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Time Travel Mechanic

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Date Editor Before After
2/14/2016 4:47:56 AMCArankAdminShadowfury333 before revert after revert
2/14/2016 4:47:05 AMCArankAdminShadowfury333 before revert after revert
2/14/2016 4:46:50 AMCArankAdminShadowfury333 before revert after revert
2/14/2016 4:45:15 AMCArankAdminShadowfury333 before revert after revert
2/14/2016 4:45:05 AMCArankAdminShadowfury333 before revert after revert
2/14/2016 4:44:43 AMCArankAdminShadowfury333 before revert after revert
2/14/2016 4:44:03 AMCArankAdminShadowfury333 before revert after revert
2/14/2016 4:43:41 AMCArankAdminShadowfury333 before revert after revert
Before After
1 Short answer: No 1 Short answer: No
2 \n 2 \n
3 Long answer: Consider that not only was Achron's engine specifically designed for the time travel and manipuation mechanics, but that in order to do so much of the game and units had to be limited in ways that would have been ridiculous as far back as 1995. At present[tooltip=Note this only applies to the most recent release of Achron. Hazardous Software has continued to upgrade the engine so there may be capabilities as yet unknown to the public][color=orange][*][/color][/tooltip], units cannot have their own timers for reloading or healing or anything[tooltip=what healing and other periodic events there are work by modulo operation on the current game time, not a per-unit timer. There literally are not enough free bits for one][color=orange][*][/color][/tooltip] which means no cooldowns or durations for abilities, units can only move on a grid roughly the size of the smallest unit[tooltip=what appears to be smoothness is just graphical interpolation][color=orange][*][/color][/tooltip], units can only move in 8 directions, units can only have somewhere on the order of 12 bits for health and 8 bits for energy and ammo, player resources can only take on the order of 25 bits for the main two, and closer to 16 for power and reserves, and moving beyond even 30 units in play on most systems will cause noticeable lag issues[tooltip=Think Zero-K in a 10v10 a few minutes in][color=orange][*][/color][/tooltip], along with the entire system being client-server just to let people without 2011-era monster CPUs play multiplayer at all. 3 Long answer: Consider that not only was Achron's engine specifically designed for the time travel and manipuation mechanics, but that in order to do so much of the game and units had to be limited in ways that would have been ridiculous as far back as 1995. At present[tooltip=Note this only applies to the most recent release of Achron. Hazardous Software has continued to upgrade the engine so there may be capabilities as yet unknown to the public][color=orange][*][/color][/tooltip], units cannot have their own timers for reloading or healing or anything[tooltip=what healing and other periodic events there are work by modulo operation on the current game time, not a per-unit timer. There literally are not enough free bits for one][color=orange][*][/color][/tooltip] which means no cooldowns or durations for abilities, units can only move on a grid where 1 square is the size of the smallest unit[tooltip=what appears to be smoothness is just graphical interpolation][color=orange][*][/color][/tooltip], units can only move in 8 directions, units can only have somewhere on the order of 12 bits for health and 8 bits for energy and ammo, player resources can only take on the order of 25 bits for the main two, and closer to 16 for power and reserves, and moving beyond even 30 units in play on most systems will cause noticeable lag issues[tooltip=Think Zero-K in a 10v10 a few minutes in][color=orange][*][/color][/tooltip], along with the entire system being client-server just to let people without 2011-era monster CPUs play multiplayer at all.
4 \n 4 \n
5 That's not even all the limitations, but the point is that in order to make time travel a thing, pretty much everything else was restricted to be more on par with WarCraft 1 than StarCraft II. Making any Spring engine game have even rollback netcode[tooltip=which would be essentially a subset of time travel][color=orange][*][/color][/tooltip] would be a tricky matter of data compression and storage, making it have full-on manipulable timelines would pretty much require dropping most of what we value in the Spring engine for unit movement and physics. 5 That's not even all the limitations, but the point is that in order to make time travel a thing, pretty much everything else was restricted to be more on par with WarCraft 1 than StarCraft II. Making any Spring engine game have even rollback netcode[tooltip=which would be essentially a subset of time travel][color=orange][*][/color][/tooltip] would be a tricky matter of data compression and storage, making it have full-on manipulable timelines would pretty much require dropping most of what we value in the Spring engine for unit movement and physics.
6 \n 6 \n
7 If you want to re-implement something into whatever the current version of the Resequence engine is, then talk to Hazardous Software about licensing. 7 If you want to re-implement something into whatever the current version of the Resequence engine is, then talk to Hazardous Software about licensing.