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| Stack | Stacking refers to a number of overlapping bonuses or other effects on a unit. Each of the effective bonuses multiply on top of each other. For example, a unit stands near enough to a healer's aura to receive ongoing health replenishment. If that unit stands close enough to four healers, then the healing effect can be four-fold. In other words, the effect of these healers stacks when they're close enough together. Conversely, a unit might receive multiple bonuses: attack strength, healing, or shielding by standing near to different units with different auras. The combined effects of these auras stack on any unit within range. A classic example of stacking can be found in Dawn of War's Ork Mob Bonus. Some games might prevent bonuses from stacking for balance reasons. Healing
rates might be capped to prevent fighting units from becoming invulnerable.
Some powerful bonuses might be exclusive, meaning that all other
bonuses are disabled when they are active. Again, this is designed to
prevent units from becoming too powerful or having an "exploit"
where unscrupulous players can invoke these bonuses for easy wins, time
and time again. |
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| Stats | Or Statistics. All units are defined
by a string of numbers that describe their attributes and weapons, perhaps
even a few magic spells tucked up their sleeves. They're more like the
computer controlled characters you encounter in a role-playing game (RPG).
Each one is defined by a set of stats and rules that determines how it
behaves and moves, and when large numbers of them clash the game is furiously
looking up character charts and doing the sums just like human players
did in days of old. Everything now takes place in milliseconds, not hours;
and modern RTS game engines are running cut down physics models rather
than emulating old abstract, turn based games.
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| Stealth | An ability that allows a unit to
be invisible to radar, although it can be seen in your display by your units.
Basically, it's invisible only on the minimap.
E.g. a Stealth Bomber. ![]() |
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| Structure | An immobile unit; a building or a
turret. Structures form the basis of your economy
and production. They can function as factories
and make available other buildings, units, and research upgrades and technologies.
Particular units or structures may not be available to you until you have
built the right building for them first. For example, you may not be able
to produce any infantry until you have first built a Barracks, or certain
upgrades and techs can't be researched until a foundry or blacksmith has
been built. Types of buildings: Farms
(or Houses), Factories,
Turrets, and Walls.
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| Support | A way of simulating the amount of supplies and materials "consumed" by your units. This is very similar to Population Limit, except Population Limits put a cap on the number of units you can build: i.e. one population point is used to build one unit; whereas support describes how much a unit costs to run. Small units like infantry may only consume one point; giant units like tanks or battle-cruisers may gobble up several. The Homeworld sequel Cataclysm
makes obvious use of Support Units. You can build a lot of small strikecraft
but only a few giant warships, and even then, you are forced to spend
a lot of resources just increasing your capacity by constructing Carriers
and adding Support Modules to your Capital Ships. More
info. |
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| Support Unit | 1.) A unit that, when used in conjunction with other units, increases those other units' capacity to perform. A support unit may not be able to achieve much on its own, but its presence when mixed with a group of regular fighting units might prove to be decisive. The classic example is the medic, an unarmed unit that heals any friendly units nearby, keeping them alive longer in a fight, effectively preserving the strength of the group. 2.) A Military Unit (often a heavily
armed one) that covers for other assault units, usually by laying down
covering fire to keep the enemy at bay. More
info. |
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| Tech | Short for Technology.
Tech in RTS is about the relative technological differences between the
warring sides. All techs are pre-arranged: you go through the same research
tree each time, and what is important with RTS tech isn't the act of discovery
- its staying ahead in the technological arms race with the enemy. Tech
usually just makes available bigger and more advanced units, often in the
form of special buildings that have to be built for those technologies to
be made available. Just about every strategy game with tech levels has a
Tech-tree that maps out how these
techs are organised, and each tech tree is balanced as carefully as the
units in the game. More details.![]() |
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| Tech Tree |
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| Theatre | A type of area on the map. For example:
air, sea or land are different theatres of operations.
Aircraft operate in the theatre of Air; naval units operate in Sea. Theatres
are one way RTS games can differentiate between units and establish a strategic
relationship between them, adding lots of interest and opening up many different
ways to play the game. Having multiple theatres gives a game a tremendous
amount of variety and strategic depth, both in unit types and maps. Rise
of Nations for example, could offer island maps, continental maps, plains,
mountains, archipelagos, coast-to-coast, and so on. Total
Annihilation is also classic in this regard, and one of the reasons
it had so many units and so much gameplay was through its high diversity
of terrain and the vast number of unit niches made available by having so
many different theatres to play in. Games with a small number of theatres,
like Dawn of War, (which
only has one - land) must rely on deep unit tactics and charisma to sustain
any long term interest.![]() |
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| Total
Conversion to Worker |
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Last modified Sun, Dec 2 2006 by Lindsay Fleay