en:games:total_annihilation_mechanics
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====== Total Annihilation Mechanics ====== | ====== Total Annihilation Mechanics ====== | ||
===== Origin ===== | ===== Origin ===== | ||
- | [[Total Annihilation]] (short: TA) is a game that follows slightly modified resource mechanics. Unlike games such as [[Starcraft (Broodwar)|Starcraft]] or [[Star Trek - Armada 1|Star Trek Armada]] where you first collect resources and then spend them in one go on a unit or building (so it's more about owning resources), in Total Annihilation and derivative games the rate of resource collection and their expenditure is directly mechanic-determining. Also are resource spots (metal/ | + | [[Total Annihilation]] (short: TA) is a game that follows slightly modified resource mechanics. Unlike games such as [[Starcraft (Broodwar)|Starcraft]] or [[Star Trek - Armada 1|Star Trek: Armada]] where you first collect resources and then spend them in one go on a unit or building (so it's more about owning resources), in Total Annihilation and derivative games the rate of resource collection and their expenditure is directly mechanic-determining. Also are resource spots (metal/ |
===== Principle Economy Mechanics ===== | ===== Principle Economy Mechanics ===== | ||
==== Metal for building, energy for almost everything ==== | ==== Metal for building, energy for almost everything ==== | ||
Usually it is a combination of energy and metal or mass that determines the production possibilities. While metal/mass is needed to produce units or ammunition (e.g. a nuclear missile) energy is also used for other things, e.g. running a radar, using cloaking devices or maintaining shields. Very often also the extraction of metal requires energy. From this mechanic' | Usually it is a combination of energy and metal or mass that determines the production possibilities. While metal/mass is needed to produce units or ammunition (e.g. a nuclear missile) energy is also used for other things, e.g. running a radar, using cloaking devices or maintaining shields. Very often also the extraction of metal requires energy. From this mechanic' | ||
==== Income rate vs. construction circumstances ==== | ==== Income rate vs. construction circumstances ==== | ||
- | Less relevant for the game is the current amount of energy or metal in the players possession. Rather, the rate of procurement determines the effectivity of the economy, in conjunction with the current resource storage capacity. (In most other strategy game mechanics this is in principle the same, but the construction is more oriented towards resource costs in fixed packages. The rate only determines how fast these are refilled and usually you can stack up resources infinitely, so you cannot waste resources by not using them.) For this reason also there is usually some sort of fixed minimum income, e. g. in TA the Commander gives a small amount of energy and metal income, while in Ashes of the Singularity, | + | Less relevant for the game is the current amount of energy or metal in the players possession. Rather, the rate of procurement determines the effectivity of the economy, in conjunction with the current resource storage capacity. (In most other strategy game mechanics this is in principle the same, but the construction is more oriented towards resource costs in fixed packages. The rate only determines how fast these are refilled and usually you can stack up resources infinitely, so you cannot waste resources by not using them.) For this reason also there is usually some sort of fixed minimum income, e. g. in TA the Commander gives a small amount of energy and metal income, while in [[Ashes of the Singularity |
This is further complicated by two other factors that (can) determine production rates. On the one hand, the so-called build power, i. e. the speed at which a certain construction unit or building can produce, determines how quickly a building or unit can be completed. On the other hand, the construction time for a building or unit is not simply determined by the amount of energy and metal required, but also by a kind of complexity factor of the unit to be build, which can result in different construction times for different units even when they require the same amount of resources and the same construction unit is used. You can think of it as the build power increasing the build speed and the complexity as slowing it down. | This is further complicated by two other factors that (can) determine production rates. On the one hand, the so-called build power, i. e. the speed at which a certain construction unit or building can produce, determines how quickly a building or unit can be completed. On the other hand, the construction time for a building or unit is not simply determined by the amount of energy and metal required, but also by a kind of complexity factor of the unit to be build, which can result in different construction times for different units even when they require the same amount of resources and the same construction unit is used. You can think of it as the build power increasing the build speed and the complexity as slowing it down. | ||
==== Speed by numbers ==== | ==== Speed by numbers ==== | ||
- | Usually, | + | Usually, |
==== Storage buildings ==== | ==== Storage buildings ==== | ||
Load peaks can usually be buffered by means of storage buildings in which energy or metal can be stored. In this way, it is possible to achieve a much higher construction speed than the mere income would allow. However, on the long run, a high production rate can only be maintained through a more powerful income base. There are usually different buildings that supply metal or energy (or both). Often the units and buildings already constructed have low storage capacities as well. | Load peaks can usually be buffered by means of storage buildings in which energy or metal can be stored. In this way, it is possible to achieve a much higher construction speed than the mere income would allow. However, on the long run, a high production rate can only be maintained through a more powerful income base. There are usually different buildings that supply metal or energy (or both). Often the units and buildings already constructed have low storage capacities as well. | ||
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On top you find the resource bars, on the left showing a metal capacity of 6200, an actual amount of 4204 in possession and a rate of 8.1 income and a drain of 27.1. On the right the same information for the energy are presented, 8200 as the current storage capacity, 6724 energy in possession, a drain of 300 and an income of 182. This situation would not be sustainable for long. Once the metal storage runs empty, the production rate will drop to approximately 30% (metal limit), while the energy drain at this time will also drop to that value, leaving it at an absolute number of approximately 90, which can be sustained well, as the energy drain is well within the income rate. | On top you find the resource bars, on the left showing a metal capacity of 6200, an actual amount of 4204 in possession and a rate of 8.1 income and a drain of 27.1. On the right the same information for the energy are presented, 8200 as the current storage capacity, 6724 energy in possession, a drain of 300 and an income of 182. This situation would not be sustainable for long. Once the metal storage runs empty, the production rate will drop to approximately 30% (metal limit), while the energy drain at this time will also drop to that value, leaving it at an absolute number of approximately 90, which can be sustained well, as the energy drain is well within the income rate. | ||
- | However, the metal will run out in about 155 seconds while the energy will run out earlier, after 22 seconds. | + | However, the metal will run out in about 221 seconds while the energy will run out earlier, after 56 seconds. |
- | This is a situation to be avoided, but can be found in all energy/ | + | This is a situation to be avoided, but can be found in all energy/ |
Note, that the actual position of a metal extractor on its metal spot can influence the amount of metal actually gained. It is even possible to place an extractor anywhere on the map. If a metal extractor is too far way from a metal spot, it will not gather any resources. In contrast, the position of any energy generator of metal converter has no influence on its yield. | Note, that the actual position of a metal extractor on its metal spot can influence the amount of metal actually gained. It is even possible to place an extractor anywhere on the map. If a metal extractor is too far way from a metal spot, it will not gather any resources. In contrast, the position of any energy generator of metal converter has no influence on its yield. | ||
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While normal energy generators can be placed rather freely (only depending on the shape of the ground and the size of the generator), metal extractors require to be placed on certain spots, as well as the geothermal power plants, which require a corresponding spot. Other than in TA, you are not able to place it anywhere else. Same goes for geothermal power plants. In turn, the energy gain of the spot-dependent resource sources is rather high (in comparison of the building cost) resp. the drain of energy for the metal extractor is very low. This is also an important concept of the TA mechanics, resource spots being of tactical importance, but not being unavoidable, | While normal energy generators can be placed rather freely (only depending on the shape of the ground and the size of the generator), metal extractors require to be placed on certain spots, as well as the geothermal power plants, which require a corresponding spot. Other than in TA, you are not able to place it anywhere else. Same goes for geothermal power plants. In turn, the energy gain of the spot-dependent resource sources is rather high (in comparison of the building cost) resp. the drain of energy for the metal extractor is very low. This is also an important concept of the TA mechanics, resource spots being of tactical importance, but not being unavoidable, | ||
- | The resource spot concept of [[Ashes of the Singularity - Escalation]] differs by some degree: | + | The resource spot concept of [[Ashes of the Singularity - Escalation|Ashes of the Singularity: |
- | {{ :en: | + | {{ en:games: |
- | In this screenshot you can see two spots of Metal (left lower corner, right lower corner, upper middle) and a Radioactives spot (upper left corner). All metal and radioactives spots are accompanied by energy spots, which have to be captured first. In contrast to TA or Supreme Commander, where you //have// to build an extractor on these spots, in AS it is already sufficient to capture such a spot to gain access to a portion of the resource income. However, the income is increased by a factor of four when building | + | In this screenshot you can see two spots of Metal (circular spots, |
While there are nominally three types of spots involved, the metal spot, the radioactives spot and the energy spot, the latter does not actually add to the economy as a resource (like the energy resource from TA), as it is only a strategic aspect of the game, not a resource by itself. You only require it for capturing and enhancing the actual resource sports, metal and radioactives and in addition, to ensure resource transfer to the Nexus of the player. | While there are nominally three types of spots involved, the metal spot, the radioactives spot and the energy spot, the latter does not actually add to the economy as a resource (like the energy resource from TA), as it is only a strategic aspect of the game, not a resource by itself. You only require it for capturing and enhancing the actual resource sports, metal and radioactives and in addition, to ensure resource transfer to the Nexus of the player. | ||
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Other than with TA or Supreme Commander, the Energy spot adds to the complexity of the economy in the fashion as any resource region must have a direct connection via other resource regions to the players Nexus. Once a region is isolated from the Nexus, it does not add to the resource income of the player, even though he technically still controls this position. | Other than with TA or Supreme Commander, the Energy spot adds to the complexity of the economy in the fashion as any resource region must have a direct connection via other resource regions to the players Nexus. Once a region is isolated from the Nexus, it does not add to the resource income of the player, even though he technically still controls this position. | ||
- | In [[Balanced Annihilation]] the concept of metal spots is altered slightly: | + | In [[..:mods:Balanced Annihilation]] the concept of metal spots is altered slightly: |
{{ : | {{ : | ||
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Therefore many of his games actually make it feasible and meaningful, to think about unit production on a larger scale. That includes the mere ability of the game engines to support bigger numbers of units without breaking down by the sheer systems load and subsequent features to make deployment of large squads and their formations doable. That includes features like automatic air transport of ground units (ferry) via corresponding drop ships as well as infinite production loops and sequences along with combinations of the mechanics. So in practice you could run a factory with infinite production loop, point its rally point to the pick-up point of your drop ships and therefore automate the deployment of units to a distant point on the map. Another variation of this is the production/ | Therefore many of his games actually make it feasible and meaningful, to think about unit production on a larger scale. That includes the mere ability of the game engines to support bigger numbers of units without breaking down by the sheer systems load and subsequent features to make deployment of large squads and their formations doable. That includes features like automatic air transport of ground units (ferry) via corresponding drop ships as well as infinite production loops and sequences along with combinations of the mechanics. So in practice you could run a factory with infinite production loop, point its rally point to the pick-up point of your drop ships and therefore automate the deployment of units to a distant point on the map. Another variation of this is the production/ | ||
- | Also units and weapons intended for large maps are very common, such as the "Big Bertha" | + | {{ : |
+ | |||
+ | A unit formation consisting of more than 450 units from one single player (and the unit supply limit is not even hit) is no problem in [[Supreme Commander - Forged Alliance]]. The infinite build loop reduces the management effort to almost nothing. The only thing the player has to keep track of is the economy supporting a fast build regarding resource income and also build power. Considering, | ||
+ | |||
+ | Also units and weapons intended for large maps are very common, such as the "Big Bertha" | ||
So the general concept of TA and derived games could be described as "think big". This also goes in terms of map sizes and match durations. While an average [[Starcraft 2]] match rarely goes on for more than an hour, this is actually rather common for TA derived games. And for example SC2 maps can be scrolled end-to-end in a rather short time or with only few seconds scrolling time, while TA like maps usually are vast enough to make this not reasonable. Therefore also the concept of map presentation is often altered. While many other games have a mini map, showing the entire map, but still only operate properly via the main (more detailed) map, TA like games utilize the mouse scrolling wheel in order to simply change the zoom value of one map alone. So the current representation of the map is determined by the set zoom factor and the placement of the center of the screen on the map. That allows to simply zoom out and zoom in on another position of the map very fast, while at no point changing the unit selection or dispatching mechanics, as you simply work on a map with another current scale. This does not necessarily leave the mini map out altogether, but the emphasis on it is not as intense as it is in other games. | So the general concept of TA and derived games could be described as "think big". This also goes in terms of map sizes and match durations. While an average [[Starcraft 2]] match rarely goes on for more than an hour, this is actually rather common for TA derived games. And for example SC2 maps can be scrolled end-to-end in a rather short time or with only few seconds scrolling time, while TA like maps usually are vast enough to make this not reasonable. Therefore also the concept of map presentation is often altered. While many other games have a mini map, showing the entire map, but still only operate properly via the main (more detailed) map, TA like games utilize the mouse scrolling wheel in order to simply change the zoom value of one map alone. So the current representation of the map is determined by the set zoom factor and the placement of the center of the screen on the map. That allows to simply zoom out and zoom in on another position of the map very fast, while at no point changing the unit selection or dispatching mechanics, as you simply work on a map with another current scale. This does not necessarily leave the mini map out altogether, but the emphasis on it is not as intense as it is in other games. | ||
- | ===== Research ===== | + | ===== Research |
- | Some variations, such as [[Supreme Commander 2]] or [[Ashes of the Singularity - Escalation|Ashes of the Singularity: | + | Some variations, such as [[Supreme Commander 2]] or [[Ashes of the Singularity - Escalation|Ashes of the Singularity: |
- | ==== Illustration ==== | + | ==== Illustration |
[[Supreme Commander 2]] actually reduced the research strictly to spending the research points on advancements for all kinds of units, the Commander and also the economy buildings such es extractors, factories and the research station itself. | [[Supreme Commander 2]] actually reduced the research strictly to spending the research points on advancements for all kinds of units, the Commander and also the economy buildings such es extractors, factories and the research station itself. | ||
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On the upper left corner you can see the amount of research points already gathered. The research tree includes not only upgrades to available units but also unlocks new unit types. So the research has a heavy influence on the available structures, units and functions of units and buildings. E. g. shields of any kind are not available without research. | On the upper left corner you can see the amount of research points already gathered. The research tree includes not only upgrades to available units but also unlocks new unit types. So the research has a heavy influence on the available structures, units and functions of units and buildings. E. g. shields of any kind are not available without research. | ||
+ | ==== Illustration Ashes of the Singularity ==== | ||
+ | The game [[Ashes of the Singularity - Escalation|Ashes of the Singularity: | ||
- | The game [[Ashes of the Singularity - Escalation]] features the research mechanics in form of globally enabled upgrades and on top, adding a casting mechanics as well, ranging from simple reconnaissance casts over economy boosts to even military unit addition. | + | {{ en:games: |
- | + | ||
- | {{ :en: | + | |
Right in the middle you can find the Quantum Relay (of the Post Human Coalition faction). It gathers 0.25 Quanta per second. The metal and radioactives storage capacities were already enhanced (level 1), as well as the logistics value. Here the storage is not determined by actual storage buildings, as it would be the case for TA or Supreme Commander, but simply by the currently reached level of enhancement by Quanta. Quanta can also be used to cast for example a production speed boost on a factory or increase the logistics value (supply limit). Also weapons strength, radar range and the building hitpoints can be increased with Quanta. It adds to the complexity of the game and can be considered a third resource, similar to the energy of [[Starcraft Broodwar]]. | Right in the middle you can find the Quantum Relay (of the Post Human Coalition faction). It gathers 0.25 Quanta per second. The metal and radioactives storage capacities were already enhanced (level 1), as well as the logistics value. Here the storage is not determined by actual storage buildings, as it would be the case for TA or Supreme Commander, but simply by the currently reached level of enhancement by Quanta. Quanta can also be used to cast for example a production speed boost on a factory or increase the logistics value (supply limit). Also weapons strength, radar range and the building hitpoints can be increased with Quanta. It adds to the complexity of the game and can be considered a third resource, similar to the energy of [[Starcraft Broodwar]]. | ||
+ | ===== Videos ===== | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
===== Games with TA mechanics ===== | ===== Games with TA mechanics ===== | ||
- | * [[Ashes of the Singularity]] | + | * [[Ashes of the Singularity |
- | * [[Ashes of the Singularity | + | * [[..:mods:Balanced Annihilation]] |
- | * [[Balanced Annihilation]] | + | * [[Beyond All Reason]] |
* [[Tech Annihilation]] | * [[Tech Annihilation]] | ||
* [[Supreme Commander]] | * [[Supreme Commander]] | ||
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* [[Zero-K]] | * [[Zero-K]] | ||
- | [[games database|Back to the games database]] | + | [[..: |
en/games/total_annihilation_mechanics.1589796102.txt.gz · Last modified: 2020-05-18-10-01 by 7saturn