Key information Total Annihilation (TA) is a real-time strategy (RTS) video game created by Cavedog Entertainment under the guidance of lead designer Chris Taylor.
A war lasting 4,000 years followed, with the Arm mass-producing clones as pilots for its vehicles and the Core duplicating consciousness-embedded microchips to pilot its own machines. However, the balance is broken by a technological breakthrough that allows the consciousness of a human being to be reliably transferred into a machine, thereby theoretically granting infinite life, in a process called "patterning." Following a mandate imposed on humanity by the Core requiring everyone to undergo patterning as a public health measure, a rebel band is formed out of colonies from the edges of the galaxy (hence their name, the Arm), whose members refused to leave their natural bodies to join the Core's machines. The Core's technological and economic triumphs have allowed humanity to colonize most of the Milky Way and enjoy peace and prosperity. Story / Background In the distant future, the galaxy is ruled by a central body of humans and artificial intelligences called the Core (a contraction of "Consciousness Repository"). For each side, the only acceptable outcome is the complete elimination of the other. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Just got me thinking of ways that games could be turned by players in support roles and not in direct action via actual kills and those players who dont have top end rigs could still be involved in the latest games, just from a different standpoint but just as important.What began as a conflict over the transfer of consciousness from flesh to machines escalated into a war which has decimated a million worlds.
His team simply used cover better, advanced forward better and used height advantage/covering fire and his ammo drops/UAV to gain the advantage. He was splitting his teams attacks down 2 fronts and managed to split the other team up and dragged them out away from their supplies and where they dug in and most ended up straying too far and getting stranded and running out of ammo and got taken out easily. Would also make some games far more tactical, I have been in games of Battlefield where the players on the ground werent great but ended up winning against superior team simply because the commander was better. If you had other interfaces or roles for players to take over these lesser management roles it could leave those who want to get into thick of the action to do so while other players support them. With so much micro-management to get your head around in some games it can take away from the action thats going on if you have to take attention off it to navigate clunky menus and manage other aspects. I've played a couple Flash/Unity web game implementations but most aren't the serious games I'm looking and hoping for. I haven't played very many "real" RTS games. It'll be interesting to see what Stardock has in store. I've tried implementing modifications in many games of different genres to get that long-scale conflict feel to it, but usually the AI overloads or the cpu putters out and the game crashes. The idea of fighting wars as opposed to battles is something I've seriously been wanting. I was surprised, at first, about the need for a kickass PC, as that's typically not something they go for, but it's understandable for pushing a new engine and working in early release.
I'm familiar with Stardock and some of their philosophies in production and design. There's a discussion there, but unrelated to the thread. Supreme Commander, I know of Chris Taylor, of Dungeon Siege/GPG fame.