Chris Taylor on RTS Mechanics

The Supreme Commander 2 Interview on Eurogamer chats with Chris Taylor, supreme commander at Gas Powered Games, who discusses their upcoming real-time strategy sequel. As they note separately, he expresses concerns about the relentless pursuit of innovation in the RTS genre: "There's been some desperate moves in the industry to find a new place for RTS," he tells them. "All these kinds of variations, but it's like saying let's add a fifth wheel to a car, or let's take a wheel off. But maybe we can actually make the car more comfortable, maybe we can make the drive less noisy or more fuel-efficient."
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Re: Chris Taylor on RTS Mechanics
Jan 14, 2010, 08:01
25.
Re: Chris Taylor on RTS Mechanics Jan 14, 2010, 08:01
Jan 14, 2010, 08:01
 
Heh, not even a quad core would let you dual box supcom 1 - load up a skirmish with 4 ai's and enable an fps counter and cpu load display. As soon as the first ai units get stuck on a river the cpu usage goes skyward (which is why theres so few maps with rivers too)

Or let the ai play on coast 2 coast - it can't handle the fact that tanks can not swim, and the more it builds the more cpu cycles are wasted on them infinitely trying to find a path that doesn't exist. The modded AI's fix this issue to some extend, but are even worse performance wise because of more computations
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