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Sujet: Total Annihilation II: Real Timed Strategy?
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full name
Total Annihilation II: Real Timed Strategy?
Publié: 20 juin 2002 20:25
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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

"A computer in every home - mine, all mine!"



Invité
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 03:18
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full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 03:18
  Cliquez pour répondre à ce sujet Répondre

On Thu, 20 Jun 2002 18:09:36 -0700, "SHONNER" <shonner@hotmail.com>
wrote:

>What manifesto is this?!
>Sounds more like batch-processed non-strategy.

Does SHONNER the asshole even understand how it works?

>I think playing with Sizzlers on a fat-track race set, using the 90 second
>recharge rule would be way more real-time and strategic.

Does SHONNER the asshole even understand how it works?

My guess is No, even though it is simple.


>
>"full name" <email@address.com> wrote in message
>news:q574hu47rss7212qla2mc5ml3evqrqlfnu@4ax.com...
>>
>>
>> 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
>>
>> "A computer in every home - mine, all mine!"
>




--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 11:08
  Cliquez pour répondre à ce sujet Répondre

BTW. I know there are authors here who actually enjoy strategy, so.
If you are afraid to ask, and you want to see some intelligent
comments by someone other than me, there is a very short thread here.

http://groups.google.com/groups?hl=en&lr=&ie=UTF-8&oe=UTF8&selm=OWeQ8.1466%24_r6.106642494%40newssvr14.news.prodigy.com

The first guy "eric leaf" does not like my addition to Total
Annihilation but at least he understands it. That is a very good
sign. And maybe he can give you a clearer picture of what I am
talking about, even though he seems to be rambling in his second reply
to Gerry Quinn.

A small step for Total Annihilation, a giant leap for real time
strategy :o)



--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


Marco
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 14:13
  Cliquez pour répondre à ce sujet Répondre

full name wrote:

>>What manifesto is this?!
>>Sounds more like batch-processed non-strategy.
>
> Does SHONNER the asshole even understand how it works?
>
>>I think playing with Sizzlers on a fat-track race set, using the 90
>>second recharge rule would be way more real-time and strategic.
>
> Does SHONNER the asshole even understand how it works?
>
> My guess is No, even though it is simple.

Arg it's "Lshaping" again! Why don't you just go play with the newbies and
60 mins build time? ;)

--
Marco (Wrath-Mutilator)

Cognitive dissonance due to reality conflicting with this post
may cause your brain to ache.


CaptainJ
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 16:53
  Cliquez pour répondre à ce sujet Répondre

Why don't you just mod TA to do what you are explaining here and submit it
for play? The proof of your idea would be in the response.
TA is fairly easy to mod, so go for it.
Some of your ideas sound good, but I think you want to take them too far.
I like the idea of cuing orders for factories and units before they are
finished, and maybe even scripting an opening plan (but that would have to
be limited in # of commands). But to run the entire game that way would be
boring - too much watching and not enough playing.
Just do the mod, I'll try it.
CJ

"full name" <email@address.com> wrote in message
news:q574hu47rss7212qla2mc5ml3evqrqlfnu@4ax.com...
>
>
> 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
>
> "A computer in every home - mine, all mine!"




Invité
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 17:03
  Cliquez pour répondre à ce sujet Répondre



full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 17:03
  Cliquez pour répondre à ce sujet Répondre

BTW.

I always praise Total Annihilation. Always. Ever since I tried Total
Annihilation, I have been an outspoken fan of Total Annihilation.
Other authors in the strategy gaming group even kid me about my
obvious devotion to Total Annihilation.



--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 17:27
  Cliquez pour répondre à ce sujet Répondre

On Fri, 21 Jun 2002 14:53:00 GMT, "CaptainJ"
<jeffseacrest@spamjam.attbi.com> wrote:

>Why don't you just mod TA to do what you are explaining here and submit it
>for play? The proof of your idea would be in the response.
>TA is fairly easy to mod, so go for it.
>Some of your ideas sound good, but I think you want to take them too far.
>I like the idea of cuing orders for factories and units before they are
>finished,

Thanks.

>and maybe even scripting an opening plan (but that would have to
>be limited in # of commands). But to run the entire game that way would be
>boring - too much watching and not enough playing.
>Just do the mod, I'll try it.
>CJ

Of the stuff on my page, that is the critical part, that is the part
which can turn real time strategy into a serious strategy game without
removing the real time element.

All you have to do is press an enter key when you want to issue the
current orders. That is the only difference between it and Total
Annihilation.

It might have a negative effect, but once refined it might be very
positive. Nothing in it suggests otherwise to me. I agree that
programming the thing is best, but I cannot do that sort of
programming. I will be playing it out plenty in my head, especially
as I get good feedback on the idea. The fact that some units will
become idle and wont be worth commanding immediately is about the only
negative aspect I can see so far. That it will prevent micro managing
battles might be correct, but maybe contingency plans can handle some
of that stuff. It definitely is forward looking, but so was Total
Annihilation, five years ago.

Thanks for the comments.





>
>"full name" <email@address.com> wrote in message
>news:q574hu47rss7212qla2mc5ml3evqrqlfnu@4ax.com...
>>
>>
>> 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
>>
>> "A computer in every home - mine, all mine!"
>




--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


Marco
Re: Total Annihilation II: Real Timed Strategy?
Publié: 21 juin 2002 18:49
  Cliquez pour répondre à ce sujet Répondre

CaptainJ wrote:

> Why don't you just mod TA to do what you are explaining here and
> submit it for play? The proof of your idea would be in the response.
> TA is fairly easy to mod, so go for it.
> Some of your ideas sound good, but I think you want to take them too
> far. I like the idea of cuing orders for factories and units before
> they are finished, and maybe even scripting an opening plan (but that
> would have to be limited in # of commands). But to run the entire game
> that way would be boring - too much watching and not enough playing.
> Just do the mod, I'll try it.

Well 3rd party mods and units don't get much response these days. On any
given day there are about 100 people playing TA online - all services
combined (zone, gsa, PW, GBL). The only mods you *ever* really see played
are TAUIP and UberHack. Well TAUIP not even really a mod, just a huge
jumble of units with little regard to balance.

--
Marco

Cognitive dissonance due to reality conflicting with this post
may cause your brain to ache.


Marco
Re: Total Annihilation II: Real Timed Strategy?
Publié: 22 juin 2002 03:39
  Cliquez pour répondre à ce sujet Répondre

full name wrote:

> BTW.
>
> I always praise Total Annihilation. Always. Ever since I tried Total
> Annihilation, I have been an outspoken fan of Total Annihilation.
> Other authors in the strategy gaming group even kid me about my
> obvious devotion to Total Annihilation.

*tear runs down cheek*... that's very touching. ;)

j/k of course.. I love TA too.

--
Marco (Wrath-Mutilator)

Cognitive dissonance due to reality conflicting with this post
may cause your brain to ache.


Marco
Re: Total Annihilation II: Real Timed Strategy?
Publié: 22 juin 2002 03:50
  Cliquez pour répondre à ce sujet Répondre

full name wrote:

> If you are afraid that it will destroy your ability to do the
> mousfight, do not worry about that, you still can. You can play fast
> or play without a clock. It is an option to increase the amount of
> strategical thinking, not something which mouseslingers will be forced
> to use.

Well honestly, one of the main reasons I have always preferred TA to
StarCraft is because the SC interface is incredibly cumbersome compared
to TA's. SC is utterly ridiculous in the amount of micromanagement that
must be done. The thing that really annoys me is that SC designers have
stated numerous times that they WANT it this way because it tends to make
it more difficult to attack with massive amounts of units at once etc -
as if that was a bad thing?

I honestly don't find TA to be much of a clickfest at all. In fact in
the early stages of the game, I tend to be somewhat bored. As each con
unit comes out of the lab, I queue 15-20 orders for it, and forget about
it. I use the TA demo recorder, so whenever I am not watching my attack
or defense, I click "ctrl+B" and it automatically scrolls through any con
units that do not have any current orders.

I have never understood why you think TA is such a clickfest. Surely
late in a game with 500 unit limit, things can get a bit hectic, but that
is part of the thrill of the game to me.

--
Marco

Cognitive dissonance due to reality conflicting with this post
may cause your brain to ache.


Invité
Re: Total Annihilation II: Real Timed Strategy?
Publié: 22 juin 2002 03:53
  Cliquez pour répondre à ce sujet Répondre



Marco
Re: Total Annihilation II: Real Timed Strategy?
Publié: 22 juin 2002 03:53
  Cliquez pour répondre à ce sujet Répondre

SHONNER wrote:

> "full name" <email@address.com> wrote in message
> news:kqd6huk32f3hkqf6vpoq88u93t3mdcnetc@4ax.com...
>> On Fri, 21 Jun 2002 12:13:44 GMT, Marco <marcosbox@hotmail.com> wrote:
>>
>> >Why don't you just go play with the newbies and 60 mins build time?
>>
>> Have you given the idea a look? If you understand it and do not like
>> it, fine. But at least give it a look and figure it out first. You
>> have to if you really like Total Annihilation, it is practically Total
>> Annihilation. Do you understand that? It is practically Total
>> Annihilation. Get it? If you really like Total Annihilation and do
>> not just feel a need to dominate this group, you need to know.
>
> Good Lord, Man! How many tubs of meth do you go through a day?!

ROFL! He does seem a bit wound up today?

--
Marco

Cognitive dissonance due to reality conflicting with this post
may cause your brain to ache.


Invité
Re: Total Annihilation II: Real Timed Strategy?
Publié: 22 juin 2002 04:12
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