Achron: Difference between revisions
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* [[Real Time With Pause]]: In ''multiplayer'', no less. Bonus points for it being an ''actual ability'' as opposed to a medium mechanic.
* [[Reset Button]]: You can undo botched attacks.
* [[Ret
* [[Retroactive Preparation]]: A very basic tactic in game.
* [[Ripple Effect Indicator]]: Various symbols on the timeline are used to indicate various events happening.
* [[Ripple
* [[San Dimas Time]]: The way time travel works actually does a pretty good job of justifying this.
* [[Scry vs. Scry]]: Future-sighting, cancelling your orders in the past, creating red herrings to confuse your opponent's future-sighting and cancelling...
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* [[Fog of War]]: Arguably features a ''four'' dimensional variant; players need to reconnoiter the timeline for data as well as the physical map.
* [[Instant Militia]]: Inverted. Resourcing is automated by "Resource Processors" and all the constructors from all the factions are military units that just happen to have the added bonus ability of being able to drop buildings (or morph into them, in the Grekim's case).
* [[Non
** Averted in some campaign missions, the AI you play as downloads himself into a unit on the battlefield. If this unit is destroyed you are unable to command your forces for the period when it doesn't exist.
* [[Refining Resources]]: All three factions can convert QP (Quark-gluon Plasma) into LC (Liquid Crystal), which is tantamount to converting the more "advanced" / rare resource into the more "basic" / common one... inefficiently to boot. This has less to do with game balance and more to do with [[Mohs Scale of Sci Fi Hardness|realism]], since [[The Dev Team Thinks of Everything|it stands to reason that a player should be able to convert a more refined version of a resource into a less-refined variant in case of an emergency]].
* [[Ridiculously
** The game makes a distinction between the teleporters/chronoporters that you have access to and industrial ones which have much higher range and only exist in the backstory (for now). Carrying or building an industrial teleporter in the battlefield is risky, expensive and takes way too long. It's not excluded that Grekim have teleporters, just no field-ready ones. Since it's currently unknown where resources are kept, it might be either [[Fridge Brilliance]] or [[Fridge Logic]].
*** They do exist in the campaign, but largely as plot points ("Get 10 units to the industrial teleporter to win") and only exists on the map as a model. Occasionally a cutscene will long-range teleport units out (or the game will spawn units on one, simulating a long-range teleport in), but they don't exist as a usable building of any kind.
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** This doubles as an explanation for why your units have extremely short sight (insofar as they have RTS-standard near-blind line of sight radii). [[The Dev Team Thinks of Everything|You can actually]] ''[[The Dev Team Thinks of Everything|hear]]'' [[The Dev Team Thinks of Everything|battles occurring outside your vision radius.]]
* [[Your Head Asplode]]: Referenced on the official site several times, as what happens whenever anyone realizes the exact implications of this kind of game engine.
* [[Xtreme Kool Letterz]]: Averted. "Achron" ''looks'' like a corruption of "[[Classical Mythology|Acheron]]", but its actually the in-game moniker for [[Ripple
** Loads of people initially assume the name is a misspelling of "[[Archon (Video Game)|Archon]]" and are subsequently saddened when they realize that they aren't seeing a remake of that old strategy game.
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[[Category:Real Time Strategy]]
[[Category:Achron]]
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