Supreme Commander is a genre-defining (or re-defining) title, and as such its very hard to not praise it. Since this is a multiplayer beta, there are still some annoying bugs, especially with the interface's visual feedback and in how automatic assistance is set. Balance is pretty good already, but it's still too early to fully evaluate it. One thing that worries me about the product is how it has a much less "involved" feel to the gameplay compared to Total Annihilation. Unit design is very cool; late game action seems like some souped up Star Wars combat scene; but you don't get to see them very often. Even if you speed up your scroll (that is no regular scroll option and is fixed on reverse... ugh) you have to keep zoomed out most of the time to be able to manage the super-fast planes, looking only at those tiny icons. From this perspective, it looks like you're playing some old Atari game. The only way around that currently is having a dual monitor setup, to have the minimap expanded on a secondary screen while keeping close to the action in the main view. Realistically, how many people will be able to have such a costly setup? Processor demands are so high that it's the first next-generation RTS game for which I'd really recommend a dual processor machine instead of a better video card! That's bad news for the cheap-machine cyber cafes around the world that profit on LAN games but can't afford the next generation computers. Hearing from some Warcraft3 high-APM (actions per minute) players that SupCom is "too much to handle" should definitely light up some red lights. The learning curve is also huge, which should scare tons of players and give EA an easy time to mass-sell Command & Conquer 3, but the strategic depth is fated to be much higher in Taylor's title. Pros: Enormous strategic depth, a genre landmark Outstanding "orbital view" full zoom out system Flexible economy system Fluid and addictive gameplay Suited for many RTS play styles, from rushers to turtlers Extensive support for latest-generation technology, like multi-processors and dual monitors Excellent fully automated interface Cons: Very steep learning curve The ability to upgrade mass extractors without teching up first discourages map control somewhat, while promoting first-tier unit spamming Certain key interface features still missing, like minimap routes not showing up and lack of unit-build shortcuts Plane management force you to keep zoomed-out with a single monitor, which detracts graphics and immersion Some balance issues remain, like cost-inefficient bombers and ACU (commander) abuses
Cons: Very steep learning curve The ability to upgrade mass extractors without teching up first discourages map control somewhat, while promoting first-tier unit spamming Certain key interface features still missing, like minimap routes not showing up and lack of unit-build shortcuts Plane management force you to keep zoomed-out with a single monitor, which detracts graphics and immersion Some balance issues remain, like cost-inefficient bombers and ACU (commander) abuses