Time Travel RTS
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- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Time Travel RTS
this looks like a lot of fun,
i really like the commander thing, we should have that in spring!
select a bunch of units and pick one as the commander, any commands given to the commander get given to the other units and you can see the relationship of the units to their commander.. shouldn't be too difficult i expect.
i really like the commander thing, we should have that in spring!
select a bunch of units and pick one as the commander, any commands given to the commander get given to the other units and you can see the relationship of the units to their commander.. shouldn't be too difficult i expect.
Re: Time Travel RTS
Isn't that just what the Assist command does?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: Time Travel RTS
That's the one thing I kind of wondered about. You've got a game where you can slow time to crawling bullettime speeds... why bother with weird strategic control schemes? There's lots of time for tactical micro management.
Re: Time Travel RTS
I was actually working on some lua that gave the impression of a "time slow" a while ago, but it didn't get very far, mainly because of issues with reloadtimes and projectile speeds.
If anyone wants to look at it, the gadget is in the CA SVN under "unit_timeslow.lua"
The unit "armkamslow" has it applied to its weapon.
If anyone wants to look at it, the gadget is in the CA SVN under "unit_timeslow.lua"
The unit "armkamslow" has it applied to its weapon.

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- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Time Travel RTS
This looks so great. I like a well done puzzle game, especially with time travel, and then they took it and combined it with RTS
Re: Time Travel RTS
Why bother with micro when you can correct your macro strategy and completely obliterate the other guys micro with a perfect counter unit?SwiftSpear wrote:That's the one thing I kind of wondered about. You've got a game where you can slow time to crawling bullettime speeds... why bother with weird strategic control schemes? There's lots of time for tactical micro management.
Re: Time Travel RTS
Because each order you give in the past cost chrono energy. The less clicks, the less chrono energy spent.SwiftSpear wrote:That's the one thing I kind of wondered about. You've got a game where you can slow time to crawling bullettime speeds... why bother with weird strategic control schemes? There's lots of time for tactical micro management.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Time Travel RTS
er, because he'll go back in time and send in the counter counter unitTeutooni wrote:Why bother with micro when you can correct your macro strategy and completely obliterate the other guys micro with a perfect counter unit?

Re: Time Travel RTS
And eventually you/they may be able to win before the time wave of your counter-counter-counter-counter units actions catch up to the present.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Re: Time Travel RTS
Sounds like the "time wave" mechanic is the kicker here, it's what makes the game work.
I guess it's basically divided into 2 minute segments of time, each of which is a discrete timeline unto itself. You can use chrono-energy to play in any time segment you care to, but you use more energy to play in earlier time segments. The back and front edges of each timeline move at a constant rate, and the back edge carries the changes from its time segment along with it. If the changes affect things that are currently in a past time segment (i.e. you build units, send them to the past, enemy kills those units in the present)... I'm not quite sure what happens, but that's a technicality.
I think I can wrap my head around that.
You'll have to make sure that you are equipped to fight at the present level in all time segments - to put it in TA terms, once T2 comes around, you'll need to send back a constructor to the earliest possible time segment and start building pop-up turrets, which will be carried along with the back edge of the segment to the future segments.
Scouting will be important - not only finding where your opponent is weak, but when - you'll want to know when your opponent is sending units from one time segment to another so you can attack where his units were and defend where they are.
It's like a RTS with a 3rd dimension.
Looking forward to this!
I guess it's basically divided into 2 minute segments of time, each of which is a discrete timeline unto itself. You can use chrono-energy to play in any time segment you care to, but you use more energy to play in earlier time segments. The back and front edges of each timeline move at a constant rate, and the back edge carries the changes from its time segment along with it. If the changes affect things that are currently in a past time segment (i.e. you build units, send them to the past, enemy kills those units in the present)... I'm not quite sure what happens, but that's a technicality.
I think I can wrap my head around that.
You'll have to make sure that you are equipped to fight at the present level in all time segments - to put it in TA terms, once T2 comes around, you'll need to send back a constructor to the earliest possible time segment and start building pop-up turrets, which will be carried along with the back edge of the segment to the future segments.
Scouting will be important - not only finding where your opponent is weak, but when - you'll want to know when your opponent is sending units from one time segment to another so you can attack where his units were and defend where they are.
It's like a RTS with a 3rd dimension.
Looking forward to this!
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Time Travel RTS
Yeah, that seems to be a reasonable way to rationalise it, Felix. Its almost like you're fighting simulataneous battles on different planets, and each of the planets can reinforce the other; though some planets can send units immediately via teleport (future->past), and some planets have to send it by slow transpor that takes time (past->future)
Re: Time Travel RTS
I wonder what happens if you stack up an army, go to past time and send that army to present time, where it should also exist. Do you get double army?
Anyway, it's hard to grasp the implications of time travel mechanic without specific knowledge of the limitations. I wish they had open beta.
Anyway, it's hard to grasp the implications of time travel mechanic without specific knowledge of the limitations. I wish they had open beta.

- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Re: Time Travel RTS
Nah. If you send an army present -> past -> present, it never exists in more than two place/times at once.Teutooni wrote:I wonder what happens if you stack up an army, go to past time and send that army to present time, where it should also exist. Do you get double army?
What you're looking for is this:
1) Have an army idle around for 3 minutes.
2) Send the army to 3 minutes ago.
3) Send that army + its version from 3 minutes ago back to present.
4) Send that combined army back to 3 minutes ago...
I guess the amount of chrono-teleports you can do is limited by your chrono-energy, or else HOLY EXPONENTIAL ARMIES BATMAN!
But yeah, they mentioned double armies in the FAQ. Apparently if the "parent" unit takes damage, its clone also takes damage when the time waves from the parent's damage hit it. Wasn't quite clear what happens when the "parent" unit takes damage in the future, though...
I have to assume that resource stockpiles and expenditures are universal, because having to manage your metal in the present, your metal 2 minutes ago, your metal 5 minutes ago etc. seems to be a bit of a hassle/mindfuck.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Time Travel RTS
It'd probably be best if they used some non-quantifiable resource for operation.
Re: Time Travel RTS
How do they prevent Time cloning? Sending the same Mechcopy so often through the time gate, he becomes a OneMan Army?
Re: Time Travel RTS
They don't. However, if one copy loses hp, all the ones that descend from it lose that hp to. If the original unit dies, the armies dies.
It also would cost a lot of chrono energy to create such an army, as sending units through time is expensive.
It also would cost a lot of chrono energy to create such an army, as sending units through time is expensive.
Re: Time Travel RTS
One thing I think they failed to explain is what happens when a time wave hits a point where you sent units back.
Resources are definitely bound to timespace, watch the video again.
Resources are definitely bound to timespace, watch the video again.
Re: Time Travel RTS
Chrono Energy is definitely not bound to time, and that's the currency that's needed to pay for time travel or orders in the past.
And if the sent-back unit does not exist in the new timewave, it won't get sent back, thus creating a new timewave starting from where it got sent. I think.
And if the sent-back unit does not exist in the new timewave, it won't get sent back, thus creating a new timewave starting from where it got sent. I think.
Re: Time Travel RTS
Yeah, something probably maybe. More videos!Boirunner wrote:thus creating a new timewave ... I think.
Clearly, but I was talking about base resources, in reply toBoirunner wrote:Chrono Energy
and the video clearly mentioned going forward in time for resources and sending back, didn't it?Felix the Cat wrote:I have to assume that resource stockpiles and expenditures are universal, because having to manage your metal in the present, your metal 2 minutes ago, your metal 5 minutes ago etc. seems to be a bit of a hassle/mindfuck.
Re: Time Travel RTS
Sorry, I thought you were replying to
edit: Oh and yeah, they did mention sending resources around in time in the vid. I forgot.
edit2: I'm not sure I understand what would be special about the situation you were wondering about. I think the system with the timewaves is pretty straightforward.
Anyways,Boirunner wrote:It also would cost a lot of chrono energy to create such an army, as sending units through time is expensive.
did you check this shit out yet?lurker wrote:More videos!
edit: Oh and yeah, they did mention sending resources around in time in the vid. I forgot.
edit2: I'm not sure I understand what would be special about the situation you were wondering about. I think the system with the timewaves is pretty straightforward.