Thanks everyone for the reply s,
I see Portugal Stew has interest in strategy games.
Quote:Original post by Portugal Stew I would be very entertained if time was a literal resource that you have to mine or else your entire operation simply slows down. There could even be a supply chain for time, where you actually have to ship time to bases if they do not have an immediately available time mine. You don't even really have to conquer your enemy's base in that case, because if you completely cut off their time supply then they can't move. |
I wouldn't ad the resource gathering as a primary thing, but without time resources you will be already dead. Although It could be a game type in which you would stop without time.
Quote:Original post by Rycross Achron is attempting to create an RTS where time-travel is possible, and time acts sort-of like a resource. You can actually go back in time up to 2 minutes ago, depending on how much time-travel energy you have, and destroy enemies units. Causality waves can destroy those units, or in the case of factories and all, units that the buildings produced.
Its a fairly interesting idea, and I hope it pans out. Apparently, you can play the game like a normal RTS (no time-travel) quite successfully too. |
I see its not uncommon idea, but Archon has time traveling, which depends on AI very much and think that phew players make changes to the time line- there would be lag or if the game isn't made properly, the consequences made by going to the past would plan out differently on two separated computers.
I think I wouldn't ad time traveling to my game and leave only time slowing/ fastening because I see it could turn out frustrating at some points and AI could do things that you wouldn't do. Also I want my game to be faster and this could lengthen the time of the battle, even its interesting thing to travel in time (but someone's head could explode from this).
Quote:Original post by Portugal Stew
Quote:Original post by Rycross Achron is attempting to create an RTS where time-travel is possible, and time acts sort-of like a resource. You can actually go back in time up to 2 minutes ago, depending on how much time-travel energy you have, and destroy enemies units. Causality waves can destroy those units, or in the case of factories and all, units that the buildings produced. |
That's actually a really cool idea. I'd love to see how that project turns out. |
Yes, it is a cool idea.
Quote:Original post by Bursar I think I'd be inclined to have a time-emitting unit, and the ability to slow down time is focussed on a radius around that unit. You could then have the option of affecting a large radius for a short time, or a small radius for a longer time.
Unit upgrades could include things that minimise the impact of the time distortion on your own units. So you could slow down a load of enemy tanks, and then send in your own tanks with 'time-armour' that move and shoot at their normal speed. This would give you a massive advantage when you initiate time-combat. However the enemy time-emitter runs at a different frequency, so if they deploy a time-bubble, your units are slowed down, and their upgraded units run at a normal speed. |
This concept also would fit to my game because no going back to the past would be involved. There could be phew tech trees:
Mass (map) time slowing,
Accurate time slowing: for single unit to move fast efficiently (not creating a bubble every two meters),
Counter time slowing: disturbing enemy's abilities,
Philosophical (no reply had for some reason): makes your units less disturbed if stopped int the battle, researches the time that takes for enemy's solider to be disorientated( imagine there comes the enemy and suddenly time stops around you and you don't know when it continues)
Time is measured by stuff you do. Don't waste minutes on nothing, have more time.