: Destroyed units left behind "wrecks" that remained on the battlefield as physical obstacles, blocking movement or providing cover until they were reclaimed for resources.
Units on high ground gained a significant line-of-sight and range advantage. Total Annihilation
: 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. : Destroyed units left behind "wrecks" that remained
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 Missiles and shells could miss their targets or
While its contemporaries used 2D sprites, Total Annihilation was the first RTS to feature and structures. This allowed for:
: Radar towers allowed players to see enemy movement as blips on the minimap long before they were visually identified.
: It was both a powerful combatant (with its signature "D-Gun" for instant kills) and the fastest builder in the early game.