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How to do Total Annihilation wrong - Ashes of the Singularity

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Date Editor Before After
8/9/2020 5:28:39 AMAUrankAdminGoogleFrog before revert after revert
5/10/2020 12:37:40 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 I agree, sadly. I got the game on a mega-sale some years ago and I think I played three games of the campaign and a skirmish game. I thought about writing some feedback but did not end up posting it. As with any RTS the game can approximately be split into combat and the economy, and both had deep issues. 1 I agree, sadly. I got the game on a mega-sale some years ago and I think I played three games of the campaign and a skirmish game. I thought about writing some feedback but did not end up posting it. As with any RTS the game can approximately be split into combat and the economy, and both had deep issues.
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3 The ground units are all floaty, difficult to control, hovercraft. There are at least three tech-levels with a few units each, per faction, and the counters between the units seem heavily dependent on tech-level based armour types. The projectiles in the game may well be physically simulated, but the amount that unit physics affects combat seems even lower than a game like Starcraft. In Starcraft range is important because the units are controllable, in Ashes the units float around and end up mushing together. It is as if every unit is a Locust, but stuck on the ground and much slower. 3 The ground units are all floaty, difficult to control, hovercraft. There are at least three tech-levels with a few units each, per faction, and the counters between the units seem heavily dependent on tech-level based armour types. The projectiles in the game may well be physically simulated, but the amount that unit physics affects combat seems even lower than a game like Starcraft. In Starcraft range is important because the units are controllable, in Ashes the units float around and end up mushing together. It is as if every unit is a Locust, but stuck on the ground and much slower.
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5 I remember taking a look at the two mainline (non-scout, AA etc..) tier 1 units of one of the factions. One of them was designated as an anti-heavy while the other was meant to kill tier 1 units. This was done via damage modifiers. The anti-heavy was faster and had more range than the unit that was meant to counter it, however I could not make these stats pay out their implications. I couldn't even do it with a one-on-one unit battle because the units are unresponsive and the longer ranged one could not be prevented from diving into range. The fact that one unit had superior physical stats - range and speed - barely mattered. 5 I remember taking a look at the two mainline (non-scout, AA etc..) tier 1 units of one of the factions. One of them was designated as an anti-heavy while the other was meant to kill tier 1 units. This was done via damage modifiers. The anti-heavy was faster and had more range than the unit that was meant to counter it, however I could not make these stats pay out their implications. I couldn't even do it with a one-on-one unit battle because the units are unresponsive and the longer ranged one could not be prevented from diving into range. The fact that one unit had superior physical stats - range and speed - barely mattered.
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7 The Grand Strategy aspect of the game is realised with the army system. Armies are essentially control groups with extra UI support, such as easy selection and a merged strategic icon. They can also do cool things such as receive rally points ( much like autogroups) . Overall I found this system to get in the way and give "powerful UI" a bad name. Splitting armies in all the ways you might commonly desire was not fluid, and the armies make combat even less controllable. Combat seemed to boil down to selecting the right armour types and weapon damage modifiers to put in your big ball of health so that your ball comes out on top when you literally mush it into the opponent's ball. I have written here that armies can spend 10 seconds rotating and gathering themselves together before responding to an order. 7 The Grand Strategy aspect of the game is realised with the army system. Armies are essentially control groups with extra UI support, such as easy selection and a merged strategic icon. They can also do cool things such as receive rally points ( much like autogroups) . Overall I found this system to get in the way and give "powerful UI" a bad name. Splitting armies in all the ways you might commonly desire was not fluid, and the armies make combat even less controllable. Combat seemed to boil down to selecting the right armour types and weapon damage modifiers to put in your big ball of health so that your ball comes out on top when you literally mush it into the opponent's ball. Armies can spend 10 seconds rotating and gathering themselves together before responding to an order.
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9 The interface really wants you to use armies. When I ordered a group of constructors to do anything they would automatically form an army, making me have to go through the process of splitting them later. 9 The interface really wants you to use armies. When I ordered a group of constructors to do anything they would automatically form an army, making me have to go through the process of splitting them later.
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11 The economy was barely better. There are two construction resources that both serve the purpose of Metal and are gathered in essentially the same way. There is a technology resource for giving %-boosts and using special abilities that (iirc) is gathered much like Energy. There is a logistics resource because this game has a quite-reachable population limit. There is a lot more to fiddle with, and less control. 11 The economy was barely better. There are two construction resources that both serve the purpose of Metal and are gathered in essentially the same way. There is a technology resource for giving %-boosts and using special abilities that (iirc) is gathered much like Energy. There is a logistics resource because this game has a quite-reachable population limit. There is a lot more to fiddle with, and less control.
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13 Imagine Zero-K but: 13 Imagine Zero-K but:
14 * Two types of metal extractor. 14 * Two types of metal extractor.
15 * A Company of Heroes-style sector control system that determines where you are allowed to build metal extractors, with about three per sector. 15 * A Company of Heroes-style sector control system that determines where you are allowed to build metal extractors, with about three per sector.
16 * Neutral creeps defending each of the sectors. 16 * Neutral creeps defending each of the sectors.
17 * Multiple ways to spend resource or use special abilities that upgrade the output of individual metal extractors. 17 * Multiple ways to spend resource or use special abilities that upgrade the output of individual metal extractors.
18 * No tools such as priority or area mex. Every single upgrade has to be clicked individually. 18 * No tools such as priority or area mex. Every single upgrade has to be clicked individually.
19 Do you upgrade your extractors to adv extractors, make the thing that boosts production in a sector, or spend an ability to permanently boost an extractor? I don't see the interesting choice in this. 19 Do you upgrade your extractors to adv extractors, make the thing that boosts production in a sector, or spend an ability to permanently boost an extractor? I don't see the interesting choice in this.
20 [q]I spent far too long with my engineers upgrading resource nodes. I have to zoom in on the point slightly, select the mex/rad structure build option (another overhead) then successfully make 3 or 4 reasonably precise click. Even with hotkeys this can take a few seconds. It takes even longer to upgrade a series of nodes because you often need to switch between placing the mex structure and the rad structure.[/q] 20 [q]I spent far too long with my engineers upgrading resource nodes. I have to zoom in on the point slightly, select the mex/rad structure build option (another overhead) then successfully make 3 or 4 reasonably precise click. Even with hotkeys this can take a few seconds. It takes even longer to upgrade a series of nodes because you often need to switch between placing the mex structure and the rad structure.[/q]
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