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Supreme Commander: is it time for a Star Wars mod?
Posted on Monday, March 26 2007 @ 21:46:32 EST by Evaders99
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Supreme Commander is a blast to play. Anyone who likes Total Annihilation will see its a great spirtual sequal. I know there's already the SWTA mod for TA (and now the Spring engine), but there needs to be a mod for Supreme Commander to match SW ground combat to Homeworld 2's space combat in Star Wars style! All we then need is an engine for Rebellion 2 and we have a perfect knockout against Empire at War.
What do you think? Oh I can just imagine anyway :)
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Re: Supreme Commander: is it time for a Star Wars mod? (Score: 1) by JediIgor on Sunday, August 26 2007 @ 17:00:20 EST (User Info | Send a Message) | Supreme Commander is not overly tactical. Most of the games revolve around the entire strategy and not how many CPMs you can do it to micro your units.
This is because half of the game is spent on building things and improving your economy, something Star Wars ground battles would not have simply because all the units are built in advance.
The other alternative is having a world-map like in turn based games (except it doesn't need to be turn based) and the battle can unfold there, for control of the entire map.
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Re: Supreme Commander: is it time for a Star Wars mod? (Score: 1) by Defender_16 on Tuesday, March 27 2007 @ 11:43:20 EST (User Info | Send a Message) | I think it's time the fans blew Empire at War out of the water... Er... out of the space dock... out of the airlock?
Meh. |
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Re: Supreme Commander: is it time for a Star Wars mod? (Score: 1) by Krytos on Tuesday, April 03 2007 @ 00:27:18 EST (User Info | Send a Message) | Well, I played the demo of Sup Comm and thought it was pretty bland, truth be told. The zoom feature is nice, of course, but that was about all that struck me as good in the game :S
The mods, however, could be fun but it means I've got to go get the game now :P
As for EaW ... I still like it *shrugs* |
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