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Author Topic: An RTS with time travel as an ingame mechanic.  (Read 2585 times)

qwertyuiopas

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Re: An RTS with time travel as an ingame mechanic.
« Reply #15 on: April 16, 2009, 08:32:02 pm »

No, the limits are settings, and I think that playtesting has put that particular one in the 8 minute range for best games.
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pokute

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Re: An RTS with time travel as an ingame mechanic.
« Reply #16 on: April 17, 2009, 12:24:50 am »

My point about zerg rush is that the advantage of having quicker build times can be GREATLY amplified by the time travel mechanic.  This may, however, be counterbalanced by the energy cost mechanic of issuing many different orders to large number of units.  The true value of a zerg rush can only be gained through intense micromanagement. 
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Keiseth

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Re: An RTS with time travel as an ingame mechanic.
« Reply #17 on: April 17, 2009, 02:45:49 am »

I'm not a fan of RTS, but I rather like this.
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Yanlin

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Re: An RTS with time travel as an ingame mechanic.
« Reply #18 on: April 17, 2009, 10:22:02 am »

Hmm... Easy...

I didn't see if you can go into the future in this game. Because if you can, queue your zerg rush units in the present and go to the future to teleport them to the present. Once you have amassed an army in the present... SEND THEM TO THE PAST! The FAR past! Then let them zerg your enemy with one attack move command!
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