Right here’s how we do it. : FrostGiant

Here’s how we do it. : FrostGiant


There’s no query that probably the most thrilling and exhilarating issues that may happen in any sport is pulling off a completely epic comeback.  That is true irrespective of the sport or the game.  Simply the easy truth of figuring out {that a} comeback is feasible is sufficient to preserve each gamers and spectators captivated and engaged all through the whole period of a sport it doesn’t matter what the deficit could be.

Comebacks are answerable for among the strongest feelings that somebody can expertise in a sport, whether or not you are on the profitable finish or the shedding finish.  And that is what individuals keep in mind probably the most about video games – not essentially what occurred, however the way it made them really feel.

Ensuring that the comeback ingredient is current goes to be IMPERATIVE for Frost Big to not solely implement, however completely NAIL in the event that they plan on making a sport that stands the last word take a look at of time.

What I intention to do is to elucidate the significance of the Comeback Issue, present the Comeback Issue’s relation to RTS and its historical past, after which suggest sport parts by way of economic system and unit steadiness that may be certain that comebacks play a pivotal function in Frost Big’s mission to create the subsequent nice RTS!


To emphasise simply how vital the comeback ingredient is, let’s simply check out the highest 25 sports activities on this planet and their estimated world following:

  1. Soccer / Affiliation Soccer (Four billion estimated followers)

  2. Cricket (2.5 billion)

  3. Basketball (2.2 billion)

  4. Ice Hockey, Discipline Hockey (2 billion)

  5. Tennis (1 billion)

  6. Volleyball (900 million)

  7. Desk tennis (875 million)

  8. Baseball (500 million)

  9. American Soccer, Rugby (475 million) ———————–

  10. Golf (450 million)

  11. Motorsports

  12. Boxing

  13. MMA

  14. Athletics

  15. Biking

  16. Badminton

  17. Swimming

  18. Snooker / Billiards

  19. Gymnastics

  20. Capturing

  21. Handball

  22. Wrestling

  23. Snowboarding

  24. Horse Racing

  25. Bowling

Check out the highest 9 sports activities on this record. You recognize what ingredient they share? The Comeback Issue!

In case you are a fan of any of the highest 9 sports activities on this record, I’m optimistic that you’ve a number of reminiscences burned into your mind of completely unbelievable (or heartbreaking) comeback video games, and also you’re most likely replaying a few of these reminiscences in your head proper now as you learn this. Comebacks create reminiscences that persist with us endlessly, each for higher and for worse (if you happen to’re on the shedding finish), and these reminiscences are what preserve us wanting extra and preserve us coming again.

Nevertheless it’s not even the comebacks themselves that create this phenomenon. It’s the truth that we all know behind our minds that even when the crew we’re cheering on will get soul-crushingly behind in a sport and even will get ridiculously far forward, a sport isn’t over till it’s over. That’s as a result of in the entire video games on the prime of this record, at any given second the gamers have the facility and the power to fully flip issues round, take management of the sport, and have a direct affect in your opponent’s failure or success. In these video games, even when your opponent will get a decisive lead – and even when he retains up the very same degree of efficiency – you continue to have the chance to both step up your sport and go above and past your opponent’s degree, you may drastically change up your method to completely disrupt your opponent’s gameplay, or it’s also possible to take a collection of excessive dangers which may end in an entire change of momentum within the sport.

This isn’t the case for practically all of the sports activities on the backside.

In golf, if you happen to get considerably behind midway via a match and your opponent is scoring birdies on each gap, what are you going to do? Rack up consecutive hole-in-ones? Not gonna occur.

In bowling, if you happen to get considerably behind within the first few frames and your opponent retains bowling strikes, what are you gonna do? Bowl even larger strikes? Preserve dreaming.

In racing sports activities, in case your opponent is a lap forward they usually’ve been persistently sustaining the identical pace all through the race, what are you going to do? Hope you roll a blue shell in your subsequent energy up? Ha!

The one manner {that a} attainable comeback can happen in practically the entire sports activities on the backside of this record is that if your opponent simply occurs to make a disastrous blunder (like lacking a pivotal shot in billiards) or suffers an unforeseeable misfortune (like pulling a muscle in swimming or clipping one other bike in biking).

Having to be 100% dependent in your opponent making errors or struggling a misfortune with a view to win is solely NOT FUN. There’s nothing thrilling or exhilarating about it in any respect!

The attention-grabbing factor about RTS video games is that they share parts with sports activities on each the highest and the underside of this record.  RTS video games have each the direct offensive and defensive features of the highest 9 sports activities (attacking your opponent, defending your base) they usually additionally share the identical oblique, passive features of a lot of the sports activities on the backside of the record (constructing your military, rising your economic system, creating your tech).  The problem to making sure that comebacks are attainable might be discovering a contented steadiness between the 2.

However earlier than we get extra into RTS, let’s briefly check out two different video games which have stood the take a look at of time attributable to their Comeback Issue:  Chess and No-Restrict Event Poker.


RTS video games usually get in comparison with Chess and No-Restrict Event Poker attributable to their emphasis on preparation, arising with a sport plan, executing completely different methods, studying your opponent, adjusting to your opponent, and taking dangers.  However there are additionally many parts in Chess and No-Restrict Event Poker that permit ample alternative to tug off a comeback, and due to these comeback parts, Chess and No-Restrict Event Poker are video games that may greater than seemingly dwell on endlessly.

In Chess, if you happen to’re behind in materials, it is extremely attainable to nonetheless win if you happen to can coordinate your items, give your self a positional benefit, and execute completely different techniques to both checkmate your opponent, lure your opponent’s main/minor items, or promote your pawns. Even when these choices aren’t available, it’s nonetheless attainable to cleverly weasel your manner out of defeat and power a stalemate. Sure, on the very highest of ranges of Tremendous Grandmaster (prime 30 gamers on this planet) these comeback prospects are extraordinarily uncommon and really blunder/miscalculation-dependent since Tremendous GMs practically at all times play good chess (which is an enormous purpose I really feel that chess won’t ever acquire mainstream spectator reputation regardless of having been such a well-liked sport for hundreds of years). However for gamers of all completely different ranges starting from simply the informal participant to even gamers on the Grandmaster degree, the chance for a comeback is nearly at all times current and occurs in video games on a regular basis. In chess, it’s also possible to even deliberately give your opponent a cloth benefit in trade for a positional or tactical benefit, and these are inclined to make for probably the most attention-grabbing video games in chess! These sort of sacrifices occur frequently in any respect completely different ranges of chess, together with the Tremendous GM degree.

In No-Restrict Event Poker, there’s a frequent time period that each poker participant is aware of: “Chip and a chair.” For many who aren’t acquainted with NLTP, “chip and a chair” principally signifies that so long as you’ve gotten a single chip and a seat on the desk, there’s nonetheless an opportunity you can really comeback and win a whole event. This ingredient alone is strictly why so many gamers are drawn to NLTP, as a result of similar to within the prime sports activities talked about above, a sport isn’t over till it’s really over. However even earlier than you’re all the way down to your final chip, in case your chip stack is dwindling and also you’re beginning to lose hope, you may determine to danger your complete stack and go all-in and take a shot at a doubling up and giving your self new life. Not solely is this type of danger taking a chance, but it surely’s additionally REQUIRED if you happen to really want to have any sort of long-term success. And on the opposite finish of the spectrum, even if you’re the dominant chip chief and have triple the quantity of chips as the subsequent largest chip stack within the event, you may go from Hero to Zero and get knocked out of the event in only a matter of some palms if you happen to get unfortunate or take numerous pointless dangers. This dramatic degree of fixed uncertainty is undoubtedly the ingredient that retains individuals enjoying and in addition why individuals will at all times take pleasure in watching streams and broadcasts of No-Restrict Event Poker.

Nevertheless it’s additionally essential to bear in mind the distinction between No-Restrict and Restrict Event Poker. Whereas each video games positively require a whole lot of ability and understanding of the sport, Restrict Event Poker nearly fully lacks the Comeback Issue. In case you are ever all the way down to your final chip in LTP, there’s actually near a 0.00% likelihood for any kind of eventual comeback. And on the opposite finish of the spectrum, if you happen to’re manner forward of the remainder of the sector in LTP it’s principally assured that you’re going to be there for a protracted, very long time and could have an nearly particular likelihood of inserting excessive within the event – after all, that’s until you recklessly make a protracted collection of blunders or get actually unfortunate back-to-back-to-back-to-back-to-back. There’s nothing thrilling about any of that. That is why Restrict Event Poker isn’t standard in any respect by any means.  There really was a short time frame when LTP was comparatively standard through the Poker Increase of 2003, however after the participant inhabitants actually received a superb grasp of the sport, that reputation fizzled out fairly shortly, as a result of the sport is redundant and easily isn’t thrilling or attention-grabbing.

We need to create No-Restrict Poker, not Restrict.

(Be aware: I’m not saying that each one of those sports activities/video games are good by any means and I imagine that there are literally some sport steadiness points in practically all of them, however that’s a topic for one more time.)

So how can we use all this info and implement the Comeback Issue into the subsequent nice RTS?

Earlier than we get into what we are able to do, it’s essential for us to first take a superb have a look at the financial programs of three of probably the most profitable RTS video games of all-time: Brood Conflict, StarCraft II, and sure… WarCraft III.


Now, I’ve to present credit score the place credit score is due.  WarCraft III put forth an sincere effort to TRY to get this comeback ingredient proper, and whereas I do not imagine that they have been profitable in actually engaging in it, I do suppose that it might be a mistake to miss the innovation that WarCraft III really did handle to convey to the desk.

Whereas creating WarCraft III, Blizzard was properly conscious {that a} massive purpose for Brood Conflict’s success was as a result of even when your opponent received a big lead, gamers might nonetheless keep within the sport and maybe ultimately pull off some kind of a comeback. Whereas the comeback ingredient was positively current in Brood Conflict, it nonetheless wasn’t practically on the diploma of any of the sports activities/video games mentioned earlier. Blizzard aimed to alter that in WarCraft III by implementing maintenance with the objective of encouraging engagement and aggression whereas additionally permitting gamers who get behind to have a better circulate of revenue than their opponent in order that they will construct themselves up and get again into the sport extra shortly.

For many who are uninitiated on maintenance or simply want a reminder, maintenance is principally a tax bracket based mostly on energetic meals provide that primarily punishes you for constructing a military past sure factors of provide. The three completely different ranges of maintenance are:

– No Maintenance (0-50 Meals: 100% revenue)

– Low Maintenance (51-80 Meals: 70% revenue)

– Excessive Maintenance (81-100 Meals: 40% revenue)

Sadly, the implementation of maintenance made the sport very unenjoyable for a big share of the RTS participant base and you’ll nonetheless discover WarCraft III gamers – each loyal followers and gamers making an attempt to present War3 one other shot – complaining about maintenance to this very day! The completely different ranges of maintenance are so punishing that it discourages gamers from even increase a military a lot bigger than their opponent’s, as their economies would endure dramatically and it might give their opponent a big and fully game-changing financial benefit. Because of this, on the prime ranges of play, you principally by no means see gamers go above 80 provide and they’re even hesitant to even go above 50 provide till they really feel the time is correct.

So how on Earth are you alleged to have a comeback when the sport is systematically designed to forestall gamers from even getting forward?

r/FrostGiant - Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

With all that stated, it might be extraordinarily shortsighted for us to solely have a look at the failings of maintenance with out acknowledging what it really did accomplish.  The primary factor that the concept of maintenance received proper is that it was profitable in encouraging aggression.  When a participant approaches the utmost threshold in an maintenance bracket (50/80 provide), it’s nearly instantly obligatory for them to assault their opponent with a view to both acquire a bonus or preserve any benefit that they have already got – which in the end additionally places that benefit in danger – and there’s actually solely a small window of time to have the ability to do this, as a result of if you happen to don’t, your opponent can shortly and simply equalize.  When a participant is compelled to place his benefit in danger, in concept it ought to create an ideal alternative for a attainable comeback.  Nonetheless, since the opportunity of gaining a big benefit in any respect is principally non-existent within the first place attributable to maintenance, the idea doesn’t actually carry out properly in precise observe by way of an RTS sport.  This causes the sport to put a a lot increased emphasis on gaining a bonus via hero growth quite than unit, economic system, and tech growth that are principally the three predominant parts of all RTS video games.  And in WarCraft III, as soon as a participant’s heroes grow to be considerably extra highly effective than their opponent’s, the opportunity of a comeback is sort of fully misplaced as there is no such thing as a alternative to set again any progress {that a} hero has already made in leveling.

Now what Blizzard appeared to have probably missed when creating WarCraft III was that Brood Conflict already had a type of maintenance innately applied into the sport that they could not have even realized they already had!


Brood Conflict has an financial system that’s extraordinarily distinctive and really completely different from any sport that has ever been made and this method is a big purpose why comebacks are extra attainable in BW than different RTS video games. To additional clarify this level, it’s vital to first examine its financial system to WarCraft III and StarCraft II.

In WarCraft III, every employee holds the identical quantity of worth and this worth stays the identical all through the whole course of the sport until it’s affected by maintenance, wherein case each employee’s worth is affected unexpectedly. By way of revenue, every base solely permits a most of 5 staff to mine gold at a time. If staff which can be mining are killed, all of the races have a fairly simple time instantly changing them with little or no affect on the economic system. In fact, it’s barely harder for Undead, however you may nonetheless change Acolytes comparatively shortly with out a lot of an financial impact because you solely want 5 for 100% mining effectivity.

In StarCraft II, the primary two staff per mineral patch all maintain precisely the identical worth. The quantity of minerals that 16 staff can mine per minute is roughly double the quantity of minerals that eight staff can mine per minute on a base that has eight mineral patches (ever so barely lower than double really, however not considerably sufficient the place “double” isn’t truthful to say by way of sport steadiness). After 16 and as much as 24 staff, every further employee provides worth roughly 40-45% of the revenue worth as every of the primary 16. After 24 staff (or Three staff per mineral patch) there’s virtually no worth in any respect in having any further staff. That is why increasing in StarCraft II is so extremely helpful and has such a excessive reward. Because of this, increasing is at all times executed as early as attainable in practically each single top-level sport, as a result of the worth that you simply get out of your first 16 staff at each base is simply so ridiculously excessive.

In Brood Conflict, mining works very equally to StarCraft II apart from one MAJOR distinction. The speed of minerals mined per minute IS NOT doubled when you’ve gotten 16 staff mining versus eight on eight mineral patches. In actual fact, all the employees between employee 9 and employee 16 solely have about 55-60% of the revenue worth as the primary eight staff, then staff 17-24 solely have roughly 35-40% of the revenue worth as the primary eight staff. Like StarCraft II, further staff after the 24th employee have virtually no worth. These parts of mining are an enormous purpose why Zerg gamers in BW can equalize their charge of revenue with different races regardless of having a decrease employee depend as a result of their staff are typically distributed amongst extra mineral patches at extra bases.

So what does all this imply in relation to all Three video games?

In WarCraft III, it signifies that it’s principally inconceivable to have a serious long-term affect in your opponent’s economic system until you are taking out a whole base.

In StarCraft II, it signifies that killing only a handful of staff generally is a complete financial catastrophe for a participant. For instance, if you happen to and your opponent each have 16 staff mining and also you kill half of your opponent’s staff, you now successfully have an revenue charge TWICE that of your opponent.

In Brood Conflict, it signifies that the impact of killing your opponent’s staff isn’t practically as punishing, as a result of if you happen to kill half of their 16 staff in Brood Conflict, you’ve gotten solely given your self a 55-60% financial revenue benefit, which supplies your opponent far more of a chance to get again into the sport!

“However what if I lose ALL of my staff in BW and SC2?”

That is simply ridiculously extra punishing in SC2 than in BW as a result of now it’s a must to make 16 staff to equalize your opponent’s financial benefit as an alternative of simply having to make eight to not less than considerably get again into the sport.

These causes are additionally why Drone kills in Brood Conflict are sometimes thought of far more beneficial than Probe or SCV kills, nonetheless that is compensated by Zerg’s capacity to have the ability to produce many staff directly. If Zerg didn’t have this compensation, then killing Drones in BW could be simply as punishing as killing Probes or SCVs in StarCraft II.

Due to the financial comeback parts that Brood Conflict considerably possesses, it is harder for each gamers and spectators to ever actually have a transparent thought precisely who’s going to win till the sport is all however over, and I imagine this performs an enormous function in why an ASL quarter-finals match can nonetheless entice practically a quarter-million dwell viewers 22 years after Brood Conflict’s launch.

So how can we take what we all know in regards to the economic system of those video games and implement them into the Comeback Issue transferring ahead?


I’m not going to sit down right here and act like I’m some kind of artistic genius and spitball concepts of whether or not or not the economic system ought to contain mining minerals, accumulating cash, soaking power from the solar, or choosing turnips. I imply, I can if you need, however that’s not what this proposal is about. That is about the right way to create a good and efficient financial system that finds a superb and truthful steadiness between permitting gamers who’re behind to get again into the sport whereas additionally not too harshly punishing gamers when they’re forward.

Whereas there was a fairly efficient type of financial revenue management via employee values in Brood Conflict and a considerably efficient type of revenue management via maintenance in WarCraft III, I imagine that each types of management are nonetheless far too dramatic and too speedy (albeit a lot much less speedy in BW since just one employee loses worth at a time whereas all the employees lose their worth directly in War3).

However there’s one factor that each video games taught us: Earnings management is critical.

I wish to suggest a easy thought that may be applied in quite a lot of other ways whether or not it’s via gathering gold, mining minerals, or (ideally) choosing turnips from a backyard.

What if ONLY the primary employee received 100% worth from gathering sources at a single location? What if the 2nd employee received 95% worth, the third received 90% worth, the 4th received 85%, so on and so forth…? In fact, these are arbitrary gradients that imply completely nothing proper now and we don’t even essentially have to make use of staff as our technique of getting revenue, however the thought behind it’s that in case your early staff have extra worth and your later staff have proportionally much less worth however nonetheless SOME worth, then you definately aren’t as severely behind if you simply have a couple of staff and also you additionally aren’t drastically punished when you’ve gotten a whole lot of staff.

If this have been applied into any RTS it might successfully do three issues:

  1. It could encourage engagement and aggression similar to maintenance did in WarCraft III.

  2. It could encourage enlargement and development similar to in StarCraft II.

  3. It could permit much more of an financial alternative for a comeback than Brood Conflict.

Q: How wouldn’t it encourage aggression like in WarCraft III?

— As a result of when you attain numerous ranges of financial development, your opponent will have the ability to equalize with you far more shortly until you cease him from doing so.

Q: How wouldn’t it encourage enlargement and development like in StarCraft II?

— As a result of when you attain a sure degree of revenue at one base, it turns into extra helpful to determine one other base with a view to acquire increased worth out of your staff.

Q: How wouldn’t it permit much more of an financial alternative for a comeback than Brood Conflict?

— As a result of your earlier staff could have a good increased worth in comparison with your later staff than in Brood Conflict.

With a view to offer you a good higher thought of how earlier staff could have a a lot increased worth and permit for a greater likelihood of a comeback, listed below are a few graphs so you may see it for your self. 

However in order that we are able to examine the employee values in my proposed mannequin to the employee values of StarCraft II and Brood Conflict, I diminished the worth of every further employee in 4% increments quite than the 5% in my instance earlier, since we might be utilizing 24 staff to achieve most saturation.  Like I stated, the precise numbers are fairly arbitrary anyway.  It is the thought that I am making an attempt to get throughout.  This can permit us to visually examine what it appears like going from 0% to 100% mining saturation in SC2 and BW and it reveals what my mannequin would appear to be as compared. 

r/FrostGiant - Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

This graph makes it clear why earlier staff in Brood Conflict are way more beneficial than in StarCraft II within the massive scheme of issues, which is why coming again after taking an financial hit is a lot simpler in Brood Conflict.  However as it’s also possible to see, my financial mannequin for Frost Big takes it a step even additional, which might make it much more economically simpler to get well must you take an enormous hit, or any diploma of a success for that matter.  However on the identical time, it is also not so manner over-the-top that it makes it fully unfair to the participant who holds the financial benefit both.

I’ve additionally included this bar graph if you happen to wished to take a side-by-side have a look at the distinction of values the employees would have at every degree.

r/FrostGiant - Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

And listed below are the uncooked numbers if anybody needs to have a look and examine my math for me…

r/FrostGiant - Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

If you wish to know precisely how I received these numbers, yow will discover the reason HERE, as a result of it is annoyingly tedious and it actually messes up the general circulate and pacing of this proposal. 

From an financial standpoint, I don’t see any draw back to this whether it is applied to the first supply of revenue. Plus I’m simply going to imagine that there might be not less than one further sort of secondary useful resource that gamers have to assemble that would have a extra stagnant and constant gathering charge, in order that can be a technique to sort of steadiness the circulate of revenue between the sources.

However whereas implementing an financial system like this could be very efficient, the Comeback Issue can’t be solely depending on the economic system. It is going to be very essential to additionally implement different sport parts to permit comebacks to be attainable.


Now that we are able to lastly push economics fully apart, there are a lot of unit/constructing qualities that might be obligatory with a view to be certain that comebacks are attainable. The primary ones that come to thoughts are:

  1. Unit and constructing fragility

  2. Unit fortification benefit

  3. Models that dramatically hard-counter different models

  4. Environment friendly static protection

  5. Accessible and fully momentum-changing models

  6. Models that may shortly exploit completely different particular weaknesses

WarCraft III, StarCraft II, and Brood Conflict all have a few of these qualities to various levels, however it will likely be essential to place an emphasis on these explicit unit/constructing qualities and guarantee that they’ve a robust, discernible presence with a view to be certain that comebacks are extra of a chance. And once more, I’m not going to behave like I’m some kind of artistic genius, so I’m not going to attempt to inform among the greatest skilled sport builders on this planet how they need to design their models. If yow will discover a technique to implement turnips, cool. If not, too dangerous. However I do really feel that these six qualities are all completely obligatory for comebacks, nonetheless. They’re largely all self-explanatory, however I did need to elaborate a little bit on the significance of the primary three.

1.) Unit and Base Fragility might be an important high quality on this record. Having a chance to seek out weaknesses and deal harm to your opponent shortly could be extraordinarily essential when making an attempt to make a comeback, and this may solely be attainable if models and buildings have an exploitable degree of fragility. If models and buildings are too tough to kill, then it turns into inconceivable to do any sort of critical, game-changing harm to your opponent if you happen to’re making an attempt to equalize. It received’t matter that you simply snuck a covert activity power into your opponent’s undefended enlargement if it takes 5 minutes to kill a constructing. It received’t matter that you simply caught reinforcements on their technique to be part of the principle military if you happen to can’t kill them earlier than they get there. It received’t matter that you simply simply constructed a direct counter to your opponent’s military if you happen to can’t do any harm earlier than he builds a counter to your counter. The shortage of unit and constructing fragility in WarCraft III can be an enormous purpose why it’s so tough to ever rally collectively a comeback. In War3, you probably have a much bigger military than your opponent, it’s simply extremely simple to tug again weakened models to make sure they don’t die due to how lengthy it takes to kill them. And since it takes so lengthy to kill buildings in War3, it’s additionally very tough to simply run a couple of strategical models right into a base, do some significant harm, and get out earlier than your opponent’s military will get there, particularly with City Portals being an element.

2.) Unit Fortification Benefit is a reasonably large high quality that I believe took a success with StarCraft II because of the implementation of limitless unit choice and models having the ability to transfer in swarms, which led to the inevitable evolution of loss of life balls.  This made it extraordinarily simple to get the entire models in your attacking military to all combat directly.  In Brood Conflict, it’s lots riskier and extra punishing to ship your military right into a fortified group of models because it’s far more tough to maintain your military shut and have all of them assault collectively.  One more reason why unit fortification is stronger in Brood Conflict is as a result of the models and spells that work greatest in stationary, defensive positions (akin to siege tanks, reavers, darkish swarm/lurker, psionic storm) are way more highly effective than these in SC2. I’m certainly not saying that one sport’s mechanics and unit make-up are superior to the opposite, however it is very important acknowledge sport parts that supply both kind of alternative for a comeback.

3.) Models that Dramatically Exhausting-Counter Different Models might be an absolute MUST if we need to give gamers a superb alternative for a comeback. And I’m not speaking about $1,000 price of unit “A” will at all times beat $1,200 price of unit “B” sort of counters. I’m speaking about counters like $500 price of unit “A” will embarrassingly DESTROY $2,000 price of unit “B” sort of counters! It may not be essential to be THAT dramatic, however you get the concept.  These sort of dramatic hard-counters are positively one thing that may assist make it attainable for a participant who’s behind to successfully defend or pre-empt an oncoming assault in the event that they know what’s coming. (Edit: I am NOT saying that each single unit ought to have an excellent hard-counter, simply that dramatic hard-counters ought to play a transparent function within the sport.)

I actually don’t suppose that I would like to the touch on the final three qualities in any respect, because the significance of these are very simple to see and perceive.  So by way of models and buildings that haven’t even been invented but, I believe that’s all I received for that.


I actually hope that I used to be in a position that can assist you perceive the very important significance of getting comeback parts in a sport. And if I did, I actually hope that among the concepts that I proposed enable you to guys develop a sport that makes comebacks attainable and leads to an RTS that lives on for generations.

I need to thank everybody who took the time to learn this, as I at all times attempt put a whole lot of thought into analyzing any sport that I actually take pleasure in enjoying whether or not it’s a sport, board sport, card sport, or a online game. I’m very obsessed with steadiness and equity, notably in video games after all, and I particularly have a deep affection for RTS video games, so even having you simply learn this actually means lots.

Thanks once more for studying. Take care!

r/FrostGiant - Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

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