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en:games:total_annihilation_mechanics [2021-01-16-09-20] 7saturnen:games:total_annihilation_mechanics [2022-04-02-12-38] (current) – [Origin] 7saturn
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 ====== Total Annihilation Mechanics ====== ====== Total Annihilation Mechanics ======
 ===== Origin ===== ===== Origin =====
-[[Total Annihilation]] (short: TA) is a game that follows 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 spend 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. Also are resource spots (metal/mass/geothermic/radioactives) usually giving infinite resources at some sort of maximum rate, meaning, the resources are available during the entire game, much in contrast to games such as the ones already mentioned, where resource spots will run out of resources after a while. This makes holding such positions a lot more relevant.+[[Total Annihilation]] (short: TA) is a game that follows slightly modified resource mechanics. Unlike games such as [[Starcraft (Broodwar)|Starcraft]] or [[Star Trek - Armada 1|Star TrekArmada]] where you first collect resources and then spend 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. Also are resource spots (metal/mass/geothermic/radioactives) usually giving infinite resources at some sort of maximum rate, meaning, the resources are available during the entire game, much in contrast to games such as the ones already mentioned, where resource spots will run out of resources after a while. This makes holding such positions a lot more relevant.
 ===== Principle Economy Mechanics ===== ===== Principle Economy Mechanics =====
 ==== Metal for building, energy for almost everything ==== ==== Metal for building, energy for almost everything ====
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 The resource spot concept of [[Ashes of the Singularity - Escalation|Ashes of the Singularity: Escalation]] differs by some degree: The resource spot concept of [[Ashes of the Singularity - Escalation|Ashes of the Singularity: Escalation]] differs by some degree:
  
-{{ :en:games:ashes_of_the_singularity_escalation_economy_example.jpg?nolink |}}+{{ en:games:ashes_of_the_singularity_-_escalation:ashes_of_the_singularity_escalation_economy_example.jpg?nolink |}}
  
-In this screenshot you can see two spots of Metal (left lower corner, right lower corner, upper middle) and a Radioactives spot (upper left corner). All metal and radioactives spots are accompanied by energy spots, which have to be captured first. In contrast to TA or Supreme Commander, where you //have// to build an extractor on these spots, in AS it is already sufficient to capture such a spot to gain access to a portion of the resource income. However, the income is increased by a factor of four when building an extractor on it, the income is increased even more by so-called Amplifiers, placed on to of the energy spot, and this is not even the end of it as you can increase the income of such a region by deploying refineries in the vicinity of an energy spot.+In this screenshot you can see two spots of Metal (circular spots, left lower corner, right lower corner, upper middle) and a Radioactives spot (triangle sport, upper left corner). All metal and radioactives spots are accompanied by energy spots, which have to be captured first. In contrast to TA or Supreme Commander, where you //have// to build an extractor on these spots, in Ashes it is already sufficient to capture such a spot to gain access to a portion of the resource income. However, the income is increased by a factor of four to eight when building extractors on the adjacent extractor spots. Ihe income is increased even more by so-called Amplifiers, placed on to of the energy spot, and this is not even the end of it as you can increase the income of such a region by deploying Refineries in the vicinity of an energy spot or send Harvesters to them.
  
 While there are nominally three types of spots involved, the metal spot, the radioactives spot and the energy spot, the latter does not actually add to the economy as a resource (like the energy resource from TA), as it is only a strategic aspect of the game, not a resource by itself. You only require it for capturing and enhancing the actual resource sports, metal and radioactives and in addition, to ensure resource transfer to the Nexus of the player. While there are nominally three types of spots involved, the metal spot, the radioactives spot and the energy spot, the latter does not actually add to the economy as a resource (like the energy resource from TA), as it is only a strategic aspect of the game, not a resource by itself. You only require it for capturing and enhancing the actual resource sports, metal and radioactives and in addition, to ensure resource transfer to the Nexus of the player.
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 Other than with TA or Supreme Commander, the Energy spot adds to the complexity of the economy in the fashion as any resource region must have a direct connection via other resource regions to the players Nexus. Once a region is isolated from the Nexus, it does not add to the resource income of the player, even though he technically still controls this position. Other than with TA or Supreme Commander, the Energy spot adds to the complexity of the economy in the fashion as any resource region must have a direct connection via other resource regions to the players Nexus. Once a region is isolated from the Nexus, it does not add to the resource income of the player, even though he technically still controls this position.
  
-In [[Balanced Annihilation]] the concept of metal spots is altered slightly:+In [[..:mods:Balanced Annihilation]] the concept of metal spots is altered slightly:
  
 {{ :en:games:spring_metal_map_froobmetal_v3.jpg?nolink |}} {{ :en:games:spring_metal_map_froobmetal_v3.jpg?nolink |}}
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 So the general concept of TA and derived games could be described as "think big". This also goes in terms of map sizes and match durations. While an average [[Starcraft 2]] match rarely goes on for more than an hour, this is actually rather common for TA derived games. And for example SC2 maps can be scrolled end-to-end in a rather short time or with only few seconds scrolling time, while TA like maps usually are vast enough to make this not reasonable. Therefore also the concept of map presentation is often altered. While many other games have a mini map, showing the entire map, but still only operate properly via the main (more detailed) map, TA like games utilize the mouse scrolling wheel in order to simply change the zoom value of one map alone. So the current representation of the map is determined by the set zoom factor and the placement of the center of the screen on the map. That allows to simply zoom out and zoom in on another position of the map very fast, while at no point changing the unit selection or dispatching mechanics, as you simply work on a map with another current scale. This does not necessarily leave the mini map out altogether, but the emphasis on it is not as intense as it is in other games. So the general concept of TA and derived games could be described as "think big". This also goes in terms of map sizes and match durations. While an average [[Starcraft 2]] match rarely goes on for more than an hour, this is actually rather common for TA derived games. And for example SC2 maps can be scrolled end-to-end in a rather short time or with only few seconds scrolling time, while TA like maps usually are vast enough to make this not reasonable. Therefore also the concept of map presentation is often altered. While many other games have a mini map, showing the entire map, but still only operate properly via the main (more detailed) map, TA like games utilize the mouse scrolling wheel in order to simply change the zoom value of one map alone. So the current representation of the map is determined by the set zoom factor and the placement of the center of the screen on the map. That allows to simply zoom out and zoom in on another position of the map very fast, while at no point changing the unit selection or dispatching mechanics, as you simply work on a map with another current scale. This does not necessarily leave the mini map out altogether, but the emphasis on it is not as intense as it is in other games.
-===== Research ===== +===== Research and Upgrades ===== 
-Some variations, such as [[Supreme Commander 2]] or [[Ashes of the Singularity - Escalation|Ashes of the Singularity: Escalation]] do feature a research system, which is not so much based on a research tree alone but on gathering some sort of research resource, that is gathered over time, usually by some sort of building providing it. In turn you need this resource to actually be able to research and enhance things. But those researched items/enhancements are available immediately after issuing their research, in contrast to other games, where you get the results after some time. In case of Ashes of the Singularity, the gathered so-called Quanta can also be used for casting certain units or effects, such as instantly deploying a defense turret or speeding up the production of a factory. +Some variations, such as [[Supreme Commander 2]] or [[Ashes of the Singularity - Escalation|Ashes of the Singularity: Escalation]] do feature a research and upgrade system, which is not so much based on a research tree alone but on gathering some sort of research resource, that is accumulating over time, usually by some sort of building providing it. In turn you need this resource to actually be able to research and enhance things. But those researched items/enhancements are available immediately after issuing their research, in contrast to other games, where you get the results after some time after issuing them. In case of Ashes of the Singularity, the gathered so-called Quanta can also be used for casting certain units or effects, such as instantly deploying a defense turret or speeding up the production of a factory. 
-==== Illustration ====+==== Illustration Supreme Commander 2 ====
 [[Supreme Commander 2]] actually reduced the research strictly to spending the research points on advancements for all kinds of units, the Commander and also the economy buildings such es extractors, factories and the research station itself. [[Supreme Commander 2]] actually reduced the research strictly to spending the research points on advancements for all kinds of units, the Commander and also the economy buildings such es extractors, factories and the research station itself.
  
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 On the upper left corner you can see the amount of research points already gathered. The research tree includes not only upgrades to available units but also unlocks new unit types. So the research has a heavy influence on the available structures, units and functions of units and buildings. E. g. shields of any kind are not available without research. On the upper left corner you can see the amount of research points already gathered. The research tree includes not only upgrades to available units but also unlocks new unit types. So the research has a heavy influence on the available structures, units and functions of units and buildings. E. g. shields of any kind are not available without research.
 +==== Illustration Ashes of the Singularity ====
 The game [[Ashes of the Singularity - Escalation|Ashes of the Singularity: Escalation]] features the research mechanics in form of globally enabled upgrades and on top, adding a casting mechanics as well, ranging from simple reconnaissance casts over economy boosts to even military unit addition. The game [[Ashes of the Singularity - Escalation|Ashes of the Singularity: Escalation]] features the research mechanics in form of globally enabled upgrades and on top, adding a casting mechanics as well, ranging from simple reconnaissance casts over economy boosts to even military unit addition.
  
-{{ :en:games:ashes_of_the_singularity_escalation_economy_example.jpg?nolink |}}+{{ en:games:ashes_of_the_singularity_-_escalation:ashes_of_the_singularity_escalation_economy_example.jpg?nolink |}}
  
 Right in the middle you can find the Quantum Relay (of the Post Human Coalition faction). It gathers 0.25 Quanta per second. The metal and radioactives storage capacities were already enhanced (level 1), as well as the logistics value. Here the storage is not determined by actual storage buildings, as it would be the case for TA or Supreme Commander, but simply by the currently reached level of enhancement by Quanta. Quanta can also be used to cast for example a production speed boost on a factory or increase the logistics value (supply limit). Also weapons strength, radar range and the building hitpoints can be increased with Quanta. It adds to the complexity of the game and can be considered a third resource, similar to the energy of [[Starcraft Broodwar]]. Right in the middle you can find the Quantum Relay (of the Post Human Coalition faction). It gathers 0.25 Quanta per second. The metal and radioactives storage capacities were already enhanced (level 1), as well as the logistics value. Here the storage is not determined by actual storage buildings, as it would be the case for TA or Supreme Commander, but simply by the currently reached level of enhancement by Quanta. Quanta can also be used to cast for example a production speed boost on a factory or increase the logistics value (supply limit). Also weapons strength, radar range and the building hitpoints can be increased with Quanta. It adds to the complexity of the game and can be considered a third resource, similar to the energy of [[Starcraft Broodwar]].
 ===== Videos ===== ===== Videos =====
   * [[https://www.youtube.com/watch?v=h-GzOhDQwA8|Supreme Commander Economy Tutorial]]   * [[https://www.youtube.com/watch?v=h-GzOhDQwA8|Supreme Commander Economy Tutorial]]
 +  * [[https://www.youtube.com/watch?v=PvMnSDvHV-U|Basic concept of mass-energy-buildpower trinity in TA like games]]
   * [[https://www.youtube.com/watch?v=JZOLh0PBy2A|TA Battle Scale]]   * [[https://www.youtube.com/watch?v=JZOLh0PBy2A|TA Battle Scale]]
 ===== Games with TA mechanics ===== ===== Games with TA mechanics =====
-  * [[Ashes of the Singularity - Escalation]] +  * [[Ashes of the Singularity - Escalation|Ashes of the Singularity: Escalation]] 
-  * [[Balanced Annihilation]]+  * [[..:mods:Balanced Annihilation]] 
 +  * [[Beyond All Reason]]
   * [[Tech Annihilation]]   * [[Tech Annihilation]]
   * [[Supreme Commander]]   * [[Supreme Commander]]
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   * [[Zero-K]]   * [[Zero-K]]
  
-[[games database|Back to the games database]]+[[..:games_database|Back to the games database]]
en/games/total_annihilation_mechanics.1610785233.txt.gz · Last modified: 2021-01-16-09-20 by 7saturn

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