Total Annihilation 【Full Version】

: Every shot fired was a physical object in the game world. Missiles and shells could miss their targets or be blocked by terrain and other units.

: Radar towers allowed players to see enemy movement as blips on the minimap long before they were visually identified. Total Annihilation

At a time when most RTS games capped unit counts at 100 or 200, Total Annihilation supported hundreds (and later thousands via patches) of units on the field simultaneously. Additionally, it was designed to be easily , with Cavedog Entertainment releasing new units as free downloads, a practice that fueled a massive community modding scene that continues to this day. What makes Total Annihilation such a great game? by PeterC : Every shot fired was a physical object in the game world

: Destroyed units left behind "wrecks" that remained on the battlefield as physical obstacles, blocking movement or providing cover until they were reclaimed for resources. At a time when most RTS games capped

Total Annihilation featured a sophisticated that went beyond simple "fog of war":