I’m working on a game like that, but it’s far from completion.
Comment on A cool feature/mechanic you want to see in games again
supersquirrel@sopuli.xyz 2 days ago
The control scheme in Total Annihilation of being able to que up lots of commands for units has largely ignored by RTS game makers except in Supreme Commander and Spring/Recoil engine games such as Beyond All Reason and Zero-K. I think it is a perfect example of why the RTS genre died after hyperfocusing on making Starcraft-likes resulting in the stagnation of innovation in the genre that progressively catered more and more only to a very narrow range of brains/players who enjoy simplistic explicit unit relationships and endless fiddly micro.
it_depends_man@lemmy.world 2 days ago
supersquirrel@sopuli.xyz 23 hours ago
Well know that you have outed yourself as a cool indie dev, you must eventually post some sneak previews of your game to a gaming/game development community on lemmy/the fediverse!
SolSerkonos@piefed.social 2 days ago
Can you explain what you mean? I never played TA, but being able to queue commands is pretty common in RTS games. Did TA have some kind of system to further facilitate that, or was it just taken to an extreme?
Davel23@fedia.io 2 days ago
In TA you could select a unit factory then issue move orders and set up patrol routes and then any units constructed by that factory would follow those orders. Also, if there was a unit executing a repeating move pattern, you could select it, hold shift and give it a new order. It would execute that order, then when done it would return to its original pattern.
it_depends_man@lemmy.world 2 days ago
To add to what the other guy said, Supreme commander allowed your units to synchronize shots, for example for the big guns on battleships, useful for punching through shields.
They also allowed you to queue orders, display them and then edit them. So you could set up one big patrol path for 100s of helis and fighters and defend your territory that way, and when you want to expand you can drag the patrol points and all of those 100s of units would automatically adjust.
Also there were heli transports with lift and drop points and you could use that to ferry units quicker than they would walk. So you could set the drop point closely behind the frontlines and advance the drop point with the front line, allowing for quicker resupply of troops.
Quite a bit more advanced than you would see in starcraft or AoE2 overall.