How does upkeep work in warcraft 3
How long are you willing to have this disadvantage? What tech or items is your opponent getting with this gold in the mean time? What if things turn to attrition? They never turn to attrition, except on team games. WC3 games usually are over shortly after when both players have a second base. Firstly, they do. Secondly, the threat of attrition is enough which is the point. You are still wrong in all accounts, Upkeep compounds the snowballing issue.
Blizzard just thought that their potential customers would not have PCs strong enough to run Warcraft 3, with a lot of units in the map, so they made a system that heavily penalizes having many units. Except your heroes level up as well. I like to make 4 expansions, bank until 10 gold behind my towers, and then pump food of gyros and gryphons from 4 workshops and 3 aviaries. What did he say? User Info: clonedshadow. Wow, you'd all get owned in Ladder. How much do you intend to save up?
How much are you fighting? Do you even try to level up your heroes to 6? You bring your upkeep to High when you have at least an expansion and start rolling in Tier 3 units. User Info: rickjameslich. User Info: adrianchan More topics from this board General 1 Answer how can construct a gold mine in World Editor? There are a bunch of ways to get it, whether it be direct download, torrenting, etc.
How does experience work in Warcraft 3? How does experience work in wow? How do I increase my warcraft 3 maintenance? Who is the best hero in Warcraft 3? How many races are there in Warcraft 3? This example shows that there can exist distinct mechanics that lead to the same dynamics while also having vastly different outcomes on aesthetics. In this case A 0 is base reaction on having diminishing returns on gameplay length; A 1 is a negative reception of perceived experience loss; and A 2 a positive reception of perceived experience gain.
This is a result of irrational workings of human mind — namely loss aversion and framing that can make humans perceive numerically identical situations in very different ways. Unfortunately for WC3, the quote is regarding WoW development which came few years after WC3 development and the upkeep mechanic was already in place. WC3 was released in and WoW in The situation with upkeep is similar to that with the experience in World of Warcraft.
There is some dynamic that we want, but the mechanic itself has a direct negative impact on aesthetics A 1. In WoW the solution was as simple as reversing the mechanic, which led to an identical dynamic but with a positive direct effect on aesthetics A 2. In theory, you could do something similar in the case of upkeep — giving players more resources if they have fewer units.
However, that wouldn't make sense for most RTS games. Instead, I'll try to go over all dynamics that the upkeep affects, and see if there are other mechanics that can replace it in each situation. To keep this simple I will stay close to WC3 design and fantasy when considering options, even if the design space for all RTS games is bigger than that.
With each dynamic I'll look at how the upkeep mechanic affects it and go over some possible mechanics that could have a similar effect ingame. Upkeep reduces snowballing — it serves as a negative feedback loop.
A player with lower supply will have easier time to catch up. For example a player on one base gets additional gold each minute with no upkeep compared to being on low upkeep. That can result in around one additional unit every minute as long as the player is on one upkeep tier lower.
This might be the best argument for upkeep as there is not a simple and fitting mechanic with the exactly same result. I have written about feedback loops in StarCraft II , and in WC3 you could introduce new or empower already existing negative feedback loops to step in upkeep's role:.
High-skill ceiling and diverse unit roles can to some degree work in a similar way by letting fewer units be still effective — it's not just a game of numbers and doesn't necessary snowball because of having few units more.
Upkeep disincentives expanding as with more workers you are likely to reach higher upkeep tiers faster. Further expanding on three and more bases is heavily discouraged. Tweaking expansion investment cost, safety, and return rate plus additional supply cap tweaks could lead to the same dynamics here. The fact that 10 gold is lost from the Gold mines per worker trip no matter what means the main gold mine will mine out at the same time for both players.
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