Video Blog #24
by Chris Taylor on Jul.23, 2010, under Uncategorized
Today we met this awesome dude at Dicks’s Burgers in Seattle! More Mailbag and a new unit see the light of day!
65 Comments for this entry
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by Chris Taylor on Jul.23, 2010, under Uncategorized
Today we met this awesome dude at Dicks’s Burgers in Seattle! More Mailbag and a new unit see the light of day!
July 29th, 2010 on 7:30 pm
Please use the economy system of TA and SupCom 1. It makes the game a lot more interesting.
If you still want to keep the economy relatively simple, you could remove adjacency. I think very few of your fans would mind that.
July 29th, 2010 on 11:37 pm
Perhaps it should be a multi-layer economy, like the mana is a pure drain resource, and stone, wood, food, w/e are “traditional” style resources.
I’d like to suggest here that building a huge castle that takes a lot of time would take the stone/wood materials in substantial parts, say in 4 or 5 down payments, how soon you need to pay ‘m depending on your amount of builders. Not enough materials available? The builders wait until your stocks replenish.
August 1st, 2010 on 3:56 pm
Really should bring back the good ol’ TA/SupCom 1 economy. The lack of this kind of economy is a large part of what keeps me from truly embracing SupCom 2. That and the dearth of units, unit limit stuck at 500 w/o going into the games files, and the loss of realistic transports. God I miss those transports.
August 2nd, 2010 on 7:13 pm
I don’t understand why the style of economy is still an issue? Regarding the economy of SupCom 2, I have literally never heard or read anything good about it. It really was a terrible idea, especially because it forced micro management that wasn’t fun. I have never played an RTS game that would’nt at least let me queue my build orders, even if I was short on funds.
Chris, if you and your team insist on a “Pay as You Go” economy, it will work as long as you avoid what you did in SupCom 2; Let players queue their units and structures.
You know what would be cool though? If the King had a Nano-Lathing SWORD! You could fit this into the storyline by making the King a Cybernetic warrior sent from the future to prevent Dragons from… doing… Well, I dunno’. Whatever the hell it is Dragons do that Cyborgs hate I guess.
Do it!
August 2nd, 2010 on 10:02 pm
A lot of people obviously feel this is a central point, since some (I, for one) felt almost betrayed with the way SupCom2 handled its economy.
Me, I think that drain economy fits the TA/SC universes perfectly, but don’t make the mistake of mindlessly obeying if old timers chant “drain economy” endlessly if you think it is a bad match for K&C!
I mean, it depends a lot on the feel and method you use for the economy, doesn’t it? Drain makes zero sense with a limited harvest type econ, say Warcraft style gold mines. If you run with farms/other “controllable” buildings that generate income, however, then drain might fit well.
August 4th, 2010 on 5:56 am
YOU MADE MY DAY. LARGE MAPS!!! YEEHA!
August 4th, 2010 on 10:52 am
@Mitsune: Its true a drain economy does not make sense for every game out there. However, I gather from Chris’ comments in the video seemed to emphasize user preference. This makes me suspect that K&C, as currently envisioned, and the drain economy would make a good match. Of course, I could be wrong about this. (And I am still a big proponent of allowing a player to choose between either style of economy if such a mechanic could be implemented.)
I think one of the reasons so many are “chanting” drain economy is that there is a large demographic out there that share Mitsune’s impressions of SupCom2 and are putting their hopes in K&C being the true “spiritual successor” of Forged Alliance. Maybe that sounds irrational and crazy, but it just goes to show just how much people loved that game and how loyal they are to GPG. It probably behooves GPG to keep this in mind.
August 10th, 2010 on 6:28 am
As long as I can queue as far as I want either economy is fine for me. I just hated that in the second the units that weren’t actually being built yet killed you’re economy making you micro manage where it is the least fun.
September 6th, 2010 on 3:29 pm
Rate based economy as in Supcom 1 please.
The Supcom 2 economy was a step backwards after the beauty of Supcom 1.
September 26th, 2010 on 11:22 am
No ‘worker’ units please.
No goldmines, or chopping down trees (booooorrrrriiing).
October 13th, 2010 on 11:59 pm
hey buddy, magnificent post! Pls continue this great work!!!
December 26th, 2010 on 1:03 pm
Happy hollidays everybody,and thanks for the awesome read.
February 11th, 2011 on 7:16 am
I’m not sure that I understand this. I might actually need some direction.
May 5th, 2011 on 10:06 am
It’s good page, I was looking for something like this
January 1st, 2012 on 9:10 pm
Surfing around reddit.com I noticed your website bookmarked as: Video Blog #24 Kings and Castles. Now i’m assuming you book-marked it yourself and wanted to ask if social book-marking gets you a bunch of traffic? I’ve been considering doing some bookmarking for a few of my websites but wasn’t sure if it would yield any positive results. Appreciate it.