In this game
http://www.youtube.com/watch?v=AWGJRbjEt9Y&feature=channel_video_title
why after like 10 minutes, the "present" mark stays almost at the end of the bar? should it stay at the center, so we have equal time frame to the past and to the future ?
That is map-dependent, though what you see is roughly the default settings (that map-maker tends to play around with those settings). We've tried a map with more time given to the future, and that didn't see a lot of use of the future, Since actions in the present and future don't cost chronoenergy, one might as well play at the present unless they really want to manage actions across the timeline. However, as I mentioned it wouldn't balance the incentive to undo the earliest point in time, which chronoenergy, and thus a large past, does.
what if Im attacked, they destroy my barrack, then I rebuild it (on the same place), then the enemy decides to change time and he never attacked... when the time wave arrives, and my ex barrack comes back, what happens to the new barrack on the same spot ?
The unit that built the second barracks would walk up to where the first one is (once again), say "I can't build here, something in the way" (roughly) and then sit there, unless you had told it to do something else after building. In which case, it will continue to carry out those orders. The only downside is that any units built from that second barracks are not built, so you will need to re-order them from the existing first barracks, unless you had been managing the whole timeline and had given the first barracks those orders (in the relative future) before it was originally destroyed (in the relative past, thus undoing the build orders).
I believe that the win condition is when you wipe all of your opponent's units at any point on the timeline...I suspect that prevents the situation you mention.
That is one of them. The other one, which most maps use, is that you lose when you have no military units or buildings capable of producing such units at the left-most point on the timeilne, as that will overwrite any events following it. You win when all opponents have lost this way.
However, most players just surrender when they know they have lost.
What I feel the game lacks, other then having maybe TOO much rock paper scissor gameplay, is a lack of epicness in many ways outside of time travel.
Though from what I am aware they know and don't care.
The art isn't great, unfortunately, but that is more a budget concern than anything. Also, RPS gameplay is not an issue, and in fact is the opposite of the issue some people have: which is that counters sometimes seem too soft, and unit roles can be hard to pin down. As for epicness, I'm not sure exactly what you mean. Yes, time travel steals the show, but even as an RTS the game provides great variety in races, units, and tactics, like any good RTS game. That being said, most players are still pretty new, so that may not come out as much in any VODs right now.
I think that covers the main concerns anyway. I should point out that my videos are targeted towards people with some knowledge of the game. I do explain from time to time basics such as what certain units do or how some timewaves may change things, but for the most part I assume that people have at least seen the Hazardous Software intro videos.
Oh yeah, and for anyone who thinks their head will explode: that's normal. Just tattoo your name on as many parts of your head and brain as possible. That way it will be easier to put it back together afterwards.