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