Philippines Online Gaming | MMPORG
Posts tagged supreme commander
Supreme Commander is coming
Feb 6th
Well, for the gamers in the West, it’s already there. Reviews for this most-anticipated game have already been coming in streams, and as expected the game is mind-blowing. With all the information out there for SupCom, here’s a quick simple list of notable gameplay elements which boasts as to why you need to play this game:
- Chris Taylor of Total Annihilation is the man behind this one. Because of that, one of the core dynamics is hugely-inspired by TA; there is a single powerful command unit (the Armored Command Unit – ACU) from which you will spawn other units and factories. Most have associated this with the “king” piece in chess which is the most crucial piece in the game, albeit slow.
- It’s designed to be BIG – maps are massive. Reports have come in which stated that in huge maps, units literally will take minutes to traverse from one corner of the map to another, aircraft will have to be refueled midway, and units will have to rely more on transports. Why was this done? Chris Taylor believes that most RTS games now only focus on tactics and not enough on strategy. Increasing the scale of your players perceive the war will force them to think on a whole new level. Despite the scale, certain interface elements have been introduced. Players can quickly scale down the 3D map into an overhead tactical map from which you can direct your units in as much the same accuracy as you were using the normal 3D terrain map. And…
- …for the hardware enthusiasts, the game was developed to take advantage of dual monitors and dual core processors. Players can make use of their two monitors to actually render the map in two screens, OR (check this out), they can assign one monitor to render their mini-map on, while the other one shows the actual terrain. PC Gamer says it’s time to say goodbye to the minimap and say hello to the MEGA-map. In terms of CPU, players with dual-core processors will notice a significant performance boost.
- Particle physics is taken to the next level. Projectiles are not merely special effects and damage is not calculated depending on generic values of the combatant’s force and defense ratings. Each projectile is individually tracked and monitored by the game to see if it actually hit or missed a target. Because of this, speed and angle of attack will play crucial roles in unit tactics.
- Oh, and the unit cap is a whopping 500.
What is this list for? We’ll buy it anyway, regardless. But before you do, you may want to check your hardware.
- SC will require a minimum of 512GB of system RAM and 128MB of video RAM to play at the very least. Recommended configuration is 2GB of system RAM and 256MB of video RAM or higher.
- Low-end Nvidia 6600 series or ATI cards can support it as long as they have Pixel Shader 3.0 or Shader 2.0 (for ATI).