In the end, what do you like and dislike about the changes to the economy model? We still have some very cool ideas, like the auto-repeat button that will allow factories to continually churn out units, and you can queue up units before a factory is even finished building. What made you decide to bring the economy model more into line with RTS genre norms (pay upfront instead of resource drain, reduced emphasis on continual mass/energy production expansion)?Īs much as we loved the old model, we knew we needed something that more people could jump into and play. Every decision we made had solid thinking behind it, and now that we can see the final results, I couldn’t be happier with the way it all came together. We also wanted to take the game to the next level visually, and so we built a new rendering engine. We also knew we had too many units, and more importantly, units that are built early in the game weren't much use later on, so the tech tree was born to keep these units relevant. We stepped back, took a look at the first game and asked ourselves, "What did we do right? What can use improvement?" We knew the economy wasn’t working as well as we had hoped and in simple terms was keeping some people from embracing the game, so that went on the list. What was the thinking behind approaching it that way, and how do you feel about the results? SupCom 2 makes more changes to the core design of the original than most sequels. Lead designer/studio head Chris Taylor explains why Supreme Commander 2's design is so different than the original in this Afterwords feature. The latest release from Gas Powered Games goes down a road rarely traveled by sequels.
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