[这个贴子最后由asasaass在 2006/09/02 08:23pm 第 1 次编辑]
http://www.supremecommander.com/downloads/wallpapers/1024x768/sc_06.jpg
左边这个是Aeon的支援型指挥官,也就是以前访谈中提到过的“基地指挥官”
http://www.supremecommander.com/downloads/wallpapers/2048x768/sc_07.jpg
星神用它的射线炮轰击UEF军队
http://www.supremecommanderhq.com/images/pictures/FerryModeTransport.jpg
Cybran的运输机在装载军队
http://www.supremecommanderhq.com/images/pictures/NukeWaves.jpg
核弹冲击导致海浪涌上地面
以下还有些MadBoris带来的新信息,谁能译一下?先谢了。
I thought I would give a break down on some of the high points. A few things you may know already, better late than never.
I also duplicated this into the main topic.
Game:
- Public multiplayer beta planned for October, get on the GPG news letter.
- Tracking units is in the game, including large artillery shells and nuke missiles, as well as missile cam which gives you the view from the missile.
- Ferry mode transport – There are little flashing lights that are dropped at pick up and drop off points and units will automatically get onto ferrying transports. The system looks real good and very streamlined as we wanted.
- Your economy is tied into your base shields and defense, so it’s a supply line concept of strategy to destroy the resources.
- There are “three tech levels and an experimental level, which is the tech 4”. That is a quote.
- There are about 250 unique units across all factions, this very likely includes buildings as well, but that is a lot of units.
- There are 3 unique experimental units per side.
- Factories or defensive units can be shut down. Factories can be paused in the building queue if your resources are getting tanked.
- A very cool mod system is in place. Automatic install and you can easily use a checkbox to use or not use certain mods in the mod manager.
- Dual core performance should be pretty favorable. Multiple cores beyond 2 will be supported.
- Maps cover 7000 square kilometers of virtual space.
- The game will also come on DVD.
- Developer modding tools will be delivered with the game.
Units: - 2 commander type units – There will be a Commander and a sub-commander in the game. Sub-commander can be modified to be offensive or can handle the base building necessities at home.
- The Commander will be able to have 3 – 4 upgrades.
- Atlantis – Can hold about a 100 flying units! It’s a tremendous ship for air defense and a sight to behold in action.
- Range rings were shown for large weapons.
- The Mavor has incredible range and can fire from one end of the map to the other, unknown if it can do the same on the hugest maps but its range rings were not even visible on that 4100 sq km map.
UI: - I saw a little unobtrusive text alert overlay that comes up when you ran out of energy or mass letting you know you need more consumption or need to lower expenditure.
- Split screen functionality is very impressive and I didn’t think so before seeing it, you can split as many screens as you want until the computer melts. Best for widescreens.
- Fully skinnable UI, they are anticipating we will make different UI’s for different stages of the game.
- The UI can be moved during gameplay to the left and right and bottom.
Multiplayer: - Multiplayer game saving is being worked on, and should be in, but it is a huge feat that has been going on for many months. There is difficulty in saving simulated data for all players and objects that are part of a ‘synchronized’ simulation.
- Team modes - Coop multiplayer, give units to allies, share resources, controlling allied units if allowed.
- A good matchmaking service is paramount to them.
- Unit cap will adjust as a player drops from the game. So as a player drops from the game his unit cap is distributed among other players. So if you start at an 8 way game at 500 units each, by the time you get to two players left you should have the whole unit cap / 2.
- There is some interesting thing being done in multiplayer in limiting games to the machine with the least system specs. This will be a good feature to avoid lag, but how it all really works is uncertain.