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| Deformable Terrain to gf | ||||
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| Deformable Terrain | A map that
can be altered as a game progresses, usually as a result of players: e.g.
craters formed by explosions, tyre marks from vehicles or land lowered
or raised by the actions of builders or godly miracles. |
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| Diplomacy | Diplomacy refers
to the organization of teams in a multiplayer netgame. This is usually
worked out by verbal agreement before a game has started, when players
are being marshaled in the pre-game setup screen or "lobby". Once in
the game, you may have to access a Diplomacy menu to actually make the
game reflect the players' wishes. In Diplomacy (or equivalent) menus
you can set Alliance settings from a list of all players (and/or bots)
in the game. Players that are set to "Allied" won't be attacked by your
units. However, if they haven't set their forces to Ally with your
in
return, they'll automatically attack you. Allied team players will share
their vision of the map, and in some games, you may be able to share
resources
and control each others units. Any strategy game that uses trade can
set up automated trade routes between friendly (and sometimes hostile!)
forces. Diplomacy settings are generally "live" throughout the game. That is, they can be changed at any moment. Strategy games have the added human element in that the devious rivalry between the players themselves can sometimes expressed within the game. And humans, as we all know, can be treacherous... |
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| Economy | The means of
production for your forces. This includes workers,
factories, and general resource
management. The strength of an economy is decided by how many resources
it can use at any moment and how much is left over in the bank. This means
making sure you have mines, fusion plants, tree cutters, fishermen, or
whatever it is that allows you to build and support your army in the game.
Economic strength ultimately decides your military strength. A strong
economy is not crimped by a lack of materials when it has to produce advanced
units; a weak one is one unable to produce or repair anything because
its waiting for sufficient resources to become available or just doesn't
have enough in storage to build a force big enough to adequately defend
your base. In Starcraft or any Age of Empire game, maintaining a steady stream of resources is essential to staying in the game, keeping up with tech upgrades, and building and maintaining a strong force. In these games, establishing expansions is critical as resource sites are easily exhausted and consumed, and stopping your opponent from expanding is just as important (if not more so) than expanding yourself. In Total Annitbl2ation, your economic strength is determined by the constant rate at which you produce energy and metal, since resources are infinite and expansions are not as necessary, except as strictly militaristic exercises or depriving the enemy of their share. A more extraordinary RTS economy is found in The Settlers. This economy is more like a simulation where you can't control individual villagers individually, but affect them en mass by changing global settings, adjusting priorities and allocating building sites. Securing and developing metals, food and construction materials is critical to success, and missing out just one item in your economy can quickly stall it as surely as an attack. |
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| Energy | 1.) A rechargeable amount of stuff to power force fields or some special power or ability in a unit. 2.) In some games, another way of describing a unit's Health. See Stats. |
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| Expansion | 1.) An additional base built by your good self to secure another cache of resources, before your base runs out and to ensure your opponent can't get there first. In StarCraft, establishing expansions is absolutely critical to winning the game, and Age of Empires is very similar. Expansions are less important where resources not so readily exhausted.
2.) An extra software package that is added
to the original game to expand its functionality and its scope. An
Expansion
usually adds extra units, maps, and other goodies to enhance your gaming
pleasure. Its a nifty way for software publishers to extend the life
of
their product without having to go through the tedious development
hassle and risk of producing an entire sequel from scratch. |
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| Farm | A building that
generates food resources. However in Warcraft, it is a structure used
like the House building.
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| Factory |
Any
building that can produce mobile units.
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| FFA | Chat acronym:
Free For All. A multiplayer game of more
than two players where everyone fights everyone else until only one remains.
Typically, defeated players are dropped from the game, although newer
games tending to permit spectating. |
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| ffs | Chat acronym:
"For Fuck's Sake!" Sounds like someone's getting
frustrated. Hopefully, its your opponent. |
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| Fog of War | Fog
of War represents the uncertainty of the battlefield and the limited
POV of your units.
Its the darkened or grey out areas on your screen. Wtbl2e you enjoy a God
like view of the proceedings, you certainly aren't omniscient: you can
only see what your units can see, and only know what they know. This provides
much of the action and excitement, and finding out what's going on across
the map is an ongoing and never ending task. Unexplored areas or zones
beyond your visual range might contain hidden enemy units, vital resources
or the horde that's coming to annitbl2ate you once and for all. Only the
illuminated areas of the map that currently fall within you and your allies'
units Line of Sight
are updated continuously. Your Minimap
constantly tracks and updates any changes to the Fog of War; generally,
if terrain is pitch black its unexplored. Previously visited areas remain
greyed out, and depending on what game you're playing, will also show
any structures that were built there at the time you last saw them. What
might have been empty space may suddenly be filled with enemy fortifications,
and so on. |
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| FPS | Acronym: First person Shooter. Usually shortened to 3D Shooter. Its a first perspective game set in an immersive three dimensional environment where you basically run around playing silly buggers with large weapons, blowing up other players. A First Person Shooter is any game where you run around shooting any thing that moves. Its a major gaming genre in the PC gaming world. It was first coined to describe iD Software's Doom, but also applies to Quake, Unreal Tournament, Half-Life, Medal of Honour, or a squillion others. FPS originally started out as straight deathmatch, a primitive sort of game where a small number of players simply ran around blowing each other up for points. Essentially, the PC and graphic card industry owe a lot Doom and its ilk or pretty much getting PC gamers to rush out and by constantly buy endless hardware upgrades to their machines. FPS has generally been where the bleeding edge of graphics performance is hammered out. Basically, the game has to look as spectacular as possible wtbl2st letting players move and react at lightning speed. Examples: Doom, Quake, Unreal Tournament, Half-Life, Counter-Strike, Tribes 2, Medal of Honour, Battlefield 1942, etc., etc. There's millions of the damn things. | |||
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| gf | Chat acronym:
"Get Fucked!" Universal expression of losing your cool wtbl2st
under fire - hence only two frantically typed letters, and usually shot
off in the heat of the moment as your forces collapse around you. Its
not a good look. |
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| gg
to Metal Map |
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Last modified Sun, May 9 2004 by Lindsay Fleay