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en:games:total_annihilation_mechanics [2020-04-12-23-19] – [Games with TA mechanics] 7saturnen:games:total_annihilation_mechanics [2020-04-12-23-40] – [Unlimited resources] 7saturn
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 ==== Unlimited resources ==== ==== Unlimited resources ====
 There is at least one game ([[Supreme Commander - Forged Alliance]]) which, as a kind of super-weapon, provides a resource source that has no rate limit, i.e. ultimately infinite income. Whoever owns this building has de facto only the number and type of construction buildings and units as a limiting factor for the economy. Accordingly, this building is intended for the very late game and already requires considerable economic power for procurement. There is at least one game ([[Supreme Commander - Forged Alliance]]) which, as a kind of super-weapon, provides a resource source that has no rate limit, i.e. ultimately infinite income. Whoever owns this building has de facto only the number and type of construction buildings and units as a limiting factor for the economy. Accordingly, this building is intended for the very late game and already requires considerable economic power for procurement.
 +===== Battle Concept =====
 +One important aspect behind the above mentioned economy mechanics is the emphasis on large scale battles. The creator of [[Total Annihilation]], Chris Taylor, was unsatisfied with the usual strategy game mechanics and scale. His argument was that most so-called strategy games were actually tactical games, as real strategy, including bigger thought campaigns against the opponent, usually is not an issue.
 +
 +Therefore many of his games actually make it feasible and meaningful, to think about unit production on a larger scale. That includes the mere ability of the game engines to support bigger numbers of units without breaking down by the sheer systems load and subsequent features to make utilization of large squads and their formations doable. That includes features like automatic air transport of ground units via corresponding drop ships as well as infinite production loops and sequences along with combinations of the mechanics. So in practice you could run a factory with infinite production loop, point its rally point to the pick-up point of your dropships and therefore automate the deployment of units to a distant point on the map.
 +
 +Also units and weapons intended for large maps are very common, such as the "Big Bertha" attack cannon or strategic missiles (nukes). But also on a smaller scale the game mechanics are meant for a divers strategy, like different tech levels of units, ranging from simple reconnaissance units, medium tanks, heavy bombers and mobile artillery. Also kind of a signature of this kind of game are rather big units, also called "experimental" units, which usually pack quite a punch. Along with long range artillery and other "big" gun type units these are often referred to as game-enders, as very often successfully deploying them means the end of the match. The concept could be described as "think big".
 ===== Games with TA mechanics ===== ===== Games with TA mechanics =====
-  * [[Ashes of the SingularityEscalation]]+  * [[Ashes of the Singularity Escalation]]
   * [[Balanced Annihilation]]   * [[Balanced Annihilation]]
   * [[Tech Annihilation]]   * [[Tech Annihilation]]
en/games/total_annihilation_mechanics.txt · Last modified: 2022-04-02-12-38 by 7saturn

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