ID:1451
 
When I talk about RTS games these days, all I hear is Starcraft, Rise of Nations, Age of Empires, etc...
All those RTS games have one thing in common: They aren't about strategy, they're about resources.
This is something far too common in RTS games these days, focus on collecting resources faster than your opponent. There is little strategy involved, just which unit is the counter to which, and having bigger numbers than your opponent.
There is, however, one RTS that predates all of those, and fixes those flaws. Total Annihilation. This game came out about a year before Starcraft, and featured beautiful graphics, great gameplay, and plenty of strategy.
Total Annihilation, designed by brilliant gamemaker Chris Taylor, was very ahead of its time, practically reinventing the genre. It was not about how fast you got your resources, but how well you used them; There were only 2 resources, Metal and Energy, but they could be gotten in a number of ways.
Metal, for instance, is gotten normally by building a Metal extractor on a Metal deposits, which, depending on the map, can be plentiful or rare, and each deposit provides different amounts of metal. However, when there isn't enough metal deposits, you can build a metal maker to convert much more plentiful energy to metal.
Energy, on the other hand, is gotten in a number of ways. Every unit provides a certain amount, as well as Solar Power Plants and Wind Generators, which, like metal, vary in effectiveness from level to level, and you have to plan accordingly.
Then there are the units, which is where Total Annihilation starts to shine. Out of the box, it has around 100 units and buildings, all perfectly balanced. But the company that made the game, Cavedog, took it a step further, every week releasing a free unit download, as well as making it extremely easy to design your own units and buildings. One popular mod that is still being updated 8 years after the game's release, Absolute Annihilation, features around 500 units, all useful, all balanced.
And you cannot win with just masses of a unit, either, like in some RTS games. Every unitis balanced, it has strengths and weaknesses, and not as simple as in some RTS games, like Age of Empires, where one unit beats another. The Peewee, for instance, one sides basic infantry, has a vey high rate of fire, and in groups can tear most enemies apart very quickly, but they have a short sight and get killed very quickly. At the same time you build Peewees, you can also build an infantry unit called Hammer, which is a slow moving and relatively well defended mobile artillery, but with a short line of sight, not being able to see many things that are shooting at it.
Take these two units together, however, and they compliment each other well. Peewee runs in as a fast scout, allowing the Hammer to fire at units beyond its normal line of sight.
This balance applies to base defenses as well-unlike many RTS games, you cannot turtle(surround your base with defenses so you don't have to focus on it). Many units can fire on turrets beyond their line of sight, making it nessescary to have radar nearby, which, rather than revealing the map all around like many RTS games, simply reveals all enemy units and buildings in its range, in the form of blips. You then take your turrets-some of which have EXTREME range-and have them select targets that the radar reveals, making base defense much more hands on than in other RTS games.
Total Annihilation also removes the idea of your main base being completely defenseless-rather than having a construction site building churning out workers, your main base IS a worker. Rather than a base, it is a commander. It can build faster than any other unit, though is limited to basic structures, and has great health, regenerates, has a laser and a weapon called the D-gun that destroys ANYTHING in one hit. To top that all off, upon death, your commander explodes with a nuclear sized blast, which, depending on where he dies, can be very good or bad. This can be an effective kamikaze attack in multiplayer, though some games have a setting that makes losing him game over.
Then there is the actual battles, which is another area where Total Annihilation shines; Units shake when firing the larger cannons, tanks rock back and forth, ships splash around in the water, shots have splash damage that damages everything around what they hit. Units and buildings don't just die, they explode in spectacular fasion, sending shrapnel into the air and leaving behind piles of debris that other units can actually use as cover from other shots. You can move units around to dodge shots; ALL units can pivot their weapons seperate from their legs and move while firing, making it much more possible to win a battle in which you are outnumbered.
Finally, there is the mod community-Total Annihilation was among the first games to be easily moddable, and some mods are still being updated to this day, including one particularly impressive mod called TAspring, which completely revamps the graphics, updates and rebalances the units, even adds deformable terrain and multiple camera angles, as well as adding many features that are common in RTS games these days but missing, such as binding unit groups and setting rally points, and even adds a first person mode.
There is much more worth mentioning about this game, but I wish to keep this article somewhat short, so I will end by saying that if you are an RTS fan, this game deserves checking out.
First Person Mode = You can go out and shoot and stuff, such as in Natural Selection? If so, all I may say is:
Links.Now.
Yup, you can take ANY unit into first person mode, or turrets.
Controlling them takes some getting used to, but isn't bad.
As for a link, http://taspring.clan-sy.com
I quite enjoyed Total Annihilation and may have to check out these mods (hopefully I still have the game around somewhere).

The sensibility of the animation was wonderful. It was great to watch jets bank and maneuver, and the various robots moved in interesting ways.

Also it had the most advanced control system I've ever seen, still beating most RTS systems out there (except possibly a lack of formation control?)

The big downside was the end game. With artillery like Big Bertha it would turn into a boring situation of each side lobbing artillery at units they couldn't see. I remember spending an hour or more doing that.

Would love to see a true sequel to this made. Total Annihilation: Kingdoms didn't involve Chris Taylor, and while it was beautiful, the game play was flawed (infinite resources: bad idea).

However, Chris Taylor went on to do Dungeon Seige, a game that was boring as day old toast. Hopefully he doesn't turn out to be a one-game wonder.
As for the sequel, the spiritual successor, Supreme Commander, comes out next year, not an official sequel though, because Taylor no longer has the liscence.
Ah, interesting to hear.

So I got nostalgic for the Total Annihilation experience and tried to install...but it was designed for Win95 and won't even give me an install option on XP...

Time to Google I guess...
Really?
I installed it just fine on XP.
The only problem I've had was multiplayer; all the systems it used for multiplayer are outdated now.
Oops I had CD 2 in there, and that didn't have the install option. Looks like it's going now...(and I should be in bed!)
XD lol
I found the strategy in TA to have too many flaws (like Deadron mentioned, the end of the game). The game was neat, but the strategy just wasn't that amazing to me.

Rise of Nations doesn't have strategy? Pah!
Have you even played the game? :S

And yes, "counter this unit with this" does make for strategy. When the enemy is rushing at you with a large force, created of many different units, you've got a problem. The thing is, defenses in Rise of Nations are (gasp) effective! If you can put the right defenses in the right spots, that large, unstoppable army is going down. Then you can send heavy infantry and catapaults at the enemy, so the heavy infantry can take out any wandering enemies and defend your catapaults while they destroy your enemey's important buildings-- or just command them all to attack the city itself, and once it's reduced, send in the heavy infantry to capture it and all remaining enemy buildings.

What if your enemy tries to spam uber nukes on you? There are several methods of getting shields against nukes, so that isn't an issue. What I love most about Rise of Nations is playing small, single player campaigns with the limitations of starting and ending on one certain age. When I get bored of fighting different types and amounts of NPCs (aggressive, defensive, multiple skill levels, and many [18?] nations to choose from) and maps, I move on to another age.

It's fun. :D
RoNs kicks ass.

It's all about making a landing force of British people, nuking Paris then taking it with a land force.

England for teh win. =D
I enjoy Rise of Nations also, though I haven't played through it much.

However, Gordon has definitely peaked my nostalgia for TA. I played the first couple of missions last night before bed, and I'm about to take several days of vacation, so I'm sure I'll see how far I can get through it when not doing other stuff.

And I'm interested to try out the mods, and now looking forward to Supreme Commander, which somehow I had missed news of.

One thing I'll say about TA: the sound is such a huge part of the experience.
Don't get me wrong, there IS Strategy in Rise of Nations, but a big part of it is still Resource Hoarding, which I hate.
And I do agree RON is a fabulous game, which is why I own it and am looking forward to Rise of Legends ^_^
And Sound is one of two things I meant to mention in the article, but got left out. I love how the music changes to fit what's going on, and how alarms start sounding, and explosions actually sound real.
Also, TA is without one VERY common RTS feature that I absolutely loathe: Unit upgrades. I prefer to just get into the battle, producing and fighting with units, no having to think about how I want to upgrade them.
Alpha Centario was a terrific RTS also.
Assuming people are talking about Alpha Centauri, that was turn-based, not RTS...