SidingWithTheEnemy said:
Most fortuitous fellow forum-(ab)users I'm not talking about the "best" RTS game you know. I don't want to read Starcraft 200349 times here.
Personally I like the RTS-genre in general. I'm quite into it and thus I want to know If I missed some great games that are special and deserve mentioning...
Let me give an example...
I think Supreme Commander is worth noting. Especially for the late endgame Superunits that really drain the ressource and are a very fun to command. Like the huge green Flying Saucer with Independence Day dumbassobliterationyoufoolgotpawned Ray of Death or the superduperhalfwayacrossthemaprange Artillery Siege Cannon. Oh on a side node, huge Ships with Spiderlegs and an armored Tank that is a moving Vehicle Factory are nice too.
Is it possible to be ninja'd by the OP?
OT: My vote goes to the original Supreme Commander. Vanilla. The first game gave you a truly massive (as far as video games go) theatre of war to mess around in,81,000 meters * 81,000 meters (One meter=3.333 repeating feet),and have the unit cap,at maximum,ONE THOUSAND,where one object under your command is one point on the counter,none of that "This unit costs 6 Psi!" bullcrap.
Build times were often long,and as such you needed to plan ahead for your production,and since resources were STREAMED in both gathering and in expenditure,you have a greater degree of control over production. You can,theoreticaly,build a Mavor on 1 Mass/Second and 1 Energy/Second. It will simply take WAY longer than the advertized 114 minutes. You can,theoreticaly,make a Tech 3 army on one Mass Extractor and one Reactor. Why? It allows the player to forego econ in an attempt to get to the next tech level faster. Which is often a make or break move.
Supreme Commander 2? Lowered unit cap (You have to modify the .ini to get the old 1000 unit cap back),resources are not streamed for expense. Instead,all build costs are paid in full up front. The UEF look absolutely GAUDY (Minor criticism,I know...But Smurf Blue and Dandelion Yellow!?),build times are reduced,several iconic Experimentals (Fatboy,CZAR,Monkeylord) were either fundamentaly changed (Fatboy got it's firepower halved,lost it's shields,torpedoes,AA,no air staging capacity,and factory capacity,CZAR renamed to Darkenoid,no AA,no anti-sub,no factory capacity,no air staging capacity) Or removed entirely,in the case of the Monkeylord. Finally,there's the research system. The research system COULD have been a great addition to the Supreme Commander game,but it was ruined by the fact that units had to be researched. This includes shield generators,and artillery. And,with SupCom 2,it dispensed of the Tech Levels.
The end result? StarCraft or Command & Conquer trying to be Supreme Commander. Supreme Commander was made what it is by several things; Large scale combined arms warefare,and a streaming and dynamic economy,along with three unique factions with their pros and cons. Also,as a side-note...
I want my Omen Class Battleship back. It'll scrap the Wilfinja any day.
And on that note,another minor complaint. The Aeon unit names in SupCom 2 are PAINFUL to read and say,because they sound so ridiculously ABSURD.
/rant.