Illuminate-Gebäude miteiner Regenerationsaura aus. Und dies sind nur einige Optionen.

Gebäude können auch separat erweitert werden, im Falle der Illuminateunter anderem Schild und TML, wobei von letzteren in der Pre-Alpha nochnix zu sehen war.

Wir entscheiden uns für die Landunitupgrades und bauen langsam eineArmee auf. Auf der andere Seite der Karte wartet ein MinorExperimental. Und wir sollen das mit den Units vom Anfang stürmen?

Ja.

Denn diese haben wir aufgerüstet und können nun mit dem gefühlt„schwachen“ Units in die gegnerische Base stürmen und das 15000 Hpzählende Ungetüm in wenigen Augenblicken zerlegen. Ungewohnt.
Die Basis selbst ist dann auch in wenigen Augenblicken vernichtet. EinUniversal Colossus taucht auf und macht sich auf den zu unseremCommander. Hier haben wir nun das Problem dass unsere Einheiten hinterdem Colossus herlaufen müssen. Aber mit dem Tod des Colussus ist dieMission beendet.

Es fallen direkt mehrere Dinge auf, welche auf den frühen Pre-Alphazustand zurückzuführen ist. Viele Effekte, aber auch sämtlicheStrategic Icons sind vorerst (!)aus Supreme Commander 1 übernommen.Genauso ist derzeit das Spieltempo noch relativ langsam, was vor allemauf die in der Mission nicht upgradbare ACU zurückzuführen ist, aber esist auch möglich den Schüssen einer PD auszuweichen.

Die neue Wegfindung läuft bisher nahezu tadellos, auch wenn diePre-Alpha bei einigen Spielern abgestürzte, was laut Steve Baumann,Mitarbeiter von GPG an der Wegfindung liegt.

Was die wohl am größten Änderungen sind, ist die Economy und dasWegfallen der Techstufen, ersetzt durch die freischaltbaren Forschungen.
Erstere führt zu einem verstärkten Focus auf reclaimen. Wracks sindnicht mehr nette Boni sondern wichtig. Engineers zum reclaimen werdennun wohl noch wichtiger. Was einige auch sicherlich schade finden istder Wegfall der Speicher, was sonst für Energie/Masse snipen genutztwerden konnte.

Massemangel hat nun direkte Auswirkungen auf die Produktion, diezugehörigen Fabriken werden angehalten und beginnen keine neuenProjekte. In der Pre-Alpha wurde der Bau bei ausreichender Masse abernoch nicht wieder aufgenommen.

Der zweite Änderungspunkt sind die Updates. Wie bereits erwähnt war derErst-Eindruck sehr ungewohnt. Man beginnt das Spiel mit schwachenEinheiten, welche sich aber dann bis ins späte Spiel halten. Sopassiert es dass die gefühlt „schwachen“ Einheiten ohne Problemederzeit Minor Experimental besiegen. Leider geht dadurch auch dieEinheitenvielfalt etwas zurück, da die „T1“ Tanks auch „T2“ und „T3“Tanks sind.
Was ebenfalls auffällt, ist die Geschwindigkeit mit der man Techpunktegewinnt, in der aktuellen Pre-Alpha ohne jegliches Balancing geht dasHochtechen recht schnell, auch weil die Techs direkt verfügbar sindohne eine gewisse „Bauzeit“.

Maps & Mods

Steve Baumann, Mitarbeiter bei GPG, hat auf die Frage, ob alle SupcomMaps den Demigod Stil der vorgestellen Maps haben werden, erwidert,dass man sich bewusst sei, dass man derzeit nur die kleinen Mapsvorstellt hat. Es werde auch Maps wie in Supcom 1 geben. Unter anderemwerden Spieler ein Wiedersehen mit Setons Clutch haben.

Die Maps selbst werden derzeit mit 3DMax erstellt, es wurden auchAussagen über einen Editor gemacht, allerdings werden entsprechendeTools (Konverter, Mapeditor usw.) basierend auf dem Erfolg von SupremeCommander 2 veröffentlicht. Für die Modder gibt es zudem eine leichteUmstellung, da Supreme Commander 2 in einer neuen Programmiersprachegeschrieben ist.

Scalestor, 20.08.2009

对mods的支持提供了一种新语言?

是的,据说是新的语言

也不知道自己的机器能不能玩的动最高2了……

玩得动最高1就能玩得动最高2,,这是CT保证了的。

CT特意去买了台3年前的电脑来做最高2的测试。:6_329:

CT的电脑
“为了看看我们的游戏在老硬件的运行效果,我买了台3年前的电脑。我的电脑事实上是个失败的源头,所以我用一台3年前的旧电脑换掉了我原来那台4核液冷。因为我们的游戏需要比以往能运行在更多的电脑上。尤其是经济,我们非常专注于将我们的游戏从处在PC硬件需求曲线的顶端上抚平下来,现在是这样,而之后会再次走下去。我们对那非常地敏感。既要看起来很壮观,又要硬件需求下降,这是个矛盾的目标。“

在正确的道路上
泰勒在谈到GPG为提升游戏而开发的新技术时最为狂热。”我们有了一个得到一大串难以置信的效果的新的寻路系统,”他说道。《最高指挥官2》有一个革新的门径称为流动区域来调控成百上千在地图上同时跑的单位,就像在一个液体流动仿真器里演练一样。举个例子,单位会提前考虑来避免与障碍物发生碰撞,而不是撞上后再修正。我们可以做一个更多的单位的命令,或者做一个用较低的硬件需求来运行相同数量的单位的命令。换句话说,我们可以用更低的硬件运行更大规模的战斗,”泰勒承诺。然后几乎最重要的是(在一个有巨大单位穿过一大群小单位的游戏里),大单位会将友军撇开一边清出一条道路。泰勒通过开着FATBOY2穿过一大群有200辆小坦克的演示来证明,FATBOY2没有减慢速度,划出来一条通道,像推土机一样穿过了这一大群坦克。”过去的RTS游戏的寻路技术在这样的条件下不是原地打转就是直接卡死。“