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Achron — an RTS With Time Travel

An anonymous reader writes "As much as I'm looking forward to StarCraft 2, there's a new RTS gaming tech that has me even more enthused. The Escapist Magazine has posted interviews and footage of the upcoming 'meta-time strategy game' Achron, which was announced at GDC earlier this year. It's a multiplayer RTS where you can send things through time. The official site has some gameplay footage as well, and it looks like their tech is useful outside of gaming."

4 of 141 comments (clear)

  1. Preview by Junior+J.+Junior+III · · Score: 5, Funny

    Having already played this game in the future, I can only say that things get really strange if you try to go back in time before the game was launched and try to prevent it from being installed on your opponents computers.

    Also, if you see a player on the network named John Titor, don't play against him. He seems to know what's going to happen already. Fscking cheater!

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
  2. Re:I have this image... by jollyreaper · · Score: 5, Funny

    According to what I saw in the first video, this wouldn't be possible. Rather, you are able to fight in the past that has real influences on your present but you aren't able to truly fight your opponent when they are starting out. On top of that, you can see where your opponent is in your time stream. And on top of that, you can speed up how fast you flow through time. Since most RTS's are based on reaction time (hence the title of the genre), it becomes very obvious to me that the default strategy is to get into the game and crank your speed up as fast as it will go. Then beat your opponent to your resource rich future and send units back in time. Always fight as far back in the past as you can.

    The correct strategy is to send one unit back in time to kill your opponent's mother before he was even born. If that fails, you have one more shot before the sequels get crappy.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  3. Re:Very Original by krou · · Score: 5, Funny

    Or you get as confused as Dark Helmet in Spaceballs ...

    Dark Helmet: What the hell am I playing? When does this happen in the game?
    Colonel Sandurz: Now. You're looking at now, sir. Everything that happens now, is happening now.
    Dark Helmet: What happened to then?
    Colonel Sandurz: We passed it.
    Dark Helmet: When?
    Colonel Sandurz: Just now. We're at now now.
    Dark Helmet: Go back to then.
    Colonel Sandurz: When?
    Dark Helmet: Now.
    Colonel Sandurz: Now?
    Dark Helmet: Now.
    Colonel Sandurz: I can't.
    Dark Helmet: Why?
    Colonel Sandurz: We missed it.
    Dark Helmet: When?
    Colonel Sandurz: Just now.
    Dark Helmet: When will then be now?
    Colonel Sandurz: Soon.

    --
    'If Christ had tweeted the sermon on the mount, it might have lasted until nightfall.' - John Perry Barlow
  4. Gameplay looks sensibly nth dimensional ... ! by Lemming+Mark · · Score: 5, Informative

    I looked at some demo footage of the game and it seemed like time travel really is just like literally adding another dimension to an RTS game. Where in a normal RTS you can be attacked in the West, East, North, South (and potentially on different levels, if the game has land and air units, in Achron you can also be being attacked at a physical location that's also "in the past" and "in the future". You can go to the past and future like you'd go to different places on a map.

    To make it sane, the player exists in "meta time", a kind of overall time that ties together all the different positions in game time. The difference from a spacial dimension is:

    a) the further away from the current moment you want to operate, the more time energy you use up. I think you can observe any time period for free, it's just if you want to send information or objects through time that it gets expensive.
    b) effects take a while to propagate - stuff causally resulting from a battle in the past takes a certain amount of meta time (player time) to propagate to the present game time. Sounds weird but think of it like this: if your opponent goes back in time and blows up *all your stuff* you will not see anything change in the present have until the "time wave" propagates the results of these events forward to the present. At that point all your units are going to disappear. But in the meantime you have a (limited) window in which to go back with some units and "fix" the past.

    This *sounds* complicated but it really is just like an extra dimension of movement with some odd properties added. It makes a lot more sense if you watch the videos, once it clicks, it clicks.

    And yes, you can do grandfather paradoxes and travel to the future. Have fun!