• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:23
CEST 01:23
KST 08:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed6Weekly Cups (July 7-13): Classic continues to roll2Team TLMC #5 - Submission extension2Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Esports World Cup 2025 - Brackets Revealed Team TLMC #5 - Submission extension Who will win EWC 2025? The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BW General Discussion Flash Announces (and Retracts) Hiatus From ASL Starcraft in widescreen BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China 2025 ACS Season 2 Qualifier
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 544 users

RTS Musings

Blogs > Big J
Post a Reply
Big J
Profile Joined March 2011
Austria16289 Posts
October 14 2013 11:47 GMT
#1
This one will be a short one. I just wanted to share some pictures/thoughts.

It's about focusing on concepts for a free2play RTS.
The heartpiece of the game would be this:
[image loading]
A unit menu from which you can choose the units you can build in the next game, depending on which units you have unlocked/bought.

Such a system would
- give you the freedom to customize your army, which adds personalized styles and additional strategical options.
- keeps the number of possible units in a match low, while having a lot of units in the game. The latter one being a requirement to have a way to generate money with meaningful content.


Since starting locations in RTS games are always similar to each other for balance reasons anyways, why not use that circumstance to our advantage. Let the player prebuild his starting location (or choose one of many templates). This allows him/her to build customized walls and mazes or even place a certain amount of defensive structures/traps (which he has to unlock/buy again, to have a certain variety of them) to start with.
[image loading]

I think the most interesting part of this design (gameplaywise) would be that you could keep the amount of races tiny (1-2) without ending up with only 1-2matchups. Indeed, I believe this way it is very easy to increase the variety of gameplay as balancing the units of (only) 1-2 races against each other would be much easier. Especially as problems could get solved by the introduction of new units.

*****
Paljas
Profile Joined October 2011
Germany6926 Posts
October 14 2013 11:58 GMT
#2
to you mean real money when you talk about "Buying units"?

cause that sounds awful
TL+ Member
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
October 14 2013 12:06 GMT
#3
There are no good game or gameplay ideas. There are only good games. Go off and create what you think is a good game, don't talk about it without making something.

ProgamerAustralian alcohol user follow @iaguzSC2
Passion
Profile Joined December 2003
Netherlands1486 Posts
Last Edited: 2013-10-14 12:14:00
October 14 2013 12:11 GMT
#4
On October 14 2013 21:06 iaguz wrote:
There are no good game or gameplay ideas. There are only good games. Go off and create what you think is a good game, don't talk about it without making something.


At what point in history has something been created without it first being talked about?

Anyway, to make a good game, the suggested concepts need to be removed.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
October 14 2013 12:14 GMT
#5
This would be so ridiculously hard to balance and would force something like tiers in World of Tanks since you would have no chance to balance the units of someone who just started to someone who has unlocked everything.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-10-14 12:33:25
October 14 2013 12:27 GMT
#6
On October 14 2013 21:14 Tobberoth wrote:
This would be so ridiculously hard to balance and would force something like tiers in World of Tanks since you would have no chance to balance the units of someone who just started to someone who has unlocked everything.


Why? You start with (let's say) 8/30 units. Your opponent chooses 8 of his unlocked 15 units. Why is your army inherently worse? The amount of strategies you can play in different games is lower for you, but anytime you play somebody, you still play with 8 units of yours against 8 units of his. In terms of Starcraft this could mean that you play with Worker/Marine/Marauder/Tank/Goliath/Medivac/BC/Raven against somebody who plays Worker/Marine/Hellion/Tank/Thor/Viking/Dropship/Sciene Vessel.
The important part is just to make the unlocked units a beginner starts the game with a useful way to play the game. Which can easily be achieved via updates to which units are given to new players. Not to mention LoL-like "unit of the week" could increase the amount of units you can choose from anyways, even for starters.
Also, a beginner is not likely to get matched against a longtime player anyways.

On October 14 2013 20:58 Paljas wrote:
to you mean real money when you talk about "Buying units"?

cause that sounds awful


Well, I'm talking about something like credits that you get from playing the game. Or from buying them with real money.
After all it's about f2p concepts - which means there must be alternative ways to finance the game (like speeding up your progress with credits).
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
October 14 2013 13:16 GMT
#7
On October 14 2013 21:11 Passion wrote:
Show nested quote +
On October 14 2013 21:06 iaguz wrote:
There are no good game or gameplay ideas. There are only good games. Go off and create what you think is a good game, don't talk about it without making something.


At what point in history has something been created without it first being talked about?

Anyway, to make a good game, the suggested concepts need to be removed.


Because no gameplay concepts can ever be truly discussed without actually having been made and played with.
ProgamerAustralian alcohol user follow @iaguzSC2
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-10-14 13:48:34
October 14 2013 13:47 GMT
#8
On October 14 2013 22:16 iaguz wrote:
Show nested quote +
On October 14 2013 21:11 Passion wrote:
On October 14 2013 21:06 iaguz wrote:
There are no good game or gameplay ideas. There are only good games. Go off and create what you think is a good game, don't talk about it without making something.


At what point in history has something been created without it first being talked about?

Anyway, to make a good game, the suggested concepts need to be removed.


Because no gameplay concepts can ever be truly discussed without actually having been made and played with.


I disagree. You can discuss whatever you want. The difference lies in the certainty with which you can draw conclusions.
As much as I'd love to "just make such a game", I don't have the resources for it. But I have the resources to imagine it and share my thoughts. So though the certainty whether this is actually good is lower than when it were tested, it's still worth discussing for me, because there is no better alternative.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
Last Edited: 2013-10-14 15:55:13
October 14 2013 15:54 GMT
#9
I would focus on the critical concepts of the game and its mechanics before ever focusing on meta aspects such as:

- achievements
- tiers
- levels
- social components

You need to forcibly set those aside and set a lense to shine only on the core mechanics of the game before anything else. If you do this then all these meta aspects will fall in line naturally.

In order to make this system work there cannot be a counter system. Only unique and highly microable units. Unique does not mean spells or abilities. It could mean upgrades, to be sure.

And you are probably going to want to cut the amount of possible units down to around 15-20 (you might say NO - we can't do that, that removes options for monetization and meta options - remember, all of that comes second to the fundamental mechanics of the game) and the amount one can select to 6 (or maybe 5). Consider the average SC match - only three to four units are used (beyond circumstantial utility units). One of the core mechanics of your game is this system of limitations - by limiting players to a certain set of options you force them to become creative and work hard to find solutions.

If you make the solution "choose the right set of units," then that detracts from player expression from within the game itself. Part of the reason why I am fundamentally against "masses of units to choose from," and lean towards "masses of opportunities for expression of player skill."

I would question why you want pre-built starting locations. What does this accomplish? It removes early aggression from the game and makes play less dynamic. It provides a natural way to turtle. Are these things you want?

I don't think letting players begin the match with things they have for free (dictated by meta decisions - NO) is a good nor well thought out dynamic. There should always be an inherent cost assosciated with a decision or action - one that forcibly makes players consider their play and make logical decisions. Again no matter all the decisions you might offer with this base defense concept - the likelihood of it being figured out and becoming a game of "what is the best composition of turrets/defense I can make) is extremely, EXTREMELY high (this is almost unavoidable).

I am reminded of a quote:

"Redundancy in purpose..." Keep this in mind at all times!


"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2013 08:00 GMT
#10
On October 15 2013 00:54 Qwyn wrote:
I would focus on the critical concepts of the game and its mechanics before ever focusing on meta aspects such as:

- achievements
- tiers
- levels
- social components

You need to forcibly set those aside and set a lense to shine only on the core mechanics of the game before anything else. If you do this then all these meta aspects will fall in line naturally.


Unit compositions are the most core part of an RTS game. And the "deck system" I describe is so integral to what compositions a player can get, that it has to be there from the start.

On October 15 2013 00:54 Qwyn wrote:
In order to make this system work there cannot be a counter system. Only unique and highly microable units. Unique does not mean spells or abilities. It could mean upgrades, to be sure.


Why? There just need to be possible configurations that counter everything an opponent has to offer. E.g. in SC2 Terran could do with MMMVG+SCV against Protoss. That's only 6 units needed to counter 17 Protoss units (and any possible configuration a Protoss can achieve from them).
Basically what you write next: you usually just need very few differnt units.

And you are probably going to want to cut the amount of possible units down to around 15-20 (you might say NO - we can't do that, that removes options for monetization and meta options - remember, all of that comes second to the fundamental mechanics of the game) and the amount one can select to 6 (or maybe 5). Consider the average SC match - only three to four units are used (beyond circumstantial utility units). One of the core mechanics of your game is this system of limitations - by limiting players to a certain set of options you force them to become creative and work hard to find solutions.


That would have to be figured out and would naturally happen, as you'd start the game with only few more than the amount of chooseable units and then slowly add them and rebalance them against each other. And you would easily see after a short time whether a new unit is too hard to handle for the system or not, as you always just add another 1 to the game.

If you make the solution "choose the right set of units," then that detracts from player expression from within the game itself. Part of the reason why I am fundamentally against "masses of units to choose from," and lean towards "masses of opportunities for expression of player skill."


That's what you have in all RTS games. You build the right units. But a bigger set of units that a player could have to handle a situation makes it much easier to balance the game in a certain way.

I would question why you want pre-built starting locations. What does this accomplish? It removes early aggression from the game and makes play less dynamic. It provides a natural way to turtle. Are these things you want?


It only removes aggression if starting locations are sufficient for turtling. However if additional bases are mandatory gameplaywise there is a lot of aggression possible towards those, without having players lose to early game coinflips. It makes a game less volatile if a 2rax cannot end the game straight up because there are two towers by default in the main base. But it can still give you an advantage by pushing an expansion with it. And even if you screw up you can still build a CC at home and play from behind, because you cannot just get baneling busted and have to reproduce 10marines before the CC.

One of the main problems of RTS games is that the game often ends with a frustrating early rush that does just outright kill you. That's something everybody and especially new players hate. RTS is about building something up. If that is stopped because somebody decided to just start off with a spawing pool at 6 it is incredibly frustrating, as for most players it's not just a loss, but it was a waste of time.
Defensive advantages mean that you have more freedom to play what you want for as long as you are safe (in this case early on). Which leads to more fun - and diversity, because you cannot punish a 1base lair zerg for not having the production to overwhelm a harmless 7min push.


I don't think letting players begin the match with things they have for free (dictated by meta decisions - NO) is a good nor well thought out dynamic. There should always be an inherent cost assosciated with a decision or action - one that forcibly makes players consider their play and make logical decisions. Again no matter all the decisions you might offer with this base defense concept - the likelihood of it being figured out and becoming a game of "what is the best composition of turrets/defense I can make) is extremely, EXTREMELY high (this is almost unavoidable).


It's not just unavoidable. It's also completely wanted. You have to think about which configuration you want. Hell, at higher levels you may want to think about it for every single map. And then you can see all those little metagame changes when Mutaplay becomes less popular, that some genius will reconfigure his towers a little to get a tiny better configuration against the new most popular style.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-10-20 21:27:19
October 20 2013 21:26 GMT
#11
I think the most interesting part of this design (gameplaywise) would be that you could keep the amount of races tiny (1-2) without ending up with only 1-2matchups. Indeed, I believe this way it is very easy to increase the variety of gameplay as balancing the units of (only) 1-2 races against each other would be much easier. Especially as problems could get solved by the introduction of new units.

Assuming three choices per unit type you have over ninety thousand compositions with just one race. You can't possibly hope to balance this by adding even more new units or say that balancing two races is easy.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Please log in or register to reply.
Live Events Refresh
Next event in 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 161
Livibee 124
JuggernautJason116
StarCraft: Brood War
Artosis 510
Larva 395
firebathero 268
Dota 2
monkeys_forever362
NeuroSwarm97
League of Legends
Grubby4116
Trikslyr72
Counter-Strike
Foxcn293
taco 121
Fnx 110
Super Smash Bros
hungrybox293
PPMD97
Liquid`Ken41
Other Games
summit1g12672
shahzam1109
C9.Mang0189
Maynarde123
Mew2King47
Organizations
Other Games
gamesdonequick2066
BasetradeTV29
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• davetesta26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 33
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota23124
League of Legends
• Doublelift4865
Counter-Strike
• Shiphtur283
Other Games
• imaqtpie1621
Upcoming Events
Replay Cast
37m
Replay Cast
10h 37m
WardiTV European League
16h 37m
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
1d
uThermal 2v2 Circuit
1d 16h
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
Epic.LAN
3 days
CranKy Ducklings
4 days
[ Show More ]
Epic.LAN
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
5 days
Online Event
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.