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Computer
Real Time Strategy. A variant of an old practice played by the master
Sun Tzu that can now be reenacted on a cheap desktop computer. Times
change. Now a person can become a player on a vast world by mastering
a mouse instead of a bow and arrow.
This
is what T-Minus 5 is. A simulation of events engaged by Human and/or
Artificial Intelligence players. The actions at the disposal of
these players are many: control over complex structures and mining
resources, research and production of combat units, deployment of
these forces by development and enforcement of field tactics, direct
confrontation and sneak attacks. Carefully thought out plans. On
the spot decisions. Damage assessment and control. Global situation
awareness.
Common
Goal : enemy destruction.
Sounds
good for a goal, at least a simulated one. Although this concept
is well know by now due to the sheer number of original and derivative
games that help to demonstrate the above premise, T-Minus 5 hopes
to bring something new to this field, hopefully, a new dimension,
an extra edge, to both the game play experience and the base technology.
The
ultimate goal with this project is a virtual world, a world composed
of different terrain elements, multiple environments, specialized
structures, mobile units, weapons of a various nature and power,
natural resources, and all the elements that can be brought to a
game like this. On this scenario, several persons can on solo, or
on a group -- commonly referred to as "a clan" -- interact with
each other and the surrounding hostile environments, of course that,
in the end, the result of this interaction is left to the players.
The all point of simulation as opposed to non-interactive fiction.
Many
things can happen in this world, players can assume an attack or
defensive posture, they can make strategical strikes or cut out
supply routes, choose enemies or form alliances. All this is part
of the one of the best game play experiences we can have today,
but something is missing.
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