GLoRToR
Positive Poster!
The way this game is shaping up to look like is picking the right tools against your opponent.
However, this might end up going in recursive mode and end up a vicious circle of counterpicks that might eliminate the competitive nature of having your own tools.
Hear me out.
I'm going to use the Rock Paper Scissors analogy because it's the easiest without choosing specific tools or hot taking that rushdown beats antizoning beats zoning beats rushdown, though which may as well be the case, is not as easy to get behind as a concept.
If Rock beats Scissors, and you see someone pick Rock, you'll immediately go for paper, which then will make the person want to pick Scissors. Eventually the whole game will be a select screen stalemate or in the case of online matches, hidden cursor "guess what he'll pick".
At the end of the day I feel that hard counters which definitely win a match might not be the best.
It would be ideal to have the RPS concept within the concepts themselves: so that everyone can just play what they like and still remain viable.
I don't claim to know this game based on a Beta and I don't want to make a call based on limited information, this is just a stray thought that I've been concerned with for a while.
How might game balance pan out?
However, this might end up going in recursive mode and end up a vicious circle of counterpicks that might eliminate the competitive nature of having your own tools.
Hear me out.
I'm going to use the Rock Paper Scissors analogy because it's the easiest without choosing specific tools or hot taking that rushdown beats antizoning beats zoning beats rushdown, though which may as well be the case, is not as easy to get behind as a concept.
If Rock beats Scissors, and you see someone pick Rock, you'll immediately go for paper, which then will make the person want to pick Scissors. Eventually the whole game will be a select screen stalemate or in the case of online matches, hidden cursor "guess what he'll pick".
At the end of the day I feel that hard counters which definitely win a match might not be the best.
It would be ideal to have the RPS concept within the concepts themselves: so that everyone can just play what they like and still remain viable.
I don't claim to know this game based on a Beta and I don't want to make a call based on limited information, this is just a stray thought that I've been concerned with for a while.
How might game balance pan out?