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en:games:total_annihilation_mechanics [2020-04-12-23-40] – [Unlimited resources] 7saturnen: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 of game mechanics =====+===== Principle Economy Mechanics =====
 ==== 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's point of view, energy is actually the more important resource than metal. Because without metal you can't produce anything/less, but you can still use shields or radar installations, while without energy you can't do either. Metal, on the other hand, determines in the end which production speeds are possible, even with an oversupply of energy. 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's point of view, energy is actually the more important resource than metal. Because without metal you can't produce anything/less, but you can still use shields or radar installations, while without energy you can't do either. Metal, on the other hand, determines in the end which production speeds are possible, even with an oversupply of energy.
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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. 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".+Also units and weapons intended for large maps are very common, such as the "Big Bertha" attack cannon/artillery 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 Singularity - Escalation]]   * [[Ashes of the Singularity - Escalation]]
en/games/total_annihilation_mechanics.txt · Last modified: 2022-04-02-12-38 by 7saturn

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