|
Bill307
Canada9103 Posts
On March 28 2009 07:56 irishash wrote:Show nested quote +It's obviously not meant to be a competitive game, why would you try to judge it as such? 1. Because that's what I care about. I'm not one of their employees. I'm not an investor. As far as I'm concerned, the only question I need to ask myself is, "Am I going to enjoy playing this game?"obviously if a game is not based on something you are into or enjoy, you are not going to be immediately interested. the above bolded point contradicts itself. using this logic you would discredit a basketball video game because you are really looking for a football video game. take things for what they are, like this game is obviously not tailored for a highly competitive esports scene. the way i see this game is like bejeweled, or geneforge, games a small company makes simply because they want to. it's not a huge developer trying to get mass appeal or a competitive following. you don't ask a metal head to write a review on a rap album do you? it's all biased opinions. Are you seriously telling me I shouldn't post my own opinion about the competitiveness of Achron? On a forum filled with gamers who play a particular RTS game competitively? LOL.
Or to put it another way:
"you don't ask a metal head to write a review on a rap album do you?"
If you post about a rap album on a metal heads website, then what do you expect?
|
Bill307
Canada9103 Posts
Geez, this is like, Bill vs The Idiot Fanboi Bandwagon. Yes, Achron will definitely be a great financial success if it continues to attract idiot fanbois at this rate. I mean the Achron website isn't even a month old and already there are guys posting here defending it like it gave birth to them or something.
|
|
This reminds me of what goes through my head everytime I watch a movie/star trek episode or w/e about time travel.
If Picard goes back in time to prevent the tragedy, then the tragedy will never happen which means Picard won't go back in time and the tragedy will happen but then he'll go back iN FUCK FUCK ;alkdjfasdk;lfjas; MY HEAD
|
United Arab Emirates5090 Posts
|
|
Kyrgyz Republic1462 Posts
On March 28 2009 08:14 A3iL3r0n wrote: The concept is interesting, but seems like it will be difficult to implement in a way that is simple and enjoyable. The explanations in the demo make the game sound boring and cumbersome to play.
Yep, exactly. I also think that while implementing the fancy features, they may forget to implement the basic stuff that makes the game feel nice such as responsive unit control etc. which is very important for competitive aspect.
Also the "command hierarchy" stuff is weird. The fact that it is costly to give the units individual orders in another time frame, yet you can link them together and give them group orders to conserve energy doesn't make sense.
|
interesting concept though the units look shitty and gameplay looks boring
|
How will resource gatherers be treated in this game? Wouldn't you be able to continuously send gatherers back in time to increase your resources in the present?
|
On March 28 2009 04:35 KaasZerg wrote: There was an Indiegame named Strifeshadow. It had a unit named a chronomancer. I never played it. So I don't remember the mechanics.
It had a playerbase from battlereports.com regulars.
That game is still badass.
The Chronomancer had the ability to stop time except for a few selected units, and those units would usually go and either shut down the enemy economy or snipe spellcasters before a battle. Was a really freaking awesome ability.
|
They keep saying that you can build units in the present to help you in the past. Is that logic reversed? How can some thing in the future effect the past. It do not make sense.
It would make more sense to just give player the ability to travel 5 second back in time per X amount of resources. Simple and clean, I am sure every one can understand that.
|
arg tried to logic out a few attack/counter scenarios but brain exploded. this game might just divide by zero somewhere in its time warping calculations and-
+ Show Spoiler +
|
Bill307
Canada9103 Posts
On March 28 2009 09:08 A3iL3r0n wrote: How will resource gatherers be treated in this game? Wouldn't you be able to continuously send gatherers back in time to increase your resources in the present? LOL, I didn't think of that.
And people complain about having to manually send each worker to mine. Imagine having to send each new worker back to the past, then whenever a worker clone appears in the present (with the time wave from when you sent it back to the past) you send it back again. =D
I bet they implemented resources so that you can only gain resources from mining in the present. At least, that's how I'd do it. Otherwise you'd get silly strats like the above.
|
Bill307
Canada9103 Posts
On March 28 2009 09:19 Psyonic_Reaver wrote:Show nested quote +On March 28 2009 04:35 KaasZerg wrote: There was an Indiegame named Strifeshadow. It had a unit named a chronomancer. I never played it. So I don't remember the mechanics.
It had a playerbase from battlereports.com regulars. That game is still badass. The Chronomancer had the ability to stop time except for a few selected units, and those units would usually go and either shut down the enemy economy or snipe spellcasters before a battle. Was a really freaking awesome ability. Off-topic, but how did this effect appear to the other player? Would the opponent see the whole game stop, except for that small group of units?
In that case, if you couldn't see the Chronomancers (esp. in an FFA), then wouldn't it feel like lag? ^_^a
Oh, I bet I know how it worked: would you tell those units what actions you wanted them to perform during the "time stop", and then when you let them go the effects of their actions instantly appear?
|
On March 28 2009 09:08 A3iL3r0n wrote: How will resource gatherers be treated in this game? Wouldn't you be able to continuously send gatherers back in time to increase your resources in the present?
But then that means if i kill one of your miners in the past/beginning of time, you would suddenly have zero economy in the present when the time wave hits. and if you built units with your now nonexistent minerals, do THEY disappear too? which then means you now have nothing to send back in time to prevent my ninja drone rape strategy.
@_@ ... .. + Show Spoiler +<-head explode, slight bit of unreal gore
|
Mind = Blown
I can't even begin to imagine how the meta-game will evolve in something with this level of potential complexity.
|
Sounds kind of gimmicky. Sometimes simpler is better, as Starcraft has proven.
|
On March 28 2009 09:54 Railxp wrote:Show nested quote +On March 28 2009 09:08 A3iL3r0n wrote: How will resource gatherers be treated in this game? Wouldn't you be able to continuously send gatherers back in time to increase your resources in the present? But then that means if i kill one of your miners in the past/beginning of time, you would suddenly have zero economy in the present when the time wave hits. and if you built units with your now nonexistent minerals, do THEY disappear too? which then means you now have nothing to send back in time to prevent my ninja drone rape strategy. @_@ ... .. + Show Spoiler +<-head explode, slight bit of unreal gore
That does sound wonderfully evil though...
|
I don't think its multi player
there is no way this would work with 2 people.
|
On March 28 2009 14:03 feathers wrote: I don't think its multi player
there is no way this would work with 2 people.
Well we're not actually going back in time, we're just pretending.
(Holy shit, I am a goliath now!)
(With awesome gravy up top.)
(On my goliath.)
|
|
|
|