If you move a unit to a new location in the timeline-present, then go into the timeline-future... wait a little for it to propagate... then, when it appears, chonomove it to the timeline-past in the same location... wait a little while for it to propagate... and BOOM, it chronofrags itself.
Lets say it 100% destroys itself (it doesn't in the video)... wait a little while for its absense to propagate into the timeline-future... now, when it arrives (and not before), there is no unit to chronomove into the past, and so the unit does not appear in the timeline-past... wait a little while for its absence in the past to propagate... And now there is no chronofrag to destroy that unit, and so it exists... and the cycle repeats.
I like this time-paradox being resolved by becoming a cycle, due to the delay of propagation.
(However, in a video they imply that you need to manually manage paradoxes, by chronomoving it to the timeline-past for each loop.)
I think it might actually be interesting to be able to create time paradoxes. It would give a different dimension to guerrilla warfare for example by being able to set up traps in time and space.
Though probably the hardest thing still left is to make it a fun game to play through, as it's quite easy to have a great idea but still make a crappy/average game.
Lets say it 100% destroys itself (it doesn't in the video)... wait a little while for its absense to propagate into the timeline-future... now, when it arrives (and not before), there is no unit to chronomove into the past, and so the unit does not appear in the timeline-past... wait a little while for its absence in the past to propagate... And now there is no chronofrag to destroy that unit, and so it exists... and the cycle repeats.
I like this time-paradox being resolved by becoming a cycle, due to the delay of propagation.
(However, in a video they imply that you need to manually manage paradoxes, by chronomoving it to the timeline-past for each loop.)