Isn't it just? I get headaches just thinking about it!
There are so many elements to the game you can sit back and say "just imagine".
Like just imagine you chronoport some drones to where you enemy is setting up their future base, and start mining so that when the time catches up to the present, they lose out on all the money they mined! And then all the stuff they built because of it, BLAMMO.
Multiplayer on this game is gonna be absolutely -beautiful-. Going back in time to wipe your opponent's base before it gets fully built is gonna be one useful tactic.
Hey guys > I've just seen those three videos on youtube and good > god is your game looking awesome. > Like, really awesome. The whole going-back-in-time mechanic > is a great one, but also surprisingly underused. Often when > it is used the game itself sucks; I'd be worried here > but you guys have been testing for four years so it > sounds like you know what you're doing. > > I've got a question about the time mechanic. Say like > the enemy makes a base near some resources of like 1000 gold > or whatever, and then they build a barracks and 5 dudes. > If you sent some money harvesting drones back in time and > harvested all that 1000 gold, when time caught up to itself > would that barracks and 5 dudes ceast to exist? > > Because that would be an awesome way to sabotage your > enemies' war efforts, stealing all their money IN THE > PAST. > What am I saying, the whole game is looking awesome. I > simply can't wait. > > > As far as publishing goes, you should consider Steam, > because those guys are also awesome. > > Good luck! > > - Rob
Hi Rob,
Thanks for your interest. I've added your e-mail to our list of people who were interested early, so there will be a strong chance you'll be on the alpha and/or beta test list if you desire.
If any of your friends are interested in this as well, please encourage them to follow us on Twitter or Facebook.
As to your question, yes, the scenario you described is fully possible in the game. Not only that, but I can think of at least 3 games I've personally played in the last several months where such a strategy was used. We affectionately refer to that as "bottoming out" your resources. The resource graph on the timeline was carefully crafted (which took a lot of experimentation and math to make it intuitive) to help you manage this. If you were on the receiving end of such an "attack" on your resources by your opponent, you would see your resource graph bottom out at a different point on the timeline. This is useful for diagnosing the attack and destroying your opponents' resource processors (harvesting drones). The timeline will also be undergoing some changes in the next few weeks to make it prettier, easier to read, and easier to learn. Stay tuned .
One small note is that we don't allow the player to send buildings (e.g., resource processors) back in time. This isn't a limitation of the engine, but something we did explicitly for numerous gameplay purposes. That said, your scenario is still possible under a few possibilities by simply building or moving resource processors in the past, or taking a unit that can build a resource processor back in the past instead (and then create the RP in the past).
And yes, we are considering steam as one of the possible publishing venues.
Thanks, -Chris Hazard President/Founder Hazardous Software Inc.
No scenarios, I just mentioned that me and a few friends had been coming up with all sorts of strategies you could use thanks to the timetravel thing, and I asked if they intended to do any Beta testing, and if so, how would I go about getting in
Devious Comments
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So very lazy
I get headaches just thinking about it!
There are so many elements to the game you can sit back and say "just imagine".
Like just imagine you chronoport some drones to where you enemy is setting up their future base, and start mining so that when the time catches up to the present, they lose out on all the money they mined!
And then all the stuff they built because of it, BLAMMO.
--
So very lazy
Hey guys
> I've just seen those three videos on youtube and good
> god is your game looking awesome.
> Like, really awesome. The whole going-back-in-time mechanic
> is a great one, but also surprisingly underused. Often when
> it is used the game itself sucks; I'd be worried here
> but you guys have been testing for four years so it
> sounds like you know what you're doing.
>
> I've got a question about the time mechanic. Say like
> the enemy makes a base near some resources of like 1000 gold
> or whatever, and then they build a barracks and 5 dudes.
> If you sent some money harvesting drones back in time and
> harvested all that 1000 gold, when time caught up to itself
> would that barracks and 5 dudes ceast to exist?
>
> Because that would be an awesome way to sabotage your
> enemies' war efforts, stealing all their money IN THE
> PAST.
> What am I saying, the whole game is looking awesome. I
> simply can't wait.
>
>
> As far as publishing goes, you should consider Steam,
> because those guys are also awesome.
>
> Good luck!
>
> - Rob
Hi Rob,
Thanks for your interest. I've added your e-mail to our list of people
who were interested early, so there will be a strong chance you'll be on
the alpha and/or beta test list if you desire.
If any of your friends are interested in this as well, please encourage
them to follow us on Twitter or Facebook.
As to your question, yes, the scenario you described is fully possible in
the game. Not only that, but I can think of at least 3 games I've
personally played in the last several months where such a strategy was
used. We affectionately refer to that as "bottoming out" your resources.
The resource graph on the timeline was carefully crafted (which took a lot
of experimentation and math to make it intuitive) to help you manage this.
If you were on the receiving end of such an "attack" on your resources by
your opponent, you would see your resource graph bottom out at a different
point on the timeline. This is useful for diagnosing the attack and
destroying your opponents' resource processors (harvesting drones). The
timeline will also be undergoing some changes in the next few weeks to
make it prettier, easier to read, and easier to learn. Stay tuned
One small note is that we don't allow the player to send buildings (e.g.,
resource processors) back in time. This isn't a limitation of the engine,
but something we did explicitly for numerous gameplay purposes. That
said, your scenario is still possible under a few possibilities by simply
building or moving resource processors in the past, or taking a unit that
can build a resource processor back in the past instead (and then create
the RP in the past).
And yes, we are considering steam as one of the possible publishing venues.
Thanks,
-Chris Hazard
President/Founder
Hazardous Software Inc.
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So very lazy
--
So very lazy
Cause you should've! And also tell me your email if it wasn't just HEY ALPHA TESTING PLOX
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So very lazy
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