TheOneFreeMan
Spy
- Joined
- Apr 10, 2009
- Messages
- 452
- Reaction score
- 1
Hasn't been a thread on this in a while, and the Alpha release is out, so the question asks itself ...
How can a game be so friggin' confusing AND simultaneously awesome sounding at the same time? An RTS where both players can travel in time and effect each others moves in the past and future?
http://www.youtube.com/watch?v=O6PuVyZGrYE&feature=player_embedded
I read a guy on bit-tech trying to explain how the mechanics work. When you get too confused, skip the rest and just know that it gets more confusing the further you read:
So ... would you play this game? Do you think it'll be fun, or even work at all?
How can a game be so friggin' confusing AND simultaneously awesome sounding at the same time? An RTS where both players can travel in time and effect each others moves in the past and future?
http://www.youtube.com/watch?v=O6PuVyZGrYE&feature=player_embedded
I read a guy on bit-tech trying to explain how the mechanics work. When you get too confused, skip the rest and just know that it gets more confusing the further you read:
Time travel in Achron is manifested a timeline chart at the bottom of the screen which, by clicking on it, you can jump to any point in the past or future of the game. A vertical line on the timeline tells you where every player is in time and a small chart keeps track of all game actions, such as damage dealt to your units. A glance at the timeline tells you where big battles have been fought and where you opponents have gone (in time) to try to influence their outcome.
Crucial to time travel is the idea of chronoenergy, the resource by which you can manipulate the timeline. Chronoenergy regenerates on it’s own, but the further you are in the past the slower it does so and the more energy you’ll need to do anything. In the future you need less and it regenerates fast, while giving orders in the present doesn’t require any at all. The system prevents you from just going to the very start of the timeline and killing the enemy then using and introduces a puzzle game element – how can you most effectively damage your enemy in the past with your limited resources?
The most important thing to understand about Achron though are the timewaves – regular updates to the timeline that can be seen sweeping across the game at intervals of 30 seconds. When a timewave moves through the game then it collects all the events it comes across and carries them forwards, altering the continuity as it goes. If you think it’s something that’s hard to get your head around then, well, join the club.
Here’s an example of how timewaves work. You start a game with a small collection of robots in the present. You haven’t given any orders, so the game assumes that it’s stayed that way for the preset length of the match – so in the future your units are patrolling the same path over and over, just as they are in the present. The same rule applies to the past, where your units are also patrolling.
You decide to change this by undertaking some retroactive recon, so you journey two minutes into the past and tell one of your units to move to the furthest corner of the map, then you return to the present. There, you see that nothing has happened – your unit is still patrolling the original position, the map is unexplored.
That is until a timewave pulses forth, starting in the past and moving forwards. It passes the two minute point where you issued your order and moves forwards. If you went back to a time that timewave had already passed then you’d see your unit moving as you told him to, the event incorporated into history. If you wait in the present for the timewave to catch you then you’ll see the change happen the moment it hits - the unit will vanish before you eyes and reappear where you told it go, the route explored.
That is, as simply as possible, how time travel works in Achron and, for those of you wondering how the game stops you from just wiping enemies out in the past to win, there’s your answer. Remember: players can see where each other are on the timeline, so if an opponent looks at the timeline then they can see when you are. If you’re attacking them and the unit AI isn’t up to the task then they can journey back to defend themselves – they just have to do it before the timewave runs the length of the match.
Hell, if they wanted they could pull off some seriously clever stunts. Say, for example, I saw you were destroying my base in the past and didn’t want to simply defend in a direct battle with you on the timeline. What I could do is look at where you’re attacking me and then journey even further back to try and fortify that point. Then, when the timewave hits, your victory could become your defeat. Or I could pre-empt your attack with a raid of my own, targeting specific units that I’d know you’d need. Or I could use a chrono-porter to teleport my future units back in time as reinforcements.
Or, because there’s not just one timewave but a dozen of them on the timeline as a whole (but only one at any one time, haha) I could try to battle you in the future while you are waging war in past. I’d just have to make sure I won the future battle before the timewave which catches your battle reaches me – so that a timewave that’s already in the future can carry my changes forwards.
At least, I think that’s how it works. If your head is spinning from trying to keep track of all this then don’t imagine I’m faring much better! Just be grateful I’ve decided not to delve too deeply into how the game handles grandfather paradoxes – that’s when a unit prevents itself from ever being created.
So ... would you play this game? Do you think it'll be fun, or even work at all?