Whereas most RTS devolve into micromanagement matches, TA seemed to be more about high-level strategy since automation really let you focus on theatre management.
Whereas most RTS devolve into micromanagement matches, TA seemed to be more about high-level strategy since automation really let you focus on theatre management.
I love the idea of being able to program a collection of routines which you can change the parameters of, or swap in and out, depending on how the battle is progressing.
There's probably a danger, though, that by making the programming language/runtime too capable, the game ends up being "solved" or at least ends up only leaving boring work for the human to do.
This would imply that war and generalship in reality are already "solved" problems. It's not a real concern.
Typically this is used to set a destination for new units, so they assemble automatically. But because you could set the commands to loop, and because you could authorize them to auto-engage (using the built-in AI to track and follow targets they run into), you could hack it to have the new units do routine patrols without further player action.
This definitely doesn't "solve" gameplay. It just gives the player access to the game's built-in AI for their own purposes. Of course it's much more useful playing against the computer than other players.