Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: An RTS with time travel as an ingame mechanic.  (Read 2583 times)

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
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.
Logged
Eh?
Eh!

pokute

  • Bay Watcher
    • View Profile
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. 
Logged
If history wasn't written by the victors, humanity's failures would be self-evident.

Keiseth

  • Bay Watcher
    • View Profile
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.
Logged

Yanlin

  • Bay Watcher
  • Legendary comedian.
    • View Profile
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!
Logged
WE NEED A SLOGAN!
Pages: 1 [2]