> From: Andrew Crystall <[EMAIL PROTECTED]>

> On 19 May 2002 at 21:04, The Fool wrote:
> 
> > > TA is one of *THE* classic games. Worth a look even today.
> > > 
> > > > I am severely doubting that a person could control a number of
> > > > units over a large area in anything approaching real-time. 
> > > > Typically when
> > I
> > > > play a game like Axis & Allies, it takes hours just to play a
> > > > single turn.  Or something like Panzer General, which takes much
> > > > longer than real-time.
> > > 
> > > Define "large". Is 500 enough for you, 'cause that's the limit most
> > > ppl play with on the internet (and the best players can hit in ~20
> > > mins on most maps). Our LAN games typically had 3v3 (with 2 more
> > > AI's), and a unit limit of 1000 each. Which we DID sometimes hit
> > > (especially when we use mines).
> > > 
> > > And maps can be up to 63*63 screens (at 640*680). Most maps are
> > > between 15*15 and 25*25 tho.
> > 
> > Define real-time.
> 
> *sigh*
> 
> Defensive, are we?

?? "(and the best players can hit in ~20 mins on most maps)"  is
ambiguous.

> A real-time game is one which plays out with no pausing for orders, 
> no turns, nothing like that. A timeflow which measn you have to 
> constantly order your units about.
> 
> (In TA's case, you can speed up and slow that timeflow down, but at 
> watever rate the game dosn't stop and wait for YOU to catch up).

Final fantasy games also fit this description (the battles anyway).

> Please don't get the idea I don't like TBS games. I do. I'm a big 
> player of Laser Squad Nemesis right now (turn-based, both sides 
> submit orders and they they're acted out at the same time). I'm 
> killer at several other, older TBS games. It's just that I also like 
> RTS and RPG's.

So what you are saying is that there is a significant time lag between
orders given to the first unit (which then starts deploying) and orders
given to the last unit (which then starts deploying) (presumably before
restarting this cycle (unless it's the strategy to waste
units/resources)).

It seems that that system would present deployment holes that an opponent
could take advantage of.

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