Oh <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> I wanted RA3 specifically lol. Soviets and Allies and a bit of Yuri, you know what I'm talkin' 'bout. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
But that does look interesting.
Edit: BUT WAIT! <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It is unlikely we'll be seeing C&C3 this year. EA is currently developing Red Alert3 for the Red Alert Universe of games. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thats more like it.
<!--QuoteBegin-Pulse+Jun 21 2005, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pulse @ Jun 21 2005, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RA had tiberium. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Really? I thought it was exclusively the " Tiberium ... " games that had it. So when in RA? I don't remember much of it...
<!--QuoteBegin-Align+Jun 21 2005, 08:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jun 21 2005, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Pulse+Jun 21 2005, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pulse @ Jun 21 2005, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RA had tiberium. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Really? I thought it was exclusively the " Tiberium ... " games that had it. So when in RA? I don't remember much of it... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It was just the minerals you collected in RA wasnt it? Then in RA2 they changed it to 'ore'. I may be wrong though...
<!--QuoteBegin-Spacer+Jun 21 2005, 06:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Jun 21 2005, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RA had crystals and ore, wjat? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yes. Crystals gave you like 2x the moneys worth of Ore and didnt regenerate over time.
Ooh! A game about me? How flattering <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Necro+Jun 22 2005, 01:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necro @ Jun 22 2005, 01:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> C&C had tiberium (tiberium sun, dawn etc.) red alert's didn't. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Then it's definitely not about the next RA game.
<!--QuoteBegin-AlienCow+Jun 20 2005, 06:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienCow @ Jun 20 2005, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wait someone said RA3? Red Alert 3? RED ALERT 3!? WHERE WHERE WHERE!?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin-"EA Announcement"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("EA Announcement")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi everyone, I hope everyone is enjoying one of the best years ever for PC gaming.
On the eve of one of our own major releases, The Lord of the Rings™, The Battle for Middle-earth™, the one thing we've grown to understand is how important the community - our most loyal supporters - is for industry. This started back in our days at Westwood where the community for our games has always been a big priority. We understand that you are the most important and influential group for us and we are constantly amazed at the amount of talent used to create quality assets and mods.
Having said that, we have a MAJOR announcement to make and we are making it exclusively to our long time C&C fans. This announcement is not going out to the press and it won't appear on the EA website or anywhere else online. We are very proud to announce that the team that brought you Command & Conquer™ Red Alert 2™, Command & Conquer™ Yuri's Revenge™, and Command & Conquer™ Generals has officially started work on our next project set in the Red Alert universe!
As I mentioned, we're very proud to ship what we feel is one of the best RTS games ever released. Most of you have probably heard of The Lord of the Rings™, The Battle for Middle-earth™ which hits stores this week. We've introduced some really innovative features and gameplay mechanics, which you should definitely check out when you get a chance. You will also see a major enhancement to the Sage graphics engine we originally created for Command & Conquer Generals. Expect us to leverage and continue to evolve this powerful engine as we start work on our new Command & Conquer game.
Thanks again for all your support over the years. This entire team is incredibly excited to work on the next Command & Conquer chapter. Look for an official announcement soon and have a wonderful holiday.
Mark Skaggs VP and Executive Producer Electronic Arts
EA stopped production on C&C 3: Tiberian Twilight, and Renegade 2. However they are making a RA3 as said above. If you want to counter me, the above came from here, <a href='http://www.cncnz.com/games/ra3/' target='_blank'>CNCNZ</a>. Any takers?
EDIT: Also Red Alert 1&2 had Ore. The reason you do not see Tiberian in the RA games, but in Tiberian Dawn and Tiberian Sun, is because somewhere in the 90s a Meteor struck earth that had the foriegn substance Tiberium on it. Tiberium, naturally, it abosrbs all ores and minirals from the earth around it, and produces more Tiberian. Therefore, by the time C&C TD and TS come about, too much Ore on the surface has been absorbed by the Tiberium.
I'm sorry about the Off-Topic post, I just thought I'd clearify some things =)
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hi everyone, I hope everyone is enjoying one of the best years ever for PC gaming. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yeah, nice try, EA.
Just in case it passed someone by. Gamespy's <a href='http://archive.gamespy.com/landing/supremecom/' target='_blank'>online exclusive</a> is finally here! <img src='http://archive.gamespy.com/landing/supremecom/potd.jpg' border='0' alt='user posted image' />
I love Total Annihilation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-DOOManiac+Jul 8 2005, 06:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jul 8 2005, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They always say that, but if you don't micro you lose. Just play warcraft3 on battle.net for a prime example. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> err...wc3 is designed to be micro heavy. Note the high emphasis on the hero unit.
<!--QuoteBegin-VolKOV+Jun 22 2005, 07:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (VolKOV @ Jun 22 2005, 07:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AlienCow+Jun 20 2005, 06:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienCow @ Jun 20 2005, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wait someone said RA3? Red Alert 3? RED ALERT 3!? WHERE WHERE WHERE!?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin-"EA Announcement"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("EA Announcement")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi everyone, I hope everyone is enjoying one of the best years ever for PC gaming.
On the eve of one of our own major releases, The Lord of the Rings™, The Battle for Middle-earth™, the one thing we've grown to understand is how important the community - our most loyal supporters - is for industry. This started back in our days at Westwood where the community for our games has always been a big priority. We understand that you are the most important and influential group for us and we are constantly amazed at the amount of talent used to create quality assets and mods.
Having said that, we have a MAJOR announcement to make and we are making it exclusively to our long time C&C fans. This announcement is not going out to the press and it won't appear on the EA website or anywhere else online. We are very proud to announce that the team that brought you Command & Conquer™ Red Alert 2™, Command & Conquer™ Yuri's Revenge™, and Command & Conquer™ Generals has officially started work on our next project set in the Red Alert universe!
As I mentioned, we're very proud to ship what we feel is one of the best RTS games ever released. Most of you have probably heard of The Lord of the Rings™, The Battle for Middle-earth™ which hits stores this week. We've introduced some really innovative features and gameplay mechanics, which you should definitely check out when you get a chance. You will also see a major enhancement to the Sage graphics engine we originally created for Command & Conquer Generals. Expect us to leverage and continue to evolve this powerful engine as we start work on our new Command & Conquer game.
Thanks again for all your support over the years. This entire team is incredibly excited to work on the next Command & Conquer chapter. Look for an official announcement soon and have a wonderful holiday.
Mark Skaggs VP and Executive Producer Electronic Arts
EA stopped production on C&C 3: Tiberian Twilight, and Renegade 2. However they are making a RA3 as said above. If you want to counter me, the above came from here, <a href='http://www.cncnz.com/games/ra3/' target='_blank'>CNCNZ</a>. Any takers?
EDIT: Also Red Alert 1&2 had Ore. The reason you do not see Tiberian in the RA games, but in Tiberian Dawn and Tiberian Sun, is because somewhere in the 90s a Meteor struck earth that had the foriegn substance Tiberium on it. Tiberium, naturally, it abosrbs all ores and minirals from the earth around it, and produces more Tiberian. Therefore, by the time C&C TD and TS come about, too much Ore on the surface has been absorbed by the Tiberium.
I'm sorry about the Off-Topic post, I just thought I'd clearify some things =) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> To the edit, at least: The RA2 readme states that RA and Tiberium storylines are unrelated, and thus, there should never be tiberium in RA games. Although the explaination of why Tiberium fields grow in the first place is useful...as I'd never known that before.
"Rock paper scissors" seems to be the mantra of most real-time strategy game developers, who seek to balance different units' strengths and weaknesses. Sometimes it's taken to the extreme (Empire Earth II's 'rock-paper-scissor' pyramid had something like 16 sides and required a slide rule to figure out.) But for Taylor and the team at Gas Powered, they steer clear of artificial balancing mechanisms: Supreme Commander will be pure simulation.
Here's what that means: when a tank rolls over a hill in Supreme Commander and fires its cannon at a moving target, it's not an instant hit. The trajectory of the shell is computed as it whirls through the air. Hitting a moving target from a moving platform is hard -- the AI might not be able to compensate, especially if the target suddenly switches direction or vaults in the air. For this reason, tanks may not be the best choice against fast targets (as opposed to a vehicle that fires lasers or guns.) They also work better when stationary. This isn't because the designers are futzing with numbers behind the scenes: It simply how tanks work.
Similarly, you can build air superiority fighters in the game. These are small, light, fast-moving aircraft with machineguns mounted on the wings. Against ground targets they're relatively useless -- not because the designers say so, but because machinegun strafing at high speeds means not a lot of bullets hit their target. However, these aircraft are perfect for taking on other aircraft, because they can stick to their tails like glue and plaster them with machinegun fire. But why would you build one of these when a full-service fighter that can launch missiles at ground targets is available? For the same reason you would in real-life: they're cheaper! You can have a phalanx of cheap air-superiority jets clear the skies for you before sending in your bigger (and more expensive) fighters and bombers to lay down the heavy scunion. This kind of tactical thinking emerges from a rich simulation with tons of units. That's what Supreme Commander is all about! See our separate features on land, sea, and air combat for more detail.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
*explodes with joy*
[edit]<!--QuoteBegin-DOOManiac+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They always say that, but if you don't micro you lose. Just play warcraft3 on battle.net for a prime example.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->I'm not so sure. Think about the scale of combat, here. It might be the case that if you micro a single battle you can win it better than if you let your troops' AI handle it, but at this scale I'd expect that if you focus too heavily on trying to micro every fight you'll get your arse kicked by not paying enough attention to the big picture (remember, this picture is <i>very</i> big). It doesn't matter is your micro is better than theirs if you're leading your forces into the centre of a pincer movement, nor dealing with other forces leapfrogging the battle to hit your base.
In short, I don't think you'll be able to <i>afford</i> to micro, and that it'll simply be more efficient overall to let your troops handle it for the most part.[/edit]
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-Quantum Moose+Jul 8 2005, 09:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum Moose @ Jul 8 2005, 09:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry for my lack of knowledge but is micro managing when you supervise every battle? If not someone clue me in please. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Its a little hard to explain, but basically its messing with every single little detail.
<!--QuoteBegin-Quantum Moose+Jul 8 2005, 11:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum Moose @ Jul 8 2005, 11:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry for my lack of knowledge but is micro managing when you supervise every battle? If not someone clue me in please. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Micro managing is supervising every unit's every action. Telling each individual unit in the thick of battle when and who to attack, when to fall back, what to cast/use, etc. One's skill in micro is gauged by your actions per minute (I think that's right).
yarr i read all the stuff in the gamespy article... sounds amazing, or maybe the guy just described it really well, but looking at all the new screenshots and artwork they put up... i was just like whoa.
Comments
But that does look interesting.
Edit: BUT WAIT! <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It is unlikely we'll be seeing C&C3 this year. EA is currently developing Red Alert3 for the Red Alert Universe of games. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thats more like it.
Really? I thought it was exclusively the " Tiberium ... " games that had it.
So when in RA? I don't remember much of it...
Really? I thought it was exclusively the " Tiberium ... " games that had it.
So when in RA? I don't remember much of it... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It was just the minerals you collected in RA wasnt it? Then in RA2 they changed it to 'ore'. I may be wrong though...
EDIT: So anyway, I wonder if this game will have the PeeWee.
yes. Crystals gave you like 2x the moneys worth of Ore and didnt regenerate over time.
Then it's definitely not about the next RA game.
<!--QuoteBegin-"EA Announcement"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("EA Announcement")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi everyone,
I hope everyone is enjoying one of the best years ever for PC gaming.
On the eve of one of our own major releases, The Lord of the Rings™, The Battle for Middle-earth™, the one thing we've grown to understand is how important the community - our most loyal supporters - is for industry. This started back in our days at Westwood where the community for our games has always been a big priority. We understand that you are the most important and influential group for us and we are constantly amazed at the amount of talent used to create quality assets and mods.
Having said that, we have a MAJOR announcement to make and we are making it exclusively to our long time C&C fans. This announcement is not going out to the press and it won't appear on the EA website or anywhere else online. We are very proud to announce that the team that brought you Command & Conquer™ Red Alert 2™, Command & Conquer™ Yuri's Revenge™, and Command & Conquer™ Generals has officially started work on our next project set in the Red Alert universe!
As I mentioned, we're very proud to ship what we feel is one of the best RTS games ever released. Most of you have probably heard of The Lord of the Rings™, The Battle for Middle-earth™ which hits stores this week. We've introduced some really innovative features and gameplay mechanics, which you should definitely check out when you get a chance. You will also see a major enhancement to the Sage graphics engine we originally created for Command & Conquer Generals. Expect us to leverage and continue to evolve this powerful engine as we start work on our new Command & Conquer game.
Thanks again for all your support over the years. This entire team is incredibly excited to work on the next Command & Conquer chapter. Look for an official announcement soon and have a wonderful holiday.
Mark Skaggs
VP and Executive Producer
Electronic Arts
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
EA stopped production on C&C 3: Tiberian Twilight, and Renegade 2. However they are making a RA3 as said above. If you want to counter me, the above came from here, <a href='http://www.cncnz.com/games/ra3/' target='_blank'>CNCNZ</a>. Any takers?
EDIT: Also
Red Alert 1&2 had Ore. The reason you do not see Tiberian in the RA games, but in Tiberian Dawn and Tiberian Sun, is because somewhere in the 90s a Meteor struck earth that had the foriegn substance Tiberium on it. Tiberium, naturally, it abosrbs all ores and minirals from the earth around it, and produces more Tiberian. Therefore, by the time C&C TD and TS come about, too much Ore on the surface has been absorbed by the Tiberium.
I'm sorry about the Off-Topic post, I just thought I'd clearify some things =)
I hope everyone is enjoying one of the best years ever for PC gaming.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yeah, nice try, EA.
/me Uses lvl 10 Brandish Sword on EA CEO
what isnt these days <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
QFT
<img src='http://archive.gamespy.com/landing/supremecom/potd.jpg' border='0' alt='user posted image' />
-Brackhar
edit: I should detail, more that you can micro if you want, but don't have to.
they're specifically including a lot of automation to go against mico-management.
Also, the scale kinda prevents that. If one person decides to micro, the other person counters by launching a wide scale assault.
err...wc3 is designed to be micro heavy. Note the high emphasis on the hero unit.
<!--QuoteBegin-"EA Announcement"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("EA Announcement")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi everyone,
I hope everyone is enjoying one of the best years ever for PC gaming.
On the eve of one of our own major releases, The Lord of the Rings™, The Battle for Middle-earth™, the one thing we've grown to understand is how important the community - our most loyal supporters - is for industry. This started back in our days at Westwood where the community for our games has always been a big priority. We understand that you are the most important and influential group for us and we are constantly amazed at the amount of talent used to create quality assets and mods.
Having said that, we have a MAJOR announcement to make and we are making it exclusively to our long time C&C fans. This announcement is not going out to the press and it won't appear on the EA website or anywhere else online. We are very proud to announce that the team that brought you Command & Conquer™ Red Alert 2™, Command & Conquer™ Yuri's Revenge™, and Command & Conquer™ Generals has officially started work on our next project set in the Red Alert universe!
As I mentioned, we're very proud to ship what we feel is one of the best RTS games ever released. Most of you have probably heard of The Lord of the Rings™, The Battle for Middle-earth™ which hits stores this week. We've introduced some really innovative features and gameplay mechanics, which you should definitely check out when you get a chance. You will also see a major enhancement to the Sage graphics engine we originally created for Command & Conquer Generals. Expect us to leverage and continue to evolve this powerful engine as we start work on our new Command & Conquer game.
Thanks again for all your support over the years. This entire team is incredibly excited to work on the next Command & Conquer chapter. Look for an official announcement soon and have a wonderful holiday.
Mark Skaggs
VP and Executive Producer
Electronic Arts
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
EA stopped production on C&C 3: Tiberian Twilight, and Renegade 2. However they are making a RA3 as said above. If you want to counter me, the above came from here, <a href='http://www.cncnz.com/games/ra3/' target='_blank'>CNCNZ</a>. Any takers?
EDIT: Also
Red Alert 1&2 had Ore. The reason you do not see Tiberian in the RA games, but in Tiberian Dawn and Tiberian Sun, is because somewhere in the 90s a Meteor struck earth that had the foriegn substance Tiberium on it. Tiberium, naturally, it abosrbs all ores and minirals from the earth around it, and produces more Tiberian. Therefore, by the time C&C TD and TS come about, too much Ore on the surface has been absorbed by the Tiberium.
I'm sorry about the Off-Topic post, I just thought I'd clearify some things =) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
To the edit, at least: The RA2 readme states that RA and Tiberium storylines are unrelated, and thus, there should never be tiberium in RA games. Although the explaination of why Tiberium fields grow in the first place is useful...as I'd never known that before.
...That said, what's this thread about?
"Rock paper scissors" seems to be the mantra of most real-time strategy game developers, who seek to balance different units' strengths and weaknesses. Sometimes it's taken to the extreme (Empire Earth II's 'rock-paper-scissor' pyramid had something like 16 sides and required a slide rule to figure out.) But for Taylor and the team at Gas Powered, they steer clear of artificial balancing mechanisms: Supreme Commander will be pure simulation.
Here's what that means: when a tank rolls over a hill in Supreme Commander and fires its cannon at a moving target, it's not an instant hit. The trajectory of the shell is computed as it whirls through the air. Hitting a moving target from a moving platform is hard -- the AI might not be able to compensate, especially if the target suddenly switches direction or vaults in the air. For this reason, tanks may not be the best choice against fast targets (as opposed to a vehicle that fires lasers or guns.) They also work better when stationary. This isn't because the designers are futzing with numbers behind the scenes: It simply how tanks work.
Similarly, you can build air superiority fighters in the game. These are small, light, fast-moving aircraft with machineguns mounted on the wings. Against ground targets they're relatively useless -- not because the designers say so, but because machinegun strafing at high speeds means not a lot of bullets hit their target. However, these aircraft are perfect for taking on other aircraft, because they can stick to their tails like glue and plaster them with machinegun fire. But why would you build one of these when a full-service fighter that can launch missiles at ground targets is available? For the same reason you would in real-life: they're cheaper! You can have a phalanx of cheap air-superiority jets clear the skies for you before sending in your bigger (and more expensive) fighters and bombers to lay down the heavy scunion. This kind of tactical thinking emerges from a rich simulation with tons of units. That's what Supreme Commander is all about! See our separate features on land, sea, and air combat for more detail.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
*explodes with joy*
[edit]<!--QuoteBegin-DOOManiac+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They always say that, but if you don't micro you lose. Just play warcraft3 on battle.net for a prime example.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->I'm not so sure. Think about the scale of combat, here. It might be the case that if you micro a single battle you can win it better than if you let your troops' AI handle it, but at this scale I'd expect that if you focus too heavily on trying to micro every fight you'll get your arse kicked by not paying enough attention to the big picture (remember, this picture is <i>very</i> big). It doesn't matter is your micro is better than theirs if you're leading your forces into the centre of a pincer movement, nor dealing with other forces leapfrogging the battle to hit your base.
In short, I don't think you'll be able to <i>afford</i> to micro, and that it'll simply be more efficient overall to let your troops handle it for the most part.[/edit]
also, if you remember the article at the beginning. Clicking attack multiple times on something tells the system that you really want it DEAD.
Its a little hard to explain, but basically its messing with every single little detail.
Micro managing is supervising every unit's every action. Telling each individual unit in the thick of battle when and who to attack, when to fall back, what to cast/use, etc. One's skill in micro is gauged by your actions per minute (I think that's right).