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Author Topic: Achron: Time Travel in an RTS  (Read 4443 times)

PapaFrita

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Achron: Time Travel in an RTS
« on: 16 Apr 2009, 09:37 »

Two videos demonstrate the time-traveling mechanics of the game. It's still very early in development, but it looks damn cool. I just love that if your enemy attacks you in the past, you can respond by attacking her first.
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McTaggart

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Re: Achron: Time Travel in an RTS
« Reply #1 on: 16 Apr 2009, 10:33 »

I cannot wait to play this.
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JD

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Re: Achron: Time Travel in an RTS
« Reply #2 on: 16 Apr 2009, 11:54 »

Oh this is so clever.
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ackblom12

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Re: Achron: Time Travel in an RTS
« Reply #3 on: 16 Apr 2009, 12:12 »

I'm very curious how accessible this could possibly be. I love the idea and it looks like it could turn out amazingly well, but I'm not convinced I'm going to be able to wrap my head around this gameplay mechanic.
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PapaFrita

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Re: Achron: Time Travel in an RTS
« Reply #4 on: 16 Apr 2009, 13:07 »

It'll probably be as difficult as rationalizing any form of time travel, which to me is part of the appeal. I see this as being a game where you have to really be creative with your strategies.
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Scandanavian War Machine

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Re: Achron: Time Travel in an RTS
« Reply #5 on: 16 Apr 2009, 13:32 »

holy crap that looks confusing. time travel is one of my favorite things so this idea is very appealling to me but RTS games have never been my thing (i prefer slow-paced, turn-based stuff like Civilization) so this will be far too difficult for me to even bother playing.

oh well
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StaedlerMars

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Re: Achron: Time Travel in an RTS
« Reply #6 on: 16 Apr 2009, 14:23 »

oh man what the fuck.

This will fuck with my mind.
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Re: Achron: Time Travel in an RTS
« Reply #7 on: 16 Apr 2009, 17:35 »

This will probably not sell so well, but yeah holy fuck so cool.  They handle the grandfather paradox by oscillating between different states of being and not being for each item that caused the paradox until the time waves fall off the edge of the little display at the bottom, at which time whichever thing is still in existence is permanent.  So if you do it by accident you can go back in time to change it, I guess!

Also, I can see chronorush gambles being a fairly effective anti-noob tactic.  Pump out a couple units, jump them back in time then send them to wherever you think the enemy base is in order to attack their undefended start point.  It might not even be a gamble if the map is 2-player with only two set start areas.
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Re: Achron: Time Travel in an RTS
« Reply #8 on: 16 Apr 2009, 17:44 »

Most of the comments in that thread are pretty good, but this one sticks out like a sore thumb: "The graphics are wank, so I’m not going to play it."

gg missing the point, chief.
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Dazed

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Re: Achron: Time Travel in an RTS
« Reply #9 on: 17 Apr 2009, 12:18 »

This is mindblowing. I am so getting this.
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SirJuggles

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Re: Achron: Time Travel in an RTS
« Reply #10 on: 17 Apr 2009, 13:27 »

Man, I love how in that grandfather paradox video he keeps making comments about how "Situations like this are extremely unlikely in the course of normal gameplay."

That sounds like a challenge to me.
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ackblom12

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Re: Achron: Time Travel in an RTS
« Reply #11 on: 17 Apr 2009, 13:31 »

I almost want to buy this game on principal honestly, even if I have no chance in hell of wrapping my brain around it.
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McTaggart

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Re: Achron: Time Travel in an RTS
« Reply #12 on: 18 Apr 2009, 03:51 »

If you watch all their videos it looks like they've done a great job of making it pretty clear what's going on when. Through their 'timewaves' and their limiting the times you can manipulate to a relatively small area around a sort of a main game time they cut out the worst of the issues you come up with. I just hope they don't make silly mistakes with the regular rts part.
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LTK

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Re: Achron: Time Travel in an RTS
« Reply #13 on: 18 Apr 2009, 12:32 »

So, does this game still deserves to be called Real Time Strategy? I doubt it. It's the arrival of the first URTS!

I already found most strategy games complicated, and when they're putting time travel in it I'll probably go crazy. However, the reason I'm bad at a lot of strategy games is because I can't very well anticipate the consequences of my actions, so this might be fun after all.

Hey, is anybody familiar with impulses you get from gaming in real life? Sometimes when I've played a game for a long time, I find myself in real life situations thinking 'I better hit F5'. If I'm gonna get the same with this game, life's gonna get unbearable. :P "How was I ever able to live in a world without time travel?"
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Re: Achron: Time Travel in an RTS
« Reply #14 on: 18 Apr 2009, 13:21 »

Oh man. The day I almost googled a walkthrough for a level I was stuck on, then realized the level in question was trouble with my girlfriend in real life, is the day I stopped playing flash puzzle games for a while.
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Re: Achron: Time Travel in an RTS
« Reply #15 on: 19 Apr 2009, 05:41 »

You guys are either bullshitting or need some help.
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StaedlerMars

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Re: Achron: Time Travel in an RTS
« Reply #16 on: 19 Apr 2009, 10:20 »

Also, I can see chronorush gambles being a fairly effective anti-noob tactic.  Pump out a couple units, jump them back in time then send them to wherever you think the enemy base is in order to attack their undefended start point.  It might not even be a gamble if the map is 2-player with only two set start areas.

Yeah, but see the other team can do this as well.
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Jace

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Re: Achron: Time Travel in an RTS
« Reply #17 on: 19 Apr 2009, 10:41 »

Also, I can see chronorush gambles being a fairly effective anti-noob tactic.  Pump out a couple units, jump them back in time then send them to wherever you think the enemy base is in order to attack their undefended start point.  It might not even be a gamble if the map is 2-player with only two set start areas.

Yeah, but see the other team can do this as well.

anti-noob tactic.

Its basically on par with the quick zergling rush. Something that will catch newbies off guard but something veterans will be planning for.
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