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Author Topic: Achron: Time Travel RTS - Demo out!  (Read 18360 times)

mattie2009

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Re: Achron: Time Travel RTS
« Reply #45 on: April 16, 2011, 10:39:48 am »

One of the youtube commenters said it best.

My mind is full of fuck.

Although I have to wonder what would happen if you got a high-power, high-tech unit in the future, sent it back to the past and fucked your enemy in the ass with it until they got their shit together. The possibilities for dickery are endless. Do I send my units back to the start of the game and turn my foe into mush? Do I get orwellian, building something in the present, letting the enemy blow it up and then not building it in the past, forcing my opponent to waste time? Or do I cheese my foe by building a chronoporter near their bas can you Time-Capsule some of your units in the present and bring them back into being in the future? How much of my CPU is this game going to fry? Is it going to do a Crysis-on-max-settings and devastate my entire computer? What the fuck is going on here?
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Servant Corps

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Re: Achron: Time Travel RTS
« Reply #46 on: April 27, 2011, 06:53:17 pm »

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Aklyon

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Re: Achron: Time Travel RTS
« Reply #47 on: April 27, 2011, 07:00:09 pm »

Watching. Was planning to buy soonish this but lack the e-funds.
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Shadowfury333

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Re: Achron: Time Travel RTS
« Reply #48 on: May 10, 2011, 02:45:12 pm »

Note to mods: Sorry about the necro, but this seems important. Think of it as a long-range chronoport

Although I have to wonder what would happen if you got a high-power, high-tech unit in the future, sent it back to the past and fucked your enemy in the ass with it until they got their shit together. The possibilities for dickery are endless. Do I send my units back to the start of the game and turn my foe into mush?

This is known as an Unplayable Past rush, or UPP rush. The fastest anyone has managed is about 1 minute 30 seconds in game time (that is the unit's target time, not the amount of actual time taken. The actual time taken is about 5 minutes), and by that point one can build sufficient defenses. Also, the upgrade cost is quite high, to the point that for the amount of money it takes to get and send back 1 powerful unit, the opponent can get 7 or 8 units to counter it.


Do I get orwellian, building something in the present, letting the enemy blow it up and then not building it in the past, forcing my opponent to waste time?

No point in the current metagame. People tend to focus more on the past than the present. Sending a scout and then undoing it once you see the reconnaissance is done often, but I don't think that is what you had in mind.

Or do I cheese my foe by building a chronoporter near their bas can you Time-Capsule some of your units in the present and bring them back into being in the future?

I suppose you could build a chronoporter near them to save a bit of time, but that would make it quite vulnerable to counterattack to prevent the chronoport. Also, to save units that should be dying, it's generally better to send them into the past behind the nearest timewave repeatedly, though this is hard to do in the long term.

How much of my CPU is this game going to fry? Is it going to do a Crysis-on-max-settings and devastate my entire computer? What the fuck is going on here?

It's actually quite reasonable. You'll need a dual-core machine to host games, because the host runs a process for the main game and a process for the time-travel component, but for joining games you only need the main game process, which is pretty lightweight.

Also, for speeds, I run a 2.4 GHz Core 2 Duo and it can handle 4p games with an observer or two without issue on standard competitive timeline settings.
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Aklyon

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Re: Achron: Time Travel RTS
« Reply #49 on: August 24, 2011, 10:15:13 pm »

*long-range chronoports*
Hey! Its coming out in a few days!
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Roboboy33

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Re: Achron: Time Travel RTS
« Reply #50 on: August 24, 2011, 11:20:25 pm »

My mind is about to explode...
can we go a few days into the future and bring back a copy to the present?
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lordcooper

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Re: Achron: Time Travel RTS
« Reply #51 on: August 29, 2011, 02:58:07 pm »

Now available on Steam.  So tempted.
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Virex

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Re: Achron: Time Travel RTS
« Reply #52 on: August 29, 2011, 04:29:23 pm »

I'm downloading it now (No, I got it via steam you git), so I'll be able to give a first impression today or tomorrow. While everyone praises the time travel mechanic, some reviews found the other RTS aspects rather lackluster and had problems with the unit AI, so we'll see how this goes. There was also quite some critique on the graphics, but I'll let that slip. I hope there's quite some on-line activity because it seems like that's the most interesting aspect of the game.
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getter77

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Re: Achron: Time Travel RTS
« Reply #53 on: August 29, 2011, 05:24:16 pm »

Is there any specific reason to register it on Steam/will that lock me out in the future from the direct downloads I've been using since Alpha from the developer's site?  I see there is a free Soundtrack deal mentioned in regards to Steam but what about the rest?

Glad to see this finally made release, and the early Alpha price was certainly a nice deal versus here in the present.   8)
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BurnedToast

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Re: Achron: Time Travel RTS
« Reply #54 on: August 29, 2011, 07:14:18 pm »

They *REALLY* need a demo for a game like this.

It's just such an odd and unusual concept to ask people to drop $30 on without being able to try it out first.
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Aklyon

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Re: Achron: Time Travel RTS
« Reply #55 on: August 29, 2011, 07:18:27 pm »

So very much yes to demo.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Sowelu

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Re: Achron: Time Travel RTS
« Reply #56 on: August 29, 2011, 10:05:51 pm »

No reviews yet, huh?

*stares at it*

I...I'm not usually any good at RTSes...but on the other hand I really want to support this indie developer with the whacked-out crazy idea...

Oh hell why not, I have money in my steam wallet from my From Dust refund.  I'll drop a review of my "I haven't played an RTS in five years" experience later tonight.
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Aklyon

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Re: Achron: Time Travel RTS
« Reply #57 on: August 29, 2011, 10:13:42 pm »

From my reading of the forums (this post and some others), speed is not as important when you can slow down and go back and change what you did up to a point.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Sowelu

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Re: Achron: Time Travel RTS
« Reply #58 on: August 29, 2011, 11:22:19 pm »

Okay, I'm chewing my way slowly through the campaign.  First impressions:

- It handles alt-tab real good on Windows 7.
- Skippable cinematics.
- Decent storyline.
- Mediocre voice acting.
- Pathfinding on par with Starcraft 1...in other words, expect your guys to walk in single file a lot.  This bugs me.
- Units are not very distinctive-looking from each other.

I haven't had a chance to play with the time travel mechanics very much, but so far it seems like a pretty average entry.  Hoping the time travel makes it reeeal interesting.


EDIT:  Dear god, for a not-very-much-RPS-player like me, it still moves too fast.  So what if you can pause and take your time to assign units...your chrono energy is still a limited resource and you have to really get hopping if you want to spend it properly.  It's also very fiddly.  With game mechanics this complicated, I REALLY wish they didn't do that bullshit of "Ground-to-ground tank, ground-to-air tank, OH YEAH THEY LOOK ALMOST IDENTICAL".  And then you get to play the game of "which of these marines is my commanding officer".  And what's with your air-to-air planes hovering like half a mile over the ground where you can barely find them / tell what they are hovering over?

Not to mention that if you want to go back and issue orders to a large group...whoops not enough energy.  You have to split up that group, assign orders to these units, wait, assign orders to those units, etc etc.

But here's the absolute worst part, which is IMO indefensible...  LOADING A SAVED GAME REMOVES YOUR HOTKEYS.  ASKLjdkjabsndkajbsd.  I think it might also remove your hierarchies?

In campaign mode at least, this game seems like more trouble than it's worth.  That and I was hoping for chess, but I got speed chess instead.  Not sure I can recommend this one, mostly because arguing with your units to go where you want them is a great big ball of no fun (especially when they look so much alike).  I'm going to go play something less frustrating, like Nethack.


EDIT EDIT:  Okay, I figured I'd give the skirmish mode a try.  I was annoyed at the lack of difficulty selection and figured I'd get screwed royally since I didn't get to base building in campaign mode, but hey, let's go see what the enemy base built, right?  I wandered over there with my three starting units and killed all their dudes (who were preoccupied with...something).  Then I blew up their unit factory.  With my starting units.  And that was after my guys spent a while bashing their faces into a mountainside because their pathing is ass.  Does it count as rushing if I don't build anything at all?  They didn't even go back in time to repel me more intelligently, or build more units, or anything at all.

So let me correct myself...I disrecommend this game.  It's not good.  Cool in concept, bad execution.  I hope they patch it.
« Last Edit: August 30, 2011, 12:54:36 am by Sowelu »
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Aklyon

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Re: Achron: Time Travel RTS
« Reply #59 on: August 30, 2011, 12:54:42 am »

That makes the reviews I've heard tied, then.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.
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