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Anonymous /vst/2056106#2068613
6/16/2025, 3:11:45 PM
>>2056106
>understand you DON'T need to bend the game for compfags: they will play *anything* popular, no matter how poorly designed & balanced your game is. Let them cry, compfags *actual* standards are low enough that even pokémon has a competitive scene.
>short missions/matches
>stats lines that are different enough that there is no doubt who does what the best (so no spearmanii with 33Atk/32Def while the swordmanii has 32Atk/33Def)
>stats lines that are fully explicit (so no "this unit deal +1 damage vs hat-bearing-unit" hidden, with the hidden fact that horses count as hat-bearing-units when charging since balance patch 1.78a)
>at least one "OH SHIT" button, like WCIII's TP - so they get punished less harshly with they wander around like dumbass and got caught with their pants down. WCIII had the right idea but making it something you need to buy in a specific building isn't good for casuals
>remove active abilities unless they can safely have autocast ON by default
>make economy not nukable by a small rush - either with workers having ridiculous health&armor, or making the starting building have enough firepower to wipe anything in its vision radius that isn't at least tier II and/or upgraded
>have a bunch of noobtube units, very easy to counter and/or predict but that will absolutely steamroll a base/army if the opponent got complacent
>accept the above will be meta for 90% of the playerbase. Re-read first item in this list if you have an issue with that
>some mid-ish unit cap so shit can't snowball too hard for the winner
>every single blue-shell type bullshit mechanics you can think of, no matter how nonsensical or lore-breaking
>a huge "WATCH REPLAY FROM OPPONENT'S PoV" button when losing, that give money/xp/whatever, so the chance they actually learn something from their defeat finally move from 0% to 1%