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 [2020-04-12-23-41] – [Battle Concept] 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, | 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 - Escalation]] |
en/games/total_annihilation_mechanics.txt · Last modified: 2022-04-02-12-38 by 7saturn