| 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. | 
                
                    | 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. |