en:games:total_annihilation_mechanics
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en:games:total_annihilation_mechanics [2020-04-12-23-19] – [Games with TA mechanics] 7saturn | en:games:total_annihilation_mechanics [2020-04-12-23-42] – [Principle of game mechanics] 7saturn | ||
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[[Total Annihilation]] (short: TA) is a game that follows a slightly modified resource mechanics. Unlike games such as [[Starcraft (Broodwar)|Starcraft]] or [[Star Trek - Armada 1|Star Trek Armada]] where you first collect resources and then expend them in one go on a unit or building (so it's more about owning resources), in Total Annihilation and derivative games the rate of resource collection and their expenditure is directly mechanic-determining. | [[Total Annihilation]] (short: TA) is a game that follows a slightly modified resource mechanics. Unlike games such as [[Starcraft (Broodwar)|Starcraft]] or [[Star Trek - Armada 1|Star Trek Armada]] where you first collect resources and then expend them in one go on a unit or building (so it's more about owning resources), in Total Annihilation and derivative games the rate of resource collection and their expenditure is directly mechanic-determining. | ||
- | ===== Principle | + | ===== Principle |
==== Metal for building, energy for almost everything ==== | ==== Metal for building, energy for almost everything ==== | ||
Usually it is a combination of energy and metal or mass that determines the production possibilities. While metal/mass is needed to produce units or ammunition (e.g. an atomic bomb), energy is also used for other things, e.g. running a radar, using cloaking devices or maintaining shields. From this mechanic' | Usually it is a combination of energy and metal or mass that determines the production possibilities. While metal/mass is needed to produce units or ammunition (e.g. an atomic bomb), energy is also used for other things, e.g. running a radar, using cloaking devices or maintaining shields. From this mechanic' | ||
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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, | There is at least one game ([[Supreme Commander - Forged Alliance]]) which, as a kind of super-weapon, | ||
+ | ===== Battle Concept ===== | ||
+ | One important aspect behind the above mentioned economy mechanics is the emphasis on large scale battles. The creator of [[Total Annihilation]], | ||
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+ | 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. | ||
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+ | Also units and weapons intended for large maps are very common, such as the "Big Bertha" | ||
===== Games with TA mechanics ===== | ===== Games with TA mechanics ===== | ||
- | * [[Ashes of the Singularity: Escalation]] | + | * [[Ashes of the Singularity |
* [[Balanced Annihilation]] | * [[Balanced Annihilation]] | ||
* [[Tech Annihilation]] | * [[Tech Annihilation]] |
en/games/total_annihilation_mechanics.txt · Last modified: 2022-04-02-12-38 by 7saturn