Every RTS game. But also in my Wargames. When a situation is created with the map and unit designs.
There are units that are practically immortal.
The units that I am talking about are those that have a higher movement speed and a longer weapon range than anything else in that game.
So far, these got countered by even faster units....or units with an even longer weapon range.
But this doesn't take away that the practically immortal units are defeated swiftly. Or at least fast enough in order to have the "so called more tactical" player to have the proper edge.
There is this natural RPS effect that is still too strong.
And it means that a base is defeated slower than that the practically immortal units can be stopped.
In retro-spec. The practically immortal units can defeat a base as well without being stopped in time by a natural counter.
***
I have been looking at RTS games for this. And figured, that every RTS designer simply made a natural RPS counter.
Like that one unit that can catch up.
Or that other unit that has a weapon range to bow down to.
Is it possible to make the shadow rules such?
That these practically immortal units are costly enough that certain strategies are rendered too slow?
***
I attempted something in the past.
Where attack range and movement speed had influence on the weight of their counter aspect.
But while this works for 1D games. I had these pea shooters being waaay to expensive. Imagine an infinite attack range with 0 damage.
Attack range, while having influence on the body by being out of range... Well, the extra weight should not be attacked to the body.
And the same 1D game didn't show mercy if I only had movement speed of influence on the weapon weight. A missed opportunity back then.
A year or 2 ago, I managed to figure out that attack range is a square root 2 more in value than movement speed. But I never had the 2 combined.
And there is this, faster tanks can squish faster aspect.
So, eventually it hit me (yesterday)
Movement speed MUST have influence on the weapon.
After all, if you move into range, the movement adds to the range. Now the yes/no aspect comes in.
Can there be counter fire? So the weight of movement is 50% on the weapon weight..... is my first approach.
So, my prototype game. And any other wargame that I have designed in the past. Can benefit from this new balancing aspect.
There is one game where the player combines the body with the weapon. The weapon can have an extra cost per movement attached. So, I got this covered.
***
I wonder.
Should I have the movement speed being a cumulative or linear weight to the weapon weight?
Hey.... stop doing that. Stop saying that players don't know what they have to do. I never said they have to calculate anything. HEY!!! stop it!!!
You know what, never mind then...