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I was thinking that too. One thing that helps is we allow the player to focus on the time travel gameplay rather than unit micromanagement by giving the units intelligence.

You could create arbitrarily complex battles across the timeline, but in an ordinary RTS, you can also be overambitious, and not be able to manage everything you set out to do.

Your real-world time in setting up position is also a limit they have in common. Of course, they add the complexity of managing paradoxes, but also introduce the limit of chronoenergy, which seems to have the effect of limiting how many units you can deploy across the timeline at once. hmmm... chronoenergy must be a time-global variable.



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