Stratego (dev) wrote: ↑Sat Apr 08, 2023 10:58 pm
i read an article (
link) about RTS games and some points are really true for our AO* TBS games.
eg this:
There is also a late game problem where one player or team has functionally won the game, they have such a lead that they are insurmountable but the losing player is stuck playing out the rest of the match. The match is over but the game doesn’t know it yet. This once again is going to cause player disengagement as the losing player is simply going to want to give up rather than try again.
so i have opneed this topic to gather ideas how to solve the "loser" engagement in game
0. the first obvious would be "helping the loser to get chance to win" but i would think if this as a last resort - as this approach kills the play for the winner (too) - as he was winning and how come the loser getting buffs to compete again.
...
so i thought we could figure out something else that makes the loser play and not leave the games/or resign.
1. collecting something - kills?:
eg. collecting kills till last TC is falling ? if so - what to give to player for the kills?
2. collecting something - else?:
what?
so any other new idea is appreciated.
(as after finishing Unity version we can thing of these too)
1. Idk.
2. Series of Matches
The problem with the game when losing is that the losing screen flashes and you are kicked out. All your hard work, and time, gone.
You invested in an empire, and when it fell, it was forgotten. This lack of connection between each game match makes the player feel less attached the each game.
Here's my solution. It's not going to work for all maps, but basically the losing player "retreats".
Once he successfully retreats (the exact mechanics on how it works is to be explored), the winning player "wins" that round and has the option to "pursue".
In simple terms, the retreating player saves whatever is left in his current match, and has the opportunity to offer the winning player a second round.
Here is where it's gets a bit unclear. The retreating player, if he is willing for a second one either
- Chooses a new map
- Game generates new map
- Game generates new map on chosen scenario*
- Game generates new map, with player ability to "customise" start with about e.g. 50 turns cost.
- Game generates new map, with player ability to "customise" start and gets to deploy whatever units he kept alive from the last match.
Winning player depending on map situation is
- Evenly matched with his opponent
- Disadvantaged
How exactly depends on the scenarios*.
Scenarios are pretty open to discuss at this point. Ideas include.
- Path of retreat scenario: Losing player triggers this by
> Button
> Tech
> Ability e.g from unit e.g. hero unit or leader unit
Player gets to keep whatever unit he can successfully bring back from the battlefield to a specific tile or set of tiles.
Additionally, there could a retreating effect that prevents the player from moving a unit for 2 turn, if unit either
>>dies
>>gets hit
We can cancel that unit's retreating effect.
- Diplomacy
Special diplomacy tech that allows for
- Negotiated peace. Game ends. Game restarts evenly, perhaps with 50 turn pre game addition.
- Foreign Support: Gains help from reinforcements elsewhere
- Foreign Alliance: Gains ally
Suppose losing player retreats successfully with
- Foreign Support: Losing player gets a large batch of reinforces equal or around the value of the winning player.
- Foreign Alliance: Losing player gets an extra teamate in new match so 2v1.
Possible outcomes in match 2:
- Lose player wins
- Win player wins
Same "rules" apply for this match also. The losing side can "retreat" or end the game there.
If last rounds winner lost, then when he retreats he too can research the diplomacy.
Example: Player 1 vs player 2. (Consider AoS)
Player 1 beats player 2. Player 2 retreats with massive loses. Due to this, and his foriegn Alliance tech, the new match gives him 10 turns head start and an additional team mate. (Team mate should be multiplayer, but should support AI team mates as well)
In match 2, player 1 with his "surviving" unit from the last match is the "attacker". He charges against the defenses of player 1 and his team mate.
Player 2 almost loses, but he beats the invader back. Game can end here but if continued player 2 will "attack" player 1 in the same map from match 1.
Ideally, everything built from match 1 will remain. This time match 3 will be player 1 vs player 2 and his teammate.
If player 1 has the Foreign alliance (make it hard for he to obtain this as he was the attacker and he won match 1) then player 1 will have a team mate as well.
Eventually, player 1 loses. Player 1 retreats to another map, where he the defender and gets a unit bonus.
Player 1 defends valiantly but is finally destroyed in battle. There is no more retreating from here.
Maps involved:
Player 1 HQ>>>Main Battle Starting Match 1>>>>> Player 2 HQ
The formula might need to be adjusted a bit for multiplayer, but it should be similar.