On Fri, 28 Jun 2002 16:59:44 GMT, Eric Byers <eihjelmt@NOSPAMonline.no> wrote:
>On Fri, 28 Jun 2002 07:53:59 GMT, Marco <marcosbox@hotmail.com> >muttered something along the lines of: > >>In TA, you don't pay for the unit until it actually begins to build. >>Then it begins subtracting resourses as it builds. If the unit is 50% >>complete, then you have paid only 50% for it so far. If you cancel a >>unit while in the process of building it, you lose 50% of the resourse >>already used in constructing it. > >It sounds fairly hard to keep track of your resources when building >several things at once... > >But I guess that's what you get when you have an endless amount of >resources available on every map...and only one resource type...it >sounds awfully lot like mucho-money maps to me...
Two resources, one of which can be converted to the other. The convertable one, energy, is freely available through buildings, and the other one, metal, must be retrieved by buildings on metal patches. However, all buildings/units cost both energy and metal, so things *do* get complicated.
There is one type of map, 'metal planets,' in which *all* the terrain is metal patches, so those definitely *are* $$$ maps. However, most of the time you *do* have to battle for resources, usually metal, since that is the most limited/limiting resource. Unless your opponent takes out most of your energy facilities, in which case you're in deep trouble.
Yeah, it's different from starcraft. The building/unit creation aspect is vastly simplified by queueing, but resource management can be more complicated later, even on $$$ maps. 'Nano-stall', where every building/constructor unit stops due to zero resources until you have some again, can be a real problem for newbies. Since mines need energy to run, they can temporarily stop too, making problems worse.
However, there are no real 'spell units,' and unit groups can be given more specific orders(1) re: general behavior, so your attention is freed to work on logistics and squad-level attacks. There are dozens of nifty tricks you can still pull at a squad-level, though. For example, firing range often exceeds sighting range, yet you can still fire on positions, not just units. Indirect artillery can somtimes be interesting, or you can aim at units by radar positions on the mini-map, revealed by radar towers, yet still out of 'visible' main-map range. Automation *never* fully replaces micro-management in a good game, it just moves it around...
1- Movement- roam/maneuver/hold(to movement orders, firing as they go, unless you fiddle with...) Fire- hold/return/at will any else? Haven't played in a while...
Places where starcraft does better? The lack of spell units does make the two TA sides somewhat too similar by comparison, unfortunately. That and the differences in building/unit construction make the three Starcraft races very different. Battlenet is also a very good thing, and is the main reason you still see S being sold in Wal-mart while TA isn't. (at least where I live...)
Forgive me if I spent more time 'praising' TA than Starcraft. I was simply trying to explain TA to everyone, since Starcraft is freely available yet TA is fading into obscurity, though with 'classic' status. In reality, I no longer have TA on my drive since I'm a MP newbie, and I don't want to jump through hoops to find others.
Total Annihilation was killed by TA: Kingdoms, AFAIK. Chris Taylor left Cavedog, and Kingdoms couldn't really follow up on the success of the original. This probably killed Cavedog, which killed Boneyards, which made MP TA too convoluted for the casual player. Correct me if I'm wrong.
Jonathan Fisher who, unfortunately, couldn't find the Core Contingency expansion pack until Boneyards was dead. ---------- paranormalized man, subnormalized otaku
ROT13 and then delete all instances of the letter after P to email Yeah, I've been getting my alphabet mixed up the past couple months. Sorry.
|