The Basics: Technology wise, the game is very similar to Total Annihilation.
. The plan overlay would be enhanced. . As in Total Annihilation, each mouse click or keystroke input changes the queued orders (the plan overlay) displayed on the map. . The difference is that you have to press an enter key to send fresh orders to your units, your orders are not broadcast immediately as you change the display. . In order to clearly see changes to your plans, the queued orders which have already been entered (or "saved") are shown in a different color/style than fresh orders which have not been entered. . When ready, you enter the plan you have on screen and all of the queued orders become the same color/style.
Entering a plan is like saving changes to a document or picture. Ordinary real time strategy is like editing a picture, with every keystroke and button click producing immediate changes to the picture on the disk. What I call Real Timed Strategy is like editing a picture (your plan of action) and periodically saving the changes (sending the current orders to your troops). The concept is simple, hopefully I am explaining it correctly.
Then there is the clock (see The Clock on my web page) which simply counts the number of times you have saved your plan changes in the time period. The time period is an hour or however long you want the game to continue. One clock for both players which never stops. You must enter no more than X (some predetermined number) of plan changes in that time period. That ratio, time/X, is what determines the strategy content of the game. The number of plan changes you have left carry over into the next time period, if the game has not been resolved. Alternatively, you can have an open ended game in which you can enter X plan changes with no time limit.
That is all there is to it. It is real time, just like Total Annihilation, except that you have to press an enter key to send fresh orders to your units (save the changes to your plan of action). Sending orders to all units at the same time is what enables timing the game.
The Opening: . You begin with several options to open the game (see User Editable Starting Area Terrain on my web page). . . Start the usual way of starting real time strategy (from scratch, no plans or custom starting area terrain). . . Start without a queued plan, on custom starting area terrain. . . Start with a queued plan, on custom starting area terrain. . . . Edit that pre-made plan or enter it immediately. If a queued plan on custom starting area terrain is used, the starting plans can be entered automatically, and each player skips to the second move while his (or her) plan is being executed and showing on screen as usual (like while holding the shift key down in Total Annihilation).
The Clock: . Instead of a minimum number of move entries in X amount of time (like chess), there is a maximum number of plan changes in X amount of time. . A plan consists of uncompleted prior orders plus new orders, as much as you can handle. . Any player can change his (or her) plans anytime. . The number of plan changes is counted. . There is no starting/stopping of the clock, because this is real time :o). . Depending on how many plan changes you have left in the time period, your current orders should be allowed to play themselves out unless there is a pressing need to change them, since you might very easily lose if you run out of available plan changes in the time period. Without fresh orders, your troops (controlled only by the AI) will lose to a well directed army.
Summary: . The multiplayer strategy game is timed. . The game consists of a series of plan changes. . The number of plan changes is limited.
Additionally: Enhancing Total Annihilation's queuing system might help. For example. . When a factory is under construction, you can issue orders to produce units. . Before a construction unit comes out of a factory, you can issue orders to build things with it.
-- Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping mbender@satx.rr.com
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