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Achron. Indie RTS with TIME manipulation - Page 9

Forum Index > General Games
Post a Reply
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ArcticVanguard
Profile Blog Joined August 2010
United States450 Posts
May 24 2011 16:22 GMT
#161
On May 25 2011 01:11 valaki wrote:
Show nested quote +
On May 25 2011 00:41 ArcticVanguard wrote:
Played through the tutorial, it really wasn't a good tutorial. It didn't explain how population works, what the tech trees are, or anything other than the time mechanics. It's very nonintuitive.


Maybe because it's the closed beta.

No kidding. I heard Minecraft's in beta too.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." ~C.S. Lewis
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
May 24 2011 16:43 GMT
#162
On May 25 2011 01:22 ArcticVanguard wrote:
Show nested quote +
On May 25 2011 01:11 valaki wrote:
On May 25 2011 00:41 ArcticVanguard wrote:
Played through the tutorial, it really wasn't a good tutorial. It didn't explain how population works, what the tech trees are, or anything other than the time mechanics. It's very nonintuitive.


Maybe because it's the closed beta.

No kidding. I heard Minecraft's in beta too.


So?

Giving Minecraft as an example for a Beta is pretty ridiculous.
Kevmeister @ Dota2
Almisael
Profile Joined May 2010
Austria235 Posts
Last Edited: 2011-05-24 16:51:32
May 24 2011 16:51 GMT
#163
lol imagine: your protoss opponent goes for 4gate and you for 1 rax expand and can't hold the 4gate. so you go back in time and place a couple of bunkers and build more marines so you hold the 4gate. then your opponent goes back in time and cancel's the 4th gate and places a nexus too.

=> no more cheesy 5 min games or buildorder-wins lol.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 24 2011 17:04 GMT
#164
Any game where you can say "Paradox resolution in my favor!" is by default awesome...

Wtf this game is brilliant, I saw it when it was just announced but didnt realize it then.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
masterbreti
Profile Blog Joined October 2010
Korea (South)2711 Posts
Last Edited: 2011-05-24 17:12:37
May 24 2011 17:11 GMT
#165
watching a few of the vods now.

Holy crap on a cracker its confusing. Once released though it looks promising. If they contiune it the way its going, might be a nice little esport in the process.

On May 25 2011 02:04 Liquid`Jinro wrote:
Any game where you can say "Paradox resolution in my favor!" is by default awesome...

Wtf this game is brilliant, I saw it when it was just announced but didnt realize it then.


You vs me showmatch on this game. haha
iCanada
Profile Joined August 2010
Canada10660 Posts
May 24 2011 17:47 GMT
#166
So wait... how do you win?

o.O

Q: How does one player beat another (when does the game end)?
A: While we have a variety of end-game conditions for the single-player campaigns, we have two primary modes for multiplayer games. The first mode is: your game is over if you lose your ability to attack or produce units at any point in time. This yields interesting strategies where one player can be losing in the past, but rush in the present and still win. The second mode is: your game is over if you lose your ability to attack or produce units at the oldest position on the timeline, as it is impossible to recover from this. However, this second mode can obviously add time to the end-game.


So basically you need to get totally killed in-between a time wave? I don't understand...
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
May 24 2011 17:55 GMT
#167
On May 25 2011 02:47 iCanada wrote:
So wait... how do you win?

o.O

Show nested quote +
Q: How does one player beat another (when does the game end)?
A: While we have a variety of end-game conditions for the single-player campaigns, we have two primary modes for multiplayer games. The first mode is: your game is over if you lose your ability to attack or produce units at any point in time. This yields interesting strategies where one player can be losing in the past, but rush in the present and still win. The second mode is: your game is over if you lose your ability to attack or produce units at the oldest position on the timeline, as it is impossible to recover from this. However, this second mode can obviously add time to the end-game.


So basically you need to get totally killed in-between a time wave? I don't understand...

I'm going to assume it's like this: In the first mode, if you ever at any point in the timeline lose your ability to produce or attack, you lose. In the second mode, you're only dead when the final timewave hits you at a point where you can't produce or attack.
Simberto
Profile Blog Joined July 2010
Germany11720 Posts
Last Edited: 2011-05-24 18:09:42
May 24 2011 18:03 GMT
#168
On May 25 2011 02:47 iCanada wrote:
So wait... how do you win?

o.O

Show nested quote +
Q: How does one player beat another (when does the game end)?
A: While we have a variety of end-game conditions for the single-player campaigns, we have two primary modes for multiplayer games. The first mode is: your game is over if you lose your ability to attack or produce units at any point in time. This yields interesting strategies where one player can be losing in the past, but rush in the present and still win. The second mode is: your game is over if you lose your ability to attack or produce units at the oldest position on the timeline, as it is impossible to recover from this. However, this second mode can obviously add time to the end-game.


So basically you need to get totally killed in-between a time wave? I don't understand...


It depends on the map, but usually it is set so that you win when your win falls of the timeline. Because anything that happens at that past is completely unchangeble, so when your enemy does not have any stuff then, it will eventually propagate to every point in the future, while alternate states will fall off as unrealized realities. So you not only need to kill your opponent, but you also need to protect that victory against any changes he may do by sending stuff back, for example. That other mode is also basically the same, because hunting for every single unit and building the enemy has takes long enough for the whole thing to fall of the timeline anyways.

Edit: To clarify, stuff obviously moves further into the past with time. You can usually watch stuff about 7 minutes back, and 1 minute in the future. The possibility to interact with different parts of the timeline differs, it is harder to do stuff the further back it is, and to some points you can not give direct orders, but you can still chronoport stuff back there. So your victory needs to be at the time 7 minutes before the present. This does not mean you have to wait 7 minutes after achieving victory to get your victory. You usually play a bit in the past anyways, and, as i said, you can still interact with the farther past, and then you can indirectly interact by chronoporting stuff back there even further. So, you need to protect your victory all the time until it finally falls of the timeline.

One example: I build some bombers, and kill the enemy base. However, 3 minutes later his base still exists because that change has not yet propageted, and he sends some interceptors back to kill my bombers, so his base never got killed. I only win if i kill his base in a way that he can not unkill it by changing stuff. One way is to send additional stuff back to fight his preinforcements. Another would be to attack in the future and prevent those units from being send back, for example by destroying his chronoporter. Or i could harrass in between, and thus he will never have had the money to build those units he will send back later.

But, as with any strategy game, the most common reason of winning is surrender of the opponent once he realizes he has no chance anymore.

Also, regarding the tutorial, they say that that is part of the singleplayer campaign which will be released once the game reaches retail. So no, at the moment it is not there. However, they have a very helpful and newbiefriendly community over there.
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2011-05-24 18:18:40
May 24 2011 18:16 GMT
#169
On May 25 2011 02:55 Tobberoth wrote:
Show nested quote +
On May 25 2011 02:47 iCanada wrote:
So wait... how do you win?

o.O

Q: How does one player beat another (when does the game end)?
A: While we have a variety of end-game conditions for the single-player campaigns, we have two primary modes for multiplayer games. The first mode is: your game is over if you lose your ability to attack or produce units at any point in time. This yields interesting strategies where one player can be losing in the past, but rush in the present and still win. The second mode is: your game is over if you lose your ability to attack or produce units at the oldest position on the timeline, as it is impossible to recover from this. However, this second mode can obviously add time to the end-game.


So basically you need to get totally killed in-between a time wave? I don't understand...

I'm going to assume it's like this: In the first mode, if you ever at any point in the timeline lose your ability to produce or attack, you lose. In the second mode, you're only dead when the final timewave hits you at a point where you can't produce or attack.


So do you need to go through a whole time wave of being dead? Or any point in time where your opponent can kill all your buildings kind of thing? Sounds like it would open up scenarios in which the game would end while you still very much could be able to continue playing and win. Or even scenarios where both players could win/lose... what would happen if Player A sends his units in the past, and player B sends his units to the future (like it gives the example in the quote) and they both kill each other during the same time wave?

I think it is more saying in the second mode you need to be dead at the beginning of the eight minute window in time in which, which makes more sense to me. Seems to be a better competitive medium to me, and less of a catch your opponent with his pants down kind of thing.

EDIT: Oh, okay, I get it. That makes a lot more sense now.
Simberto
Profile Blog Joined July 2010
Germany11720 Posts
May 24 2011 18:21 GMT
#170
Like i said above, it basically comes down to the same anyways. It is very hard to kill every single unit and structure an enemy has, and it takes a pretty long time, so surprising victories are not really realistic.And since the only way to make something stable is the point it falls of the timeline, that is also the only point where it is likely that a situation stays the same for long enough to wipe out every single unit. Generally, if the game were without the timetravel and stuff, it plays out much slower than, for example, SC2. Obviously, with having to fight at many different times it still gives you more than enough to do, and i think it would be impossible if it were much faster.
inf3rnus
Profile Joined April 2010
United States28 Posts
May 24 2011 18:31 GMT
#171
Signed up as inf3rnus.

Guessing we won't get access to the game before the first match since no one gets eliminated until the real tournament begins.
iCanada
Profile Joined August 2010
Canada10660 Posts
May 24 2011 18:57 GMT
#172
On May 25 2011 03:21 Simberto wrote:
Like i said above, it basically comes down to the same anyways. It is very hard to kill every single unit and structure an enemy has, and it takes a pretty long time, so surprising victories are not really realistic.And since the only way to make something stable is the point it falls of the timeline, that is also the only point where it is likely that a situation stays the same for long enough to wipe out every single unit. Generally, if the game were without the timetravel and stuff, it plays out much slower than, for example, SC2. Obviously, with having to fight at many different times it still gives you more than enough to do, and i think it would be impossible if it were much faster.


Sounds pretty cool. I'm seriously contemplating spending the $30 on it.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
May 24 2011 19:03 GMT
#173
also thinking about getting it to play at a local LAN. game just sounds, well, awesome.
my hair is a wookie, your argument is invalid
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
May 24 2011 19:13 GMT
#174
Hopefully when the price goes down after time, I'll give it a try. At least I'm sure it will be less mechanically demanding than Starcraft. Urgh.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Almisael
Profile Joined May 2010
Austria235 Posts
May 24 2011 19:26 GMT
#175
i guess this game is too complicated for an e-sports game because a viewer who has never played the game before has to think a lot to understand what's going on and that can't be a requirement for an e-sports game. it has to be as simple as possible.
KillerSOS
Profile Blog Joined July 2010
United States4207 Posts
May 24 2011 19:28 GMT
#176
Tried to watch a game... no idea what happened.

SO COOL
doner0
Profile Blog Joined July 2010
United States233 Posts
May 24 2011 20:27 GMT
#177
this looks sick, i like how you can win in one timeline but then lose in the next. has a lot of multitasking in it. watched the vods and i don't really know what happened, but looked really promising. not very expansion friendly from what i saw but it was really cool
Quotidian
Profile Joined August 2010
Norway1937 Posts
May 24 2011 20:29 GMT
#178
When I saw the game, I really wanted to donate some art assets, because the game is horrendous looking. Then I read on their forums how they're really happy with the art style and the look the game has now is what they're going for - and I was heartbroken.

I want Valve hire the developers and remake the game like they did with Portal. The idea of it is so awesome and it looks interesting in a lot of ways. It just makes my eyes bleed.
Ideas
Profile Blog Joined April 2008
United States8151 Posts
May 24 2011 22:20 GMT
#179
this game looks so crazy. timeline stuff is so neat yet mindboggling. I THINK i kinda understand the basics, there's a timeline on the bottom that in real-life time moves forward, but you can go in between a window of about 5 real-life minutes and change anything? and eventually you can get tech to time-travel units so you can attack the past with units from the future, etc?

anyone whose been playing have any comments on the more RTS-ey stuff? it seems pretty weak from the videos ive seen, but that might just be becuase whoever I watched play wasnt very good (IE all the units seem pretty generic and REALLY slow and there's no micro, macro seems extremely basic/trivial). if only someone just made this as a mod for SC lol
Free Palestine
KillerSOS
Profile Blog Joined July 2010
United States4207 Posts
May 24 2011 23:15 GMT
#180
From what I've seen the Micro is minimal. That's fine... there is so much other stuff to do.
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