A few details have started to emerge from the tantalising Supreme Commander 2. This is a big thing. Me and all of the prominent members of the community here rank the original Sup Com stupidly highly. I love it, and to me at least, no other RTS quite compares. Hopefully the second coming will be even better, and as an excited child might say in the mid-summer, here’s what I want for christmas:

- More variation between the factions that emphasises their key points
- Cybrans need more units that allow for sneaky attacks and can possibly bypass defences rather than having to fight through them at the expense of weak fire power
- UEF to have more stronger but slower units. They would be hard as nails but have slow movement and firing rate
- Aeon should own the skies and have good attack units but completely fail in defence
- Less resource management
- Don’t let engineers assist factories. The faffing around managing engineers isn’t fun. Just place more emphasis on factories assisting each other
- Have mass extractors get more efficient over time. Having to remember to upgrade them is a pain in the arse and this way it’s still important to keep them defended.
- Don’t make me build massive resource farms. Some are good as it gives people something to target, but planning and building massive ones is time consuming and dull
- Drop the Seraphim. Ok, not everyone is going to agree with this, but I just don’t see the point in them.
- Less dull skirmish maps. They are good to play but the visual style is often very boring
- Urban maps
- Keep nukes basically the way they are now
- More very unique units like Cybrans walking boats
- Far better pathfinding and unit formations is a necessity
- Finally, addition of an experimental called “The Heavy” which is equipped with a huge mini-gun. Has a special ability called “Sandvich” which stops it firing for 10 seconds but replenishes 50% health
Now, what we know about number two already is that resource management is going to take a bit of a back seat – so hopefully that will mean for changes at least similar to what I’m asking for here, though other than that only time will tell. A quite significant change that has been made known is that a tank that you build in the first couple of minutes could still be around and actually be useful at the end game, which is a far cry from the basically fodder units you can produce at the start of a current match. All together it sounds like some fundamental changes are coming into the core mechanics of Supreme Commander as we know it, and I don’t think this is a bad thing.

Less emphasis on managing those pesky resources and more emphasis on tactics, strategies and logistics would make for a much more fun experience me thinks. My only concern at this point is Square’s involvement as they mostly focus on RPG’s, which means character, and robots don’t need character. Sup Com was clinical – you had no attachment to your robot killing machines, and this was a good thing – it didn’t make me feel bad when I sent hundreds of them to their death.
Don’t get excited yet anyway, it looks like this is going to be a long way off – especially as Demigod has only just been released. It’s going to be a long wait, but if Sup Com 2 is nearly as good as the first one, it’s going to be worth it. If there is anything you would really like to see in the sequel, be sure to let us know below. Not that it will have any effect, but it will be interesting none the less.
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wooooooooooooooooooooooooooo[snip]
i cant wait to start playing it it need more thing units and less resources in the game do and i hope they fix that game thing where you crash randomlly when you see more than 20 units togethere that is not a good thing also it could do with race to make thing more fun and what is the piont of haveing a range on the tec4 atillary if you can see the eage of it make maps super big so that it cant cover the map wooooooooooooooooooooooooooo[snip]
woooooooooooooooooooooooooooo[snip]
Oh my god, you’re over excitement has broken the website. Sorry but I’m going to have to snip those “woooooo”s. Love the enthusiasm though.
I love the idea of cutting back on resource management and getting into, the, uh, game. I loved the original for A) how close it was to Total Annihilation, and B) the excellent skirmishes with my brother, which lasted ten hours. He’d lean his head round his door and be like:
“Hey Jaz.”
“Whu?”
“‘Mander?”
“Muh!”
And Gas Powered Games saw what they had made, that it was good, and said: Behold.
I’m really excited about the de-emphasis on resource management. I think that it should be easier than even FA templates to make high-priority targets like resource bases. I want the fodder to be just as useful late game, but I don’t think that a first-two-minutes tank should still be relevant late game.
I think that making mobile shield/stealth smarter at assist would help a lot. That goes along with pathfinding and formations.
I think that a formation builder would help a ton. If any game needs one it’s this.
clarification: I don’t think that a /single/ first-two-minutes tank should still be relevant. I think it would be AWESOME if two hundred T1 tanks could take out a Fatboy.
i i broke it agian lol i got borad love thid site
I would love to see 200 tanks take a fatboy. The explosions are so pretty in my mind.
@apples – you crazy man.
look closeer
…at what?
the woooooooooooooooooooooooooooo[snip]
THIS GAME IS FRIKIN AWESOME!!! =D
WOOOOOOOOOOOO [snip] T
this game is for n00bs! haha jk =D