Some RTS games are needlessly overcomplicated which stops me from getting hardcore into most of them. I'd rather focus on the tactics on the battlefield than managing my economy or something else.
How was SupCom overcomplicated? The only thing I can see what was perhaps a little cloudy was the adjacency stuff, but other than that it's build shit and kill shit.
Together with the absolutely MOST FABULOUS user interface ever developed for an RTS. Every RTS that has a UI not like SupCom's should be docked 20% on their review score.
"Hmmm, I'm building tanks here, from three factories, and I want them mass over there, on that island, so I can use them to assault that base."
In Supcom : Click fabs, right click on master fab. Set waypoint from master fab to island. Select group of transport units, right click on master fab. Done.
In all other RTSes : Select units to build on three fabs individually. Set three waypoints. Fly transport units manually to waypoints. Wait for tanks to arrive, manually load them into transport units. Manually fly transport units to island. Manually unload transport units.
SupCom's UI is a gift from heaven.
I can't wait for SupCom 2 to come out. Loved both of them, despite the buggy mess that was Forged Alliance.
Edit : I don't get why Squeenix is involved.
Because they bought GPG.
This comment was edited on May 29, 2009, 13:35.