Why free units are a BAD IDEA in most RTS games - Grubby

Ойын-сауық

Today we're exploring the idea of "free units" in RTS games, and what it actually means, taking examples from Warcraft 3 and Starcraft 2, and reacting to Frost Giant Studios' thoughts on that concept, and how they want to implement it in their upcoming title Stormgate.
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00:00 Intro
02:15 What is Stormgate's Infest Mechanic
05:35 Starcraft 2's Free Units Concept
13:14 Warcraft 3's Free Units Concept
19:11 Kevin "monk" Dong's View on Stormgate's Infest
25:58 My Finals Thoughts on Free Units
#GrubbyTalks #React #Thoughts #Starcraft #Warcraft #Stormgate #FreeUnits

Пікірлер: 546

  • @ruibarian5187
    @ruibarian51872 ай бұрын

    I think we all know that Stormgate's third race is Catgirls.

  • @TheSweetSpirit

    @TheSweetSpirit

    Ай бұрын

    You joke, but I would be all down for this lmao

  • @vartosu11

    @vartosu11

    Ай бұрын

    Khajit has units, if you have the pop...

  • @JackMarcuson

    @JackMarcuson

    Ай бұрын

    @@TheSweetSpirit they should make this just so the game burns to the ground faster, its gona be glorious end to their grift

  • @Tierneil

    @Tierneil

    Ай бұрын

    @@JackMarcuson so angry

  • @terrat0mere

    @terrat0mere

    Ай бұрын

    @@JackMarcuson Or it will make it better.

  • @shaedeymamlas5496
    @shaedeymamlas54962 ай бұрын

    I mean, the standard thing for making a cool thing on a t1 unit that is toxic in early game is to tie it to an upgrade you get later on

  • @Terracronz

    @Terracronz

    2 ай бұрын

    The scouts creeping ability is tied to the biokentics lab, so yah obviously the gaunts creeping upgrade should be tied to the tier 1 tech structure

  • @DrangusKahn

    @DrangusKahn

    2 ай бұрын

    He got so triggered by Zerg, he should have just picked up Terran, there is a reason all pro korean players at the top play them.

  • @Young-ep8ik

    @Young-ep8ik

    2 ай бұрын

    @@DrangusKahn Switching main race is not an easy thing. If it were that easy you'd see way more players switch to zerg in long stretches of LotV. To put in perspective, it takes almost 2 years for most pros to return to old form once coming back from military. That's playing the same race. Can you imagine spending 3+ years trying to pick up a new race on 0 income and no guaranteed success and almost certainty that a race that looks strong today will not be the same when you can finally play it at pro level.

  • @Nuvizzle

    @Nuvizzle

    Ай бұрын

    Literally such an easy solution, yeah. Imagine if zergling speed wasn't an upgrade and zerglings were just that fast by default lmao.

  • @ANDELE3025

    @ANDELE3025

    Ай бұрын

    @@Nuvizzle Easy to imagine as stimpack was a thing since release.

  • @BaneHydra
    @BaneHydraАй бұрын

    Something to consider: If you make the investment of 50 minerals into a Marine, it can, from that point onwards, attack indefinitely for free. The damage the Marine deals is just as "free" in terms of resources as that of the Swarm Host. So being able to deal damage for free after an initial investment is not unique to a unit that spawns more units. Now, these two units obviously aren't similar. Because any unit the Marine attacks will usually be able to hit it back, which is not the case for the Swarm Host. The problem with the Swarm Host is that of range, of being able to hit the enemy without being hit back. If Locusts couldn't move further than 2 range away from the Swarm Host, it wouldn't matter if it spawned 6 free Locusts at a time, you'd be able to kill it much easier. If the Stalker had an attack range of 30, it would be a game-breaking unit because it would be able to hit you without you being able to hit it back. The Broodlord is also a unit with unusually long range and the Infestor doesn't need to be present either for its spawned units to deal damage. The Raven auto turret rarely comes up in these discussions even though the turret is just as free as the Infested Terran, because the Raven needs to put itself in danger to deploy it and because the turret is much more avoidable. What makes damage "free" is whether or not the enemy can hit you back. This is why the Swarm Host and the Broodlord, both still in Starcraft 2 spawning free units, aren't still dominating the meta like they used to, because the question of whether or not the enemy has the tools to hit you back is meta-dependent. The free-ness of their spawned units has not changed.

  • @ianrastoski3346

    @ianrastoski3346

    Ай бұрын

    So standard ranged units are free so long as you have a melee wall to protect them?

  • @BaneHydra

    @BaneHydra

    Ай бұрын

    @@ianrastoski3346 Kinda. Don't think about units, think about damage. Locusts are how the Swarm Host deals damage, the reason it's "free" is not because Locusts have a health bar but because the Swarm Host doesn't have to put itself into danger to deal its damage. If you have a Marine attacking a Zealot from high ground with no way for the Zealot to reach the Marine, that is also free damage. If you have ranged units behind tanky melee units, the damage you deal will likely not be free, but it will likely be a good trade. That's a pretty basic principle that we've all applied a million times in games, nothing new here. On the other hand, as I mentioned in the original comment, if the Swarm Host had to go into melee range to spawn Locusts, would it still be able to deal free damage?

  • @brabhamF1

    @brabhamF1

    Ай бұрын

    @@BaneHydraI think the bigger point about Swarm Hosts is, while Marines technically do free damage as long as they stay alive, Swarm Hosts also generate free health on top of it. You can achieve this with marines too, but you must invest into medivacs, which is both a ressource and tech invest.

  • @BaneHydra

    @BaneHydra

    Ай бұрын

    @@brabhamF1 If you wanna count healing as free health, then all Zerg units do that passively. If you wanna talk about in-battle effects, the Immortal can generate 100 free HP every 32 seconds. I see your point but I disagree, the biggest point with the Swarm Host continues to be its effective range. The Immortal's free HP does not translate to free damage because it can only deal damage from a range of 6, while the Swarm Host can damage enemies from much, much further away.

  • @martinhan2905

    @martinhan2905

    Ай бұрын

    Makes sense. The more general insight then would be that the cost required has to be more than just an opportunity cost for the player using the free unit but rather increased vulnerability the opponent can exploit. WC3 dispels (insta loss of units you were hoping to retain) + XPs (stronger opponent heroes) would fit the bill, as does the point about swarmhost / broodlord range. Siege tanks have a long range, but they’re so vulnerable in siege mode they can cost you dearly if you lose an engagement.

  • @mrbigglezworth42
    @mrbigglezworth42Ай бұрын

    Funnily enough, this was a huge problem in 7th ed Warhammer 40k, where these fancy army lists called Formations (or Detachments depending on who you ask) would give you special rules that would often be simplified to "If you have X units in this formation, get Y unit/upgrades for free" Cue Space Marine players taking 2 demi-companies just to get free transports to then spam Las/Plas Razorbacks, Chaos spamming demons who could then spam more demons etc. etc. Free anything is usually good enough simply BECAUSE it's free.

  • @williamdrum9899

    @williamdrum9899

    Ай бұрын

    Also applies to magic the gathering. Free cards (often called "Cheerios") are kind of a problem since if you have a card that lets you draw a card whenever you cast one lets you draw your whole deck

  • @satibel

    @satibel

    Ай бұрын

    but in those cases it's not truly free till you combo, the cost is just different. a 0 mana card costs a card, or a cantrip (card that draws a card) costs mana or some other resource (life/sac a creature.) in the case of formations, it seems like the cost is a building cost "if your army uses this then you get this." (though it wasn't balanced properly apparently.) but the issue isn't necessaily a "free stuff" issue. for example in magic you can have a 4 mana 4/3 with no effect or a 4 mana 4/4 that flies and gives mana, you can argue that the extra life and effect are "free"

  • @mrbigglezworth42

    @mrbigglezworth42

    Ай бұрын

    @@satibel So a bit of clarification on 40k or just tabletop war games in general but players agree to a point limit, kind of like how card games have an upper limit to the amount of cards in a deck. Say 2000 for each player. What made formations so powerful was that yes, you were locked into to particular units to get the benefit of the formation, often you would get anywhere from 25% additional points in either gear or units or some insane versions like the demons where you could potentially get 50% more points then your opponent. This was the last time the game would ever allow something so obviously broken, but in this regard there was no good reason not to do this as there was no meaningful opportunity cost. You just got to have more stuff to throw at your fellow player and there was no counter play to it. It helps to note that Games Workshop, the owner of the game, is a plastic miniatures manufacturer, and produces games that require plastic miniatures. So naturally there was some overlap in incentives for writing rules like that.

  • @satibel

    @satibel

    Ай бұрын

    @@mrbigglezworth42 yeah but my point is that not all 100 point units have equal power, so if you need 10 100 point units that are actually on an 80 point power level to get a 100-200 point unit, it can actually be balanced, because someone else could use the 80 point units directly and get the 200 point unit "for free". yes in that case it wasn't balanced, because the cost was too low for the reward, but that's often the case with some individual cards/units or combos too.

  • @williamdrum9899

    @williamdrum9899

    Ай бұрын

    @@satibel Specifically I'm refering to cards that are zero mana AND draw a card. Those "don't cost a card" at all

  • @norberthiz9318
    @norberthiz93182 ай бұрын

    one problem noone talks about is that in wc3 almost all the "free units" are tied to heroes, which is a very important limitation. If you could summon 15 water eles at the same time, water eles would also be problematic even with xp and dispel, but in wc3 you cannot mass a single summoner unit apart from necros which are garbage tier units(luckily). In sc2 you can make as many swarm hosts, broodlords or infestors as you want. Wc3 had so many limitations that made free units not opressive and sc2 literally didn't adopt or even just consider any of them. And so far it seems stormgate also doesn't. I personally think that free units cannot be good for the game if they are tied to normal spammable units, they are either too opressive(like SH back then, BL) or too weak(necros, SH now).Stormgate and many of the new rts have top bars, perhaps you can put free unit summons on the top bar, I think that could work

  • @michaellevin1400

    @michaellevin1400

    2 ай бұрын

    yeah as a current sc2 player, i think that that BL and SH are pretty weak nowadays, and i'd want it to stay that way, because strong massable summoners are a bane of an rts. Just watching heart of the swarm pvz vods makes me want to never pick up an rts again lol.

  • @norberthiz9318

    @norberthiz9318

    2 ай бұрын

    @@michaellevin1400 yeah watching that 3 hour long firecake vs mana replay I think was something else... I can't belive that the devs just looked at that and were like "yep nothings wrong here, no need to change anything" for I don't know how long.

  • @hm09235nd

    @hm09235nd

    2 ай бұрын

    Well, the swarm host puts it in an interesting context; you will undulate between a very strong state and a very weak state during CD, that's an interesting mechanic actually, that can be played around and countered. A spike of power that isn't reflected in permanent army as they are temporary summons, and then you have to deal with the asymmetry of that when they despawn/die. At that point you have a clear, but abstract, investment, the hosts themselves cost money and at the CD phase they are just Ming vases that you have to take care of. I think there's a great takeaway there.

  • @dorpth

    @dorpth

    2 ай бұрын

    That is EXACTLY what happened in Warcraft 1. Games turned into a race into who could amass more mages/warlocks to send waves of summoned free uber units (demon/water elemental).

  • @joshuakim5240

    @joshuakim5240

    2 ай бұрын

    Another thing that WC3 smartly did was make most free units extremely weak so they mostly functioned as meatshields rather than an actual primary fighting force. The few exceptions like rank 3 Water Elementals or ultimate summons were impossible to mass by being tied to extremely limited heroes. In contrast, most of SC2's free units are or were weirdly powerful, even the weakest ones regarding their function. Even broodlings have been shown to be powerful enough to cause several nerfs. This is because a lot of summoned units are of similar power to or exceed the power of cheap paid units, while in contrast most of WC3's mass summonable free units were substantially weaker than even the weakest, cheapest paid unit.

  • @Pizza7478
    @Pizza7478Ай бұрын

    I think another reason 'Free Units/Summons' are fine in WC3 and not in SC2 is cause in WC3 EVERY race not only has at least 1 built in option to get them, but also has access to the same pool of Mercs/Merc Heroes. In SC2 on the other hand, not only did only 1 of the 3 races have the option to get free units, they also had 3 DIFFERENT options compared to every other races none. Free units are much more balanced when everyone has access to them in some form rather than just 1 faction.

  • @bigsmoke4592
    @bigsmoke45922 ай бұрын

    No. Free units are not the problem. It's temporary units that create the most toxic incentives. free units that are permanent (lets say free Orcs for Mordor or imagine a few free zerglings for zerg periodically ) can create fun immersive scenarios that make a faction feel swarmy but you still feel good about killing them. unlike those god damn swarm hosts.

  • @people3865

    @people3865

    2 ай бұрын

    Swarm hosts are basically useless though. It means nothing.

  • @oscarofastora474

    @oscarofastora474

    2 ай бұрын

    Found the BfmE player

  • @bigsmoke4592

    @bigsmoke4592

    2 ай бұрын

    @@oscarofastora474 Edain modders pulled of free units way better than blizzard

  • @oscarofastora474

    @oscarofastora474

    2 ай бұрын

    @@bigsmoke4592 I used to work on the Edain Mod (long time ago). But yeah, Edain was my first example of how free units can work. Mordor death ball pre 4.0 had its own problems though, mainly because of lacking collision in BfME Engine lol

  • @demonwolf8024

    @demonwolf8024

    Ай бұрын

    ​@@oscarofastora474 I miss BFME...

  • @amNotRed
    @amNotRed2 ай бұрын

    Cosmonarchy has proven that you literally just need to make them really, really weak to be fine. Such a mind-blowing concept I know, who knew making a free unit's quality be equivalent to their price is a good solution.

  • @ivankovac7844
    @ivankovac78442 ай бұрын

    And that is why I (as a Zerg player) proposed that the swarm host(SH) should be changed. Possible changes are (either or, not all at once): a) To have a leash range where locust die if they go beyond it b) Locust cost minerals or energy (making the SH susceptible to EMP or Feedback), they don't have timed life and make them a ground attacking flyer (basically a ground carrier with a max number of 3 Locust per SH?) c) Redesign the SH into a stationary (but not burrowed, rooted like in the campaign) single target high damage anti ground and air unit spawning "scourge" like projectiles (that do not deal splash) much like the scourge nest from HotS campaign (but one by one) Edit: If anyone from the moding community is willing to spend some time on the possible redesign options for the SH and/or the Broodlord changes listed in the replies that would be awesome to see those proposed changes in action :D

  • @ivankovac7844

    @ivankovac7844

    2 ай бұрын

    The broodlord imo should be closer in design to the swarm guardian. The broodlings are its defining feature but their duration and tankyness has been nerfed to make it somewhat less oppressive. Other idea is to remove the broodling all together except the attack animation and give the broodlord a DOT in line to the average broodling dmg which would prevent siege tanks from attacking each other yet still make it a powerful siege long range unit.

  • @raphaelantoine7331

    @raphaelantoine7331

    2 ай бұрын

    So you wanna add cost to an already low value unit? You want the 5% of games where you see SH to go to 0% of games

  • @ivankovac7844

    @ivankovac7844

    2 ай бұрын

    @@raphaelantoine7331 In the "locust cost money/energy" change the locust are instantly available and have no timed life exactly like the carriers interceptors. Any lost locust cost minerals/energy to remake with a lower build time than the current spawn locust. Also all locust that are not killed return to the SH. Basically a walking bee-hive. Also the SH is in a small amount of games because it was nerfed pretty hard. It costs a lot, takes up a lot of supply and can only attack every 40-ish seconds. The aim of the changes i proposed is to make it viable to use but also not busted by making an unending amount of free units. That is why the other 2 changes IMO are also there, locust costing minerals/energy isn't the only option.

  • @raphaelantoine7331

    @raphaelantoine7331

    2 ай бұрын

    I think it will make the unit very boring. Carriers work in their own way, their units are linked to the carrier

  • @ivankovac7844

    @ivankovac7844

    Ай бұрын

    @@raphaelantoine7331 And with this change (really any of them) the locust would be linked to the HS. Making them a unit that could be in a comp instead of pure harass unit.

  • @SirProtagonist
    @SirProtagonistАй бұрын

    One design I love comes from a niche brood war mod called cosmonarchy. It adds a unit for protoss called a simulacrum which upon taking hull damage will duplicate itself after a few seconds out of combat. That combined with a mechanic called flash shielding (shields recharge VERY quickly out of combat) makes it so in order to get the free unit you have to put your simulacrum into risk and in combat in order to get the free unit, which the free one is worse than a paid one since it inherits any hull damage the original took.

  • @spencerkoenig7267
    @spencerkoenig7267Ай бұрын

    I believe the most interesting is between ground vs ground. Just because its easiest to understand, easiest to read and control. Air units tend to clump and overlap with grounds, they tend to go faster and it generally clunkier to control along side ground. Air vs Ground is definitely interesting, but air usually has the advantage when you start to include cliffsides, height restrictions etc. Grubby is spot on with his analysis with free units. SC2 units are completely free after the unit purchase. They are paid in cooldown/attack speed. Some main issues are: - Free units are generally STRONGER than baseline units (broodlings, locusts, infested terrans can take on a marine, or just about kill it) - Free units were general more NUMEROUS, allowing for surrounds, which destroys most units. - Free units generally could be spawned from more RANGE, and had too high LIFE TIME. which allowed them to chase units for far further than youd expect - Locusts and broodlords are spawned from the air, giving them even more usability, which can abuse angles and cliffs. - Free unit spawners APM investment is very low compared to the APM cost of the defender But generally speaking, there is no cost to the user and a high cost to defend. The units are also too strong/beefy. They are expendable, but they dont have the stats of an expendable unit. The only drawback for free unit spawners is that they are USUALLY very vulnerable while on cooldown, and they have very high initial cost and take up lots of population cap.

  • @minhducnguyen9276

    @minhducnguyen9276

    Ай бұрын

    One of the important things you mentioned is free units in SC2 are spawned from the air meaning you need AA units to shoot them down or you'll have to fight them on the ground where you are at a huge disadvantage from the tactical and economic stand point. In Red Alert 3 for example, free units are airborne and can attack from the air which on paper should make them even more dangerous than SC2 free units but that doesn't guarantee a win because there are so many dedicated AA units that'll make mince meat out of the free units forcing the spawners to coordinate with other units to break the stalemate otherwise all you are doing is feeding enemies AA units free veterancy.

  • @amortal3248
    @amortal32482 ай бұрын

    Haven't watched the video yet, but I do want to say that there is a pretty obvious reason that 'free units', if done right, don't have to be 'bad'. So for example, think of a sniper unit, like tempests in SC2. Having a huge range advantage lets you get 'free' damage in before actually fighting or anything. There really isn't any significant difference between the two concepts. The important thing on units that can do something for 'free', like doing damage from a safe distance away, or spawning 'free' units, is BALENCE. Tempests are pretty slow, expensive, and relatively vulnerable at close range - it's a trade-off. Likewise we usually see similar tradeoffs for 'free units', like giving them temporary lifespans to limit the capacity of their damage. Make them come from some sort of vulnerable spawner. Make them have expensive costs that could make you vulnerable if they're attacked by an opponent who's spending their resources more efficiently. (Like think of it like buying a 'free unit spawner', maybe it costs 400 and spawns units worth something like 50 every 6 seconds or whatever. - it'll take you a while to make your money back in value, but eventually it'd be worth while, especially if you don't have to think about stuff like supply.) ^^ Most of these types of thoughts apply to all other units, too. Snipers like tempests are pretty weak in a head-to-head fight. You need to get that 'free' damage done repeatedly to make them worth while. Or you could look at the other end of the spectrum, mobile units like the reaper. They don't fight well like a marine, but they're mobile and can pick and choose their fights, so they can get free damage so long as you don't accidentally take a bad fight. My perspective: 'free-units' are no different from any other unit - they're only good or bad based on how they're implemented and balanced.

  • @hanneswiggenhorn2023

    @hanneswiggenhorn2023

    14 күн бұрын

    I think the problem with swarm host is that in theory they have the limitation of not being able to hit air and are slow and very vulnerable once they shoot their shot, the problem is that the synergy they have with nydus worms makes them really hard to catch in practice

  • @Matt-ln7lb
    @Matt-ln7lb2 ай бұрын

    In the case of swarmhosts and Infestors with infested terran, the problem was ultimately pretty similar, in that, when massed, they could get practically guaranteed damage with insignificant risk due to the long range. + infested terran hit air. In the case of brood lords, the broodlings blocking pathing was the main issue, because it prevented ground units from even being able to engage them. In WC3, dispel and XP really cripple "free unit" strategies. If dispel and XP didn't exist, necro-wagon strategies would probably be extremely powerful, but because dispels can instantly kill an entire clump of skeletons, they're sort of a meme. In the case of AoE4 "free units" they produce slowly from a relatively expensive production buildings. On SC2 rapid fire, you can actually set the ability to cast on the ability press if it's set to the right hotkey, then set your keyboard repeat rate super low and just hold down the hotkey to cast the ability at something like 1200+ APM while waving the mouse over the enemy army. It wasn't binding to the mousewheel; it was even easier than that.

  • @hanneswiggenhorn2023

    @hanneswiggenhorn2023

    14 күн бұрын

    I think it's also important to mention that AoE4 free units aren't free, they still cost supply, so once spawned they are treated entirely like normal units

  • @gregsmw
    @gregsmwАй бұрын

    i actually fully get what hes talking about with the issue that swarmhosts and broodlords have to use broodlords as an example, ground cant counter them because theya re VERY long ranged and the broodlings effectivly form a wall between the ground unit and the broodlord, meaning that they cant get onto the broodlord to fight it the issue of design here isnt the "free unit" but the massive range that broodlords have, which causes the free unit to effectivly make them invulnerable to ground drop broodlord range by half, and the main issue they have goes away, ground units can fight them, they still "counter" ground, but they dont counter it SO hard that ground cant fight back at all a similar thing can be said about the swarmhost, the issue isnt the free unit, but a combination of things, one of which is that 20 swarmhosts buried can just spawn half an army which can travel a huge distance, forcing the enemy to fight through a free army before they can even get close to the real army again, the issue isnt the free unit, but the NUMBER of free units, and the fact they effectivly form a barrier preventing any interaction with the "real" unit "free" units are not the issue in these examples, but a lack of consideration for the design AROUND the free unit

  • @KingGohan
    @KingGohan2 ай бұрын

    Yoo, really top tier from you to be open about changing your mind. There are to many content creators out their, just having a fixed opinion and constantly screaming about how right they are. When you took on the "Devils Advocate" role, I just thought, if he doesn't understand the points that were made, I'd think lesser of you. But you aren't stuck in your way. Shows humbleness and decency. I really appreciate that you are engaging with the topic at hand, and not just rage baiting. I was right rooting for you during your time as Warcraft 3 pro :).

  • @halqthedarktemplar
    @halqthedarktemplarАй бұрын

    People forget about the auto turret. A free unit that was a bit strong in Tvt (due to how engagements in that matchup work + siege tanks), but is now completely fine.

  • @dakka4448
    @dakka44482 ай бұрын

    A note about dimensions of engagement. Red Alert 3 had the most potential with that in my opinion, where the whole game and base building was made around the ability to use water tiles. The game had its own share of quirks and downfalls, but the way of how air,ground and sea interacted in that game was so fresh and interesting and i never seen anything like it since.

  • @matthiasvancauteren3107

    @matthiasvancauteren3107

    Ай бұрын

    In Red alrt 3 it also worked cause the amount of flying units was way more limited in SC2

  • @Nuvizzle

    @Nuvizzle

    Ай бұрын

    I wish more RTS were willing to take risks like RA3 did. Even to this day, people are still mostly churning out the same basic RTS designs.

  • @chamberlane2899

    @chamberlane2899

    17 күн бұрын

    Sounds a bit like supreme commander where you gotta balance out how many units you got fighting on the land, air, and sea. Ships obviously took the longest of all units to build (outside of the experimental units), but were great for shore bombardment and mobile air cover. Several had cruise missiles that could reach quite a ways into land, one ship could even crawl onto shore and serve as a mobile artillery platform. Then of course there was your classic air and ground units. Fun times.

  • @Biouke
    @BioukeАй бұрын

    As a casual when it comes to RTS I see a simple solution for those spawn fiends : Make them short-lived and AI controlled with a short aggro range. That way they are still a nuisance but not exploitable beyond the battle they got spawned in.

  • @brianviktor8212
    @brianviktor8212Ай бұрын

    Alright, the problem with free units like from swamp hosts is that they can deal free damage until the enemy decides and manages to do a big counterattack. Every other unit combat is fundamentally about trading values, but when you have to fight locusts, they just destroy your units for free. In order to balance this the locusts must be weak enough as to not be too overwhelming, but strong enough to be worth it. This means a player must commit hard enough into swarm hosts, and the other player has to deal with it somehow. It also implies that swarm hosts are wasting their potential value as long as they are not sending locusts to cause "free" damage. It's largely an issue of having thresholds, but that's due to how they work. Brood lords do not have the same problem. They are a flying artillery unit, and their broodlings are merely an addition to their inherent power. Infestors were fine because just as all casters, they could stack up their potential value (energy) and spend it in combat. If you want swarm hosts to be functional, just double the cooldown of their locust ability, as to create moments of vulnerability between waves, and in change make the locusts stronger (hp/dmg). This means they become strong in offense, but bad at defence and open field skirmishes, as they have low mobility. And stacking them in numbers doesn't mean the opponent *has to* fight through 1 wave of locusts, and lose his units against "free" units, in order to get to them... who may simply escape.

  • @dathore
    @dathoreАй бұрын

    I think I'd take a page out of the SC2 campaign, mutually exclusive units, if you get Swarm Hosts, you don't get Infestors, so there's a risk beyond the resource cost to using the SHs, so you'd have to take a bigger risk for a higher payout, but would need to destroy part of your infrastructure to swap to another unit of the same branch.

  • @nightmareTomek
    @nightmareTomek2 ай бұрын

    SH didn't have counterplay, that's all, they could just run away while the enemy was occupied. They've designed it in an oppressive way, like many other things. I made a mod just for fun, it was more an idea collection than a playable balanced thing. Put there lots of cool things I read in the forums. Aaaaaanyway, in my mod SH spawned locusts every 3 seconds and those had a short life span, so SH had about a tank range and they had to sit there rooted like a tank, they couldn't just walk home. The locusts were weaker as well. The ideas behind that were 1st that you could snipe them with air for example, or even a tank since they had the same range, and 2nd that a lot of SHs made a lot of clumped up Locusts that died even better to AoE. Maybe something like that would have made for a more fun unit design. Anything that doesn't allow SHs to just walk away after they did damage.

  • @d0k0night

    @d0k0night

    2 ай бұрын

    That's a great idea but you also have to consider whether the player would look at that, and decide whether it's worthwhile to use vs just about anything else in the zerg army. If the answer is "not worth the cost" then the unit is wasted.

  • @schwarzerritter5724
    @schwarzerritter5724Ай бұрын

    An interesting of free units are fighters in Homeworld 2. Fighters get delivered in squadrons and if one single fighter of a squadron survives when you dock it in the mothership or a carrier, the squadron gets refilled for free. Bigger ships can be repaired by resource collectors, but they need to be repaired one by one and when resource collectors are repairing, they are not collecting resources. Replacing fighters does not interfere with your other operations. What makes it difficult is squadrons still get refilled one by one, so if you have a lot, it will take some time if you have a lot of squadrons and they will have to fly all the way back to the mothership, making you potentially loose the resource patch you are fighting for before the fighters are ready again or you have to bring a carrier to the front and risk using the carrier together with all the docked fighters.

  • @zeidrichthorene
    @zeidrichthorene2 ай бұрын

    Free units are a big category. You have units that are free and permanent, you have units that are free and temporary, you have units that are free and priority attack targets, or units that are free and blocking, or units that maybe are not attack targets or blocking. Consider the crypt fiend attack, those spiderlings are kind of free units, but they don't have collision, they expire when they hit, but they're not quite standard projectiles either. Then consider something like the carrier with interceptors, this has a kind of free unit vibe to it, even though the units have a construction time, and they have a cost. The thing is, consider the free unit as an augment to the existing unit. When a unit can summon a free permanent unit, it's kind of like now it's got a permanent buff that has hit points and maybe takes up more of the play field. So if you have one race for example that has a unit that summons a free unit on enemy death with 40 hp which deals 5 dps, and another race that has an effect that means that on enemy death they gain a permanent 40 max hp boost and an additional 5dps themselves until they lose 40 health, then these units are in line to being balanced. The summoning unit is probably a bit better off if the summoned unit can attack independently and block movement. But you could balance around that to make it more fair. On the other hand, consider something like a swarm lord. What they are essentially getting is a free 100 hp every 15 seconds with like 50 dps with a very long range outside of the swarm host itself, who is burrowed. Now it does leave the swarm host open to focused fire if you can reach it and see it, but it's really the path blocking, the suppression, and the tanking that makes swarm hosts the way that they are, along WITH the range. They physically block ground units, they can attack in a way that you can't retaliate, and if you want to suppress them or if you a-move they require a ridiculous amount of health and don't put the swarm host at risk. Here is an idea that would change how swarm hosts worked. If players killed a locust, rather than it expiring from time, what if that dealt damage to the swarm host itself? This would have a giant impact on the way that it worked. The big issue with the swarm host is that the spawner can be inaccessible to retaliation. But then, so is the siege tank. So how does the swarm host differ from the siege tank? Primarily, siege tank shots don't block, plus the swarm hosts have the range advantage. But again, this isn't so much the fact that there are free units, rather that they interfere with the pathing of ground units and have ridiculous range. Similarly, imagine if broodlings had much shorter lifespans, and were shot by broodlords a very short range, and moved slower. Or if marines could walk on top of them and would prioritize shooting broodlords over broodlings. Again, it is the fact that the body blocking keeps the units safe from retaliation is probably the biggest factor. Sometimes it's a problem with the DPS, but again, that can be balanced. In SC2 another issue was population caps, but again, this is a design decision, you could make these units contribute to whatever population limit you wanted to create, or you could balance it so that having maximum free units out at population cap didn't give you a significant power differential than what you'd get from having different units instead of summoners. The problem isn't free units, summoned units, or whatever as a general rule. It is SC2s implementation of it. This doesn't mean that stormgate can't make the same errors. I think the big issue is SC2 took time limited free units and considered that since they were only available part of the time, they could be very powerful for that limited time frame. Otherwise they just play on the economy.

  • @jordanmaldonado8784

    @jordanmaldonado8784

    Ай бұрын

    little bit of late response, but a change i thought about if they want to keep the Swarm host's tankiness as a factor of the unit, make the swarmhost earn its current healthpool as an "egg armor", as long as it holds the locust eggs it can remain a tanky slowmoving unit, but the moment the eggs come out it looses all those bonuses and becomes extremely squishy, perhaps even make it so spawning eggs requires unburrow, the swarmhost can still burrow with the eggs but Must expose itself when attacking, the unit would be balanced cause in its defensive state it cannot atack, and when atacking it looses all semblence of defense

  • @matthiasvancauteren3107
    @matthiasvancauteren3107Ай бұрын

    Age of Mythology had a few interesting cases of these at the top of my head: Hades shades which had a low chance to spawn when a human unit died, but they where pretty weak and capped to 25. Mummies could insta kill a basic human unit to spawn a time limited zombie, which had a long CD and was tied to a T4 expensive unit. There was also a one time god power that spawned a bunch of them. Seth got animals he could convert to his army but those where also pretty bad untill T4 and besides the free bunch you got for advancing a tier, required a priest to convert them which took a long time. The most interesting however was Hecate's god power Tartarus gate. This was a one time building you could spawn anywhere on the map that while it was active, would spawn very strong hound units that where hostile to everyone and where limited to a range around them. Destroying the gate would stop them from spawning. SC2 SH's where so opressive pre-nerf cause with Nydus worms they are a fire and forget unit that could decimate an entire expansion in seconds cause locust damage is so obscenely high.

  • @SquidwardAF
    @SquidwardAF3 күн бұрын

    they could make free units give minerals/gold if you kill them, like they did everything in DotA2 give gold: illusions, wards, etc.

  • @andrewvader1955
    @andrewvader19552 ай бұрын

    Grubby did a match few weeks ago him Nightelf Vs Undead. It was a really good display of free units versus Heroes. Where the undead was summoning a lot of free units to overwhelm the night. Elf armies. The balancing factor is that over time all three Heroes were gaining so much experience from a flood of free units that the XP was mounting up. So it's a well-balanced idea that the necromancer could win. But the longer the battle went on with a free units being spawned feeding the heroes XP then the Undead is going to lose. Like summoning is a rush tactic, You can abuse a rushing tactic if it's overused. It's meant to be quick, fast, and efficient that can't be calculated. When it's overused. It can be worked around as long as the game is designed that way.

  • @tabula_rosa

    @tabula_rosa

    2 ай бұрын

    That reminds me a bit of playing Heroes of the Storm all-random mode and formulating wins out of non-meta teamcomps. People throw up their hands & give up if they dont have a healer, or if they get a bad healer & the enemy team has a mainhealer because they think it means they can't win, but what that actually means is that the enemy wins the long fight, so you have to win the short fight, by playing aggressively, refusing to engage on the enemy's terms to goad them into overextending & then engaging them suddenly, and learning to back off from a lost fight early to stem the XP lead

  • @Stforv

    @Stforv

    2 ай бұрын

    There are no free units in WC3. Even necromancer use MANA (which is a limited resource) and corpses. And for the skeleton strat to work properly you need additional units, like meatwagons to transport those corpses and obsidian statues to regen mana (both of those units need to built in a separate building which is also needed to be built and every step costs resources). And btw you also need to make 2 upgrads for skeletons to be a viable strat.. That's a lot of IFs and resource spendings. So no - skeletons are not free.

  • @tgr3423

    @tgr3423

    2 ай бұрын

    The Rod of Necromancy is only a 150 gold investment for 4 summons of 2 each. While I don't think Rod is broken by any means, summon units bypass supply and training time, which is what I think defines a free unit. Mana is a replenishable resource, whereas gold is not. ​@@Stforv

  • @Stforv

    @Stforv

    2 ай бұрын

    @@tgr3423 I don't think that this exact unit bypasses training time. I consider time a resource in a game, and it takes different forms. In this case it takes time to build a magic shop, and you cannot bypass that. There's also a cooldown on the charges of the item. Also the magic shop costs resources to build and it all counts into the resulting cost of that item/summon, it least I consider all that as a resulting cost. So if a unit requires any resource it's not free, whether it's a replenishable resource or not. And the whole concept of supply limit was based on low-performance older PCs nothing more. So while I understand the balancing around unit limit I think it's a relic of it's time.

  • @Instr

    @Instr

    Ай бұрын

    That was the UD screwing up. He should have deployed his necs aggressively (especially against NE, which always has decent dispel) to save his main, then tried to set up a skelly flood in Grubby's main ASAP. The fact that he couldn't get out of his base or put up a nec attack (and necs can afford to die, especially if you're 2 base) was what doomed him, with the hero levels just sealing the deal.

  • @mattt3555
    @mattt355513 күн бұрын

    Definitely sounds like Infest should be unlocked with an upgrade that requires Tier 2. When you have to change your whole game to accommodate a single unit, it's better to just change the problem unit.

  • @llamadelreyii3369
    @llamadelreyii33692 ай бұрын

    There is a mechanic in Red alert 2 with cloning vats, its a strcture that gives you free infantry units, the thing is, you still have to buy one unit for it to clone, 2 for the cost of one and you still have to wait for it to come out. The structure is expensive and a very high tier(even more in that monstruosity that is Mental Omega mod) point is, you take a while to get it, still cost something tecnically and its time consuming to a extent, dangerous, but the oponent has many oportunities to deal with it. and there is the units that use drones that are most similar to brood lords and Swarm hosts, but these work this way, tanky but slow as all hell(some are not that tanky), always VERY expensive, if the drone gets destroyed it takes a while to come back, takes more time if its multiple drones and just one at the time that gets replaced so atacking blindly will make you waste a LOT of time.

  • @minhducnguyen9276

    @minhducnguyen9276

    Ай бұрын

    Veterancy also comes into play in RA. If an aircraft carrier lost a drone, it'll lose the veterancy of that drone and since drones are generally very fragile it's very unlikely that you'll see an aircraft carrier with a full veteran squadron and even if it does it's very easy to lose one of those drones and thus reducing its maximum DPS. A rocket launcher to dreadnought however increases its dps from its veterancy meaning it'll keep its bonus damage until it's killed.

  • @llamadelreyii3369

    @llamadelreyii3369

    Ай бұрын

    @@minhducnguyen9276 Yes, hope one day a RTS gets the better of each game that came out before, so many cool things inRA could solve starcraft 2 issues and vice versa.

  • @minhducnguyen9276

    @minhducnguyen9276

    Ай бұрын

    Not to mention in RA throwing free units at enemies only to tie them down will just increase their veterancy which will only make it worse as they'll eventually break the stalemate. Moba games like Dota2 follow the same principle, your free units have a gold reward, if you keep throwing them at your enemies without achieving your goal of killing them, all you are doing is giving them free resources

  • @Account.for.Comment

    @Account.for.Comment

    17 күн бұрын

    I'm not good at RTS games, but I don't think Red Alert 2 should be look up to, as a guide for balance. When I first heard thay the designer was the lead of SC2, I can spot balance problems the first time I saw its gameplay demo. I don't think the old RTS cared as much about balance. There were simply other mechanics in the game that somehow ended up balance it out or the players simply accept the lack of balance and works around it. The veterancy, resource nodes that you have to fight for, click speed, maps, mods,...etc. Swarm hosts are a cool unit, unless you have to play against them IMO.

  • @Zym222
    @Zym2222 ай бұрын

    Specifically in today's SC2, in Legacy of the Void; I disagree that Brood Lords shut down ground units too hard. That has certainly been the case in the past, but currently every race has the ability to fight them primarily with ground units. Edit: Clarification: The Brood Lord attack used to have a strange quality where it could be used from much further range than the range actually displayed, which I believe was 11. Now the range is 10, and they actually have to be at that range to attack. They still shut down tanks and mines pretty hard, but it is much more possible than ever to fight and kill them with ground armies. I don't see the issue with Brood Lords crushing low-tier and/or poorly controlled, and especially entrenched, ground armies, though. That seems like the whole point of the unit. They're ineffective as a defensive tool when forced to travel between bases, and obviously are defenseless in the event of Zerg losing air superiority. Seems balanced enough to me, though I agree about Swarm Hosts and Infested Terrans. Anyway, good video!

  • @norberthiz9318

    @norberthiz9318

    2 ай бұрын

    thats not even true, protoss cannot fight broods without tempests or carriers, stalkers absolutely do not cut it, when there are anything else to support the broods, infestors or lurkers or vipers or ultras or pretty much anything make broods untouchable by stalkers, that being said thors obviously massacre broods and snipe is crazy good too. But you also have to realise that we have been nenrfing the unit constantly becasue its so frustrating to play against and now we got to the point where the unit is close to being garbage, if that doesn't show how badly the unit was originally designed, i don't know what would.

  • @anima94

    @anima94

    2 ай бұрын

    Comparing pure stalker with brood infestor viper is completely unfair, if the zerg has complementary units it's insane to think blink stalkers should beat broods

  • @norberthiz9318

    @norberthiz9318

    2 ай бұрын

    @@anima94 But nothing else shoots up mate XD. like what kind of ground army do you think beats broods+ couple of lurkers +a couple of vipers or infestors? I'm very corious, becasue immortals archons colossi templar don't help with dealing with broods. broods have the range adventage and block pathing so with stalkers you can't touch them without blinking on top of them, which is not possible if there is support, and you don't have anything to enable the stalkers to do blink on the broods, get it? Without tempests or carriers you cannot fight broods with a protoss ground army, thats just a fact. Ask any pro player and the all of them will say the same

  • @JesusVargas-zt2dl

    @JesusVargas-zt2dl

    2 ай бұрын

    @@norberthiz9318 archons shoot up, If I rush broods because my opponent made a ton of immortal/colossus and I'm on roach/hydra the typical quick counter is to try to land storm on the broods/hydras while flanking with stalker/archon/zealot. Typically it doesn't even get that far since just about every ladder toss does a hard carrier switch after about the 10minutes, and those broodlords are better left staying as corruptors.

  • @anima94

    @anima94

    2 ай бұрын

    @@norberthiz9318 you can fight broods with pure ground, obviously not when it's a maxed out zerg with casters on top of lots of broods, protoss would be broken as hell if pure ground could beat that

  • @inquisitorkobold6037
    @inquisitorkobold6037Ай бұрын

    I think the spotter droid from Star Wars: Empire at War is one of the best "free" units I've ever seen, as it entirely serves to enable the function of the artillery unit it comes attached to. The only reason I consider this thing to be free in any sense is because it always spawns alongside the artillery, and is automatically replaced the next time you deploy that particular artillery unit.

  • @QuestionableObject
    @QuestionableObject21 күн бұрын

    Another problem with Swarm Hosts was that what "counters" you did have were also countered by other things zerg had. You couldn't approach by ground cause they'd have a patrolling pack of roaches (against protoss) or ling-bane (against terran) on top of the waves of locusts killing all your shit and if you tried to attack by air the zerg could just have a pack of hydralisks waiting to shred your banshees, or worse if you try to kill them with tempests their vipers just yoink your super expensive capital ship for the low-low cost of 25 energy which they will never run out of because they also have consume...

  • @bass-dc9175
    @bass-dc917528 күн бұрын

    I think the best way to ballance free units is to give the opponent a benefit for dealing with them. Units that gain advantage for killing enemies for example (A veteran system like Command and Conquer). Or killing the units granting resources (Reclaim mechanic of Supreme Commander). Or just XP (Heroes in WC3). Player 1 (Free unit user) gains the advantage of pressure without resource investment. And if player 1 uses the unit smartly, they time out before the enemy had a chance to deal with them. Meanwhile Player 2 can respond to these units in a healthy way. He might loose a few of his own, but the gained benefit mitigates the damage. In that way in an even fight: the free units caused only temporary damage. And if Player 2 can overwhelm the units in the right way: He instead gains from the interaction despite Player 1 having not lost any permanent units.

  • @freeman8990
    @freeman89909 күн бұрын

    The one game where I dont think I have problems with free units is AOE3. But it not because the structure that spawns them are permanently gone if destroyed, its more so that everything else is so batshit broken that free units is pretty tamed. The one exception is the Ottomans, but their late game is relatively weakness aside from Abus gun spam

  • @daviddavidson505
    @daviddavidson50526 күн бұрын

    I always figured the main trouble with spawnable units should not so much be the free damage, but the free hit points. Every attack absorbed by a summoned unit is a total waste of the opponent's firepower, which is the whole appeal of free units. I think it's fair when their damage output is pathetically weak, but they meatshield for a squishy army that would get shredded without their protection. Sort of the way NecroWagon worked in WC3 or roachlings from the SC2 campaign.

  • @TheTechReactor
    @TheTechReactorАй бұрын

    I think we all just need to take a moment here to awe at the fact that Grubby just confused Kevin Costner with Westley Snipes.

  • @jacobmeilleur238
    @jacobmeilleur2382 ай бұрын

    I think a very big part of if a free unit is balanced or not is the amount of danger the summoning unit has to be under when summoning. For example, neural parasite can be thought of as getting a free unit but u don't think anyone would say it is too op or at least as op as broodlords/infested terrans/swarm hosts because the infestors have to be pretty close to use it which put them in danger and if they are killed, the spell stops meaning they lose the "free unit". All the other free units can be used from very far away. Also, it seems that since the range nerf of broodlords, they've been way less op because now they have to get in range of thors and it is also easier for air units to punish them

  • @justinfritz4817

    @justinfritz4817

    2 ай бұрын

    brood lords and swarm hosts are still in sc2, but pros basically never use them. When they do, it's a niche strategy and they usually tech out of them. If free units are so OP, why arent the best players in the game using them?? The reason being that they've actually been balanced in the current version of the game. The problem is not the units being free, it's the counter being viable and ultimately the game being balanced. We can also do a thought experiment. Let's say we had a unit that produced a free unit. That unit does no damage, has 1 hp and dies in 1 second. Would that be OP? So clearly there's a lower limit we can balance to yes?

  • @sakesaurus1706

    @sakesaurus1706

    2 ай бұрын

    ​@@justinfritz4817zergs entire late game is either broodlord spam or lurker spam

  • @TomThompson
    @TomThompsonАй бұрын

    When you discuss "scroll wheel micro" 34:09 I think what you are probably trying to refer to is "Rapid Fire". In this case maybe you want to shoot a bunch of ravager biles. Usually you have a key for use the spell "Z" and then you click where to put it. Instead you bind the same key for where as well. So, you press "Z", hold it down, and wave teh mouse around. So Z choses the spell, it acts in place of the left click, and the mouse location still positions the shot. This works for all kinds of spells. Like spreading creep, EMP, snipe, etc etc. (Controlversailly, it does not work for feedback)

  • @bluejay7058
    @bluejay7058Ай бұрын

    This is a balancing point in Dota 2, actually: strategies that rely on "proxying" their own engagements, primarily Illusion/Summon heroes. Even if you present the main hero, the threat of their units is still a concern as well. I think what makes it work much better is the addition of elements that either just instantly destroy them (hex in Dota 2, Spellbreaker/Destroyer in WC3), and area of effect control/damage that allows you to atleast fight the swarm. It also helps that the ramp up time for Illusion heroes especially is particularly long: especially the main offender: Phantom Lancer. His laning stage is fine, but he contributes nothing on the map when lanes start to break down: instead having to play for himself until his proxy-nonsense is online. TLDR: RTS summon units are cringe because how do you deal with MULTIPLE DIFFERENT types at once with much, MUCH less time to decide and enact counterplay? I suppose you don't!

  • @iNsOmNiAcAnDrEw
    @iNsOmNiAcAnDrEw2 ай бұрын

    In Faeria, you start with water everywhere, and you can make some lake lands to deploy your units to, but that's just blue units and neutral units. Units of Yellow, Red, or Green color will require a different land type to deploy to. So some of the blue units are aquatic which means they can jump right on the spaces that don't have player generated land yet, as well as travel from lake space to lake space.

  • @Tucher97
    @Tucher9727 күн бұрын

    A thing that bothers me when it comes to likes of Swarm hosts or broodlords is that they produce a unit and sometimes the AI will prioritize the 'minion' which will at best die THEN suddenly another has spawned. I always thought the change to broodlords from guardians is strange yet both are just Arial long artillery, so how come one is tolerated while the other is not? Well simply put, unit AI. Which reminds me, in Age of Mythology, the mummy does not start with such minions but must kill a unit to be turned into a minion, then there is a notable cool down. In war for the overworld, you do sort of get free units, sort of, you need a specific unit which isn't good in direct combat, the necromancer which creates the free units, these free units are made from fallen enemies that were dragged to where ever to make undeads and these undeads follow the necromancer as a posse. Infact, I will talk about a very different concept, total war warhammer, specifically a faction of vampires undead, a general rule of undeads, they do not retreat, but fatigue results in damage overtime, including low leadership which is just magic binding, in short, if the lord dies, the army falls like dominoes, the vampire counts can get an upgrade for free zombies or simple skeletons, there is nothing special about these, with hte right counter unit, it can mean nothing, however with the right counter unit, that is free XP, yea units in Total war can gain XP, simple, the more ass they kick, the bigger the foot. This can matter for players, for an AI that cheats on money, its pointless. Though free units/minions are generally a case of "good attack, but are sourced", unfortunately, my topic struggles as the games I described do not have finite resources, well technically, the resources have a finite gain or you need to work in the early game to have perpetual resource gain, however that means you need to be more proactive.

  • @TheFearsomeRat
    @TheFearsomeRatАй бұрын

    The Heirarchy in Universe at War has a good take on Free/Temporary units in the Thralls, which you have two types. Cow Thralls (flat out one of the scariest units in the game if you ignore them) and Humanoid Thralls, both types of Thralls are made by killing units with radiation damage, in the case of Cows, the Hierarchy is giving up 500 resources for a unit, and for civillians, human infantry and Masari infantry, all of them provide Humanoid ones. The best unit for this is the Defiler (a very fragile vehicle) as it deals a ton of radiation damage and is guranteed to convert almost any non-hero organic unit it kills, the thralls can then go on and convert even more thralls, and it lets the Hierarchy snowball a bunch of free chaff onto the field to cover for their typically low numbers and Walkers which are your buildings that can walk around the map and crush other buildings, and if there is a Hero like Mirabel (Novus), Orlok (Hierarchy) or Charos (Masari) present who has good AoE Mirabel's snipe pierces targets (and can even rip both arms off the Assymbelly Walker + the face plate in one shot with good positioning) and her missile salvo does great at finishing enemies or cleaning groups of cheap units, Orlok's artillery barrage increases in accuracy the closer the targeted area is and Charos can generate a Tornado around himself while the Masari are in Dark Mode, but what thralls are good at, is distracting turrets cause barring your vehicles and maybe Nufai, they move faster then all of your other units, so the turrets will waste damage on these free units while your Defilers (who pull double duty as Anti-Infantry and Anti-Building since Beam weapons can't be redirected by Novus turrets and they strike most buildings for the entire duration of their beam's sweep), Brutes, Saucers, Walkers, etc., come in and start scrapping the base, also unlike all the other Hirarchy Infanty, they don't heal from Radiation so you have no way to sustain them, you make like 20 or 30 of them, maybe convert a cow or two and you just send them in the front of your attack as a wave, but your giving up recources to do it, Civilians are 50 per, Cows are 500, most infantry units (barring human infantry) are ~100, so while they are free, you are paying long term as your likely making one or two Defilers that is gonna run you like 700 at minimum last I checked, and every converted organic unit is less recources for your Reaper Drones to suck up, the Hierarchy have the most stuff to "mine" on a map as everything is fair game, but they can be very wasteful with it if their not careful.

  • @shooterdefronvrps2
    @shooterdefronvrps224 күн бұрын

    I like free unit as upgrade for the most basic unit, like endgame dawn of war you get a upgrade that make the works be free, so you can spawn a horde of cannon fodder to keep the enemy distracted while your hero do their thing

  • @potenviking
    @potenviking2 ай бұрын

    Air can be especially fun and air vs air can be fun to watch and can be fun to play. Patrol micro Mutas and Scourge vs Coursairs is a battle done quite good. Its SC2 where lack of micro potential of units like the Carrier is making the whole air part sucks but there is a lot there in BW and its pretty good.

  • @thesoundofsilence77
    @thesoundofsilence772 ай бұрын

    "I don't really have a solution right now for any of these issues" - monk Yup, Stormgate's gonna have the exact same problems that plagued SC2 balance for years, I can already see it now lmao

  • @notabene9804
    @notabene9804Ай бұрын

    From the perspective of a dota player, we have our free lane creeps every 30 seconds, but we also have "free" creeps in terms of summons which actually have had stat/interaction nerfs because of how overtuned they are to start. Within the last year, one toon got an interaction that added a new sort of "free creep" that was overtuned at first. A problem with putting any new "free" unit in the game is balancing the fact its now a new unit in a new game, but now **one more** unit in **this** game. In an RTS, its probably got to strike a balance between being useful without requiring additional player load while being effective against another player without overwhelming or lack of counterplay, not easy.

  • @studen4ai
    @studen4ai2 ай бұрын

    Free units are a great way to differentiate races and provide diverse strategies. The only thing is that they need to have a good opportunity cost which produces a dilemma for the player. Cost lot's of resource but no pop? Costs only pop, but a lot? can be easily countered by a certain type of damage? Needs a special building that spawns them regularly? Anything would do, as long as there are interesting decisions to make.

  • @snuffeldjuret
    @snuffeldjuret2 ай бұрын

    It is kind of interesting to listen to discussions about rts when it is something I haven't played in a loong time. My reference thinking about it was warcraft 1 lol, the demons and water elementals are so powerful :P. But the spiders and scoprions are surprisingly effective as well.

  • @LaigsCZ
    @LaigsCZ2 ай бұрын

    In AoE 3 there are free unit training buildings that you can send in through home city card system for Japan and China i think. But nobody ever picked those, because there was always something else to send that just had a better tempo. Instead of one building that will teain 5 units per 5 minutes, you could instead send like 15 units right now. Or send in eco improvement. So it was an option that on paper wasnt bad, but the balance was that they weren't the optimal tempo choice.

  • @dolphincup

    @dolphincup

    2 ай бұрын

    China's Summer Palace and Confuscius Academy are staple though, both free unit generators. AoE3's approach was to equate free units to economic advantage, and they were balanced as a factor of your economy. This is the best way for free units to exist in a balanced way IMO. Arguably, however, these units aren't free. Opportunity cost is big.

  • @SamSGLM

    @SamSGLM

    2 ай бұрын

    Consider that every civ had a way to send troops instantly. So if everyone has it, the issue isn't that one could abuse it. And even in the case where rushes happened with a age up timing that you show with more army than your buildings show, they also would have had similar units to summon to defend, so everyone could do it kinda. Just imagine Persian laming in aoe2 was possible for everyone somehow. Also free means free, the opportunity cost of them is much higher than 1 unit having no upper limit of what they can pump out like in blizzard rts's

  • @dolphincup

    @dolphincup

    2 ай бұрын

    @@SamSGLM sending troops via HC shipments isn't free at all though-- XP is a resource. Only buildings or units that can indefinitely generate units for free are considerable.

  • @calebbarnhouse496

    @calebbarnhouse496

    Ай бұрын

    Another point, is Aztec skull knights, they are monsters in melee, and pretty tanky, but you have to use the ritual pit for them, meaning your spending a shitload of villagers on the buffs or free units

  • @Account.for.Comment

    @Account.for.Comment

    15 күн бұрын

    Another balancing factor IMO. Those free units are also often trash units. Reaching a critical mass with them, is a gamble of time invested. They are opportunity cost. The ones spawning free units in SC2, are Tier3.

  • @hko2006
    @hko2006Ай бұрын

    7:48 Airships: Conquer the Skies

  • @FuelDropforthewin
    @FuelDropforthewinАй бұрын

    So one free unit option that shows that it is not inherently a problem is Ork Boyz in Dawn of War. One of the late game techs removes the resource cost for your basic boyz, allowing you to spam them indefinitely. The reason this is not a problem is that while they are free resources wise they still take up population and build time from your production buildings, and as a result by the time you get access to them you have better, more pop efficient options available. So while you can spam free boyz they are just filling out your army as cannon fodder for your good stuff. On the flip side you have Necron resurrection orb abuse, which allowed the necron player to exceed their squad cap and could very quickly snowball, all with the only cost being the res orb's cooldown. This was incredibly broken, even if you needed to buy the units then get them killed initially. Two free unit examples from the same game. One which works well, and one incredibly broken.

  • @Hj4a
    @Hj4aАй бұрын

    I mean... We've always paid for interceptors and, way back when, scarabs. Even lore-wise, what feeds the swarm host if it's not on creep? Would the units like swarm host and brood lord work if their spawn cost one mineral each?

  • @nikolaykuzmin9357
    @nikolaykuzmin9357Ай бұрын

    The only flaw in starcraft free units is too steep utility curve. You can't for example add one swarm host or one broodlord to your army to make it stronger, it would be too expensive. And I mean only unit cost, not including cost of required buildings or researches. One infestor can be useful, but not because of spawning ability. But when there are 10 or more swarm host near your unprotected base - they became too OP. Broodlord does 46 damage against something unprotected and only 20 damage against deathball. So it is impossible to ballance it always will be too strong against weaker army and too week against stronger. By the way, same rule can apply to nonfree units too. Look for example to alliance's steam tank, when there 2 or 3 of them they are just free xp for your enemy, but when there are more of them they can steamroll opponent's base even when he tries to protect with all his army and have some reasonable amount of siege units.

  • @ivankovac7844
    @ivankovac78442 ай бұрын

    Also in addition to mana treants cost trees and beetles and skeletons cost corpses which means you can't summon them anywhere at any time.

  • @andrewgreeb916

    @andrewgreeb916

    2 ай бұрын

    It's not like meat wagons can generate corpses right? Right?

  • @ivankovac7844

    @ivankovac7844

    2 ай бұрын

    @@andrewgreeb916 Meat wagons cost money and they generate only after an upgrade if i am not mistaken.

  • @andrewgreeb916

    @andrewgreeb916

    Ай бұрын

    @@ivankovac7844 yes, but free corpses afterwards

  • @JackMarcuson

    @JackMarcuson

    Ай бұрын

    @@andrewgreeb916 it sounds like you never actually played melee maps and you just watched few Grubby streams and think your "theorycrafting" will work 100% as planned lmao

  • @andrewgreeb916

    @andrewgreeb916

    Ай бұрын

    @@JackMarcuson sure you got me I only played the campaigns

  • @hapeenes2927
    @hapeenes2927Ай бұрын

    Problem is either range or treating caster and the unit created as seperate entities. If tanks could attack from 3 screens away they would be op or if infestor could suddenly get a 200 hp shield and shoot 4 projectiles evey half a second it would be pretty good. The problem is core balance of a unit as how much damage it deals how tanky it is and what has to happen for it to be good.

  • @maudiojunky
    @maudiojunkyАй бұрын

    12:25 I was waiting for "I DRINK YOUR MILKSHAKE!"

  • @littlegoat713
    @littlegoat713Ай бұрын

    I can't think of any more Free Units than looking at Red Alert 2 and Yuri's Revenge with America and Yuri. America has a support power that allows you to airdrop 8 G.I. Units onto the battlefield. Yuri can make Psychic Towers or "Yuri Clones" to mind control enemy units, and you can even use those in a grinder to give yourself a lot of money.

  • @khoado9512
    @khoado95122 ай бұрын

    You can also make the free units in SC2 costs an additional resource beside MP and cooldown. For example in War3 the treants and skeletons and beetles all require and additional resource to summon, which is trees and corpses respectively. Now if you make the infested terrans and locusts cost 25 minerals to summon then the players have a decision to make. Do they want to make fast and agile crack zerglings or the slow but high AA capability infested terran or the mediocre but tanky locusts?

  • @lelouchvibritannia7809
    @lelouchvibritannia78092 ай бұрын

    If the Liberator was in HOTS, the Swarm Host wouldn't be an issue as it would already be countered. They don't even need to target structures, they’d kill Locusts so fast. I agree with Beomulf that it's not about free units being bad, it's that the units that made them had no real counter.

  • @NguyenHoang-mo7hs
    @NguyenHoang-mo7hsАй бұрын

    In Age of Empires 4, the Ottomans can produce free units from their unique Military School. I think it's a cool mechanic and, thanks to the most recent patch, is quite balanced.

  • @Vikt0rian
    @Vikt0rianАй бұрын

    Interestingly enough, the commentator on the video wasn't wrong when he said that half the units in WC3 have summons, depending on how you view the summons that require a kill. If you do, then more than half has at least one summon.

  • @mizark3
    @mizark32 ай бұрын

    I also found it bizarre because the Carrier would have been a perfect 'free unit' producer for SC2, but they made replacing interceptors cost minerals. Why didn't they take that same lesson they learned and make Broodlings+Swarm Locusts take Minerals to reload?

  • @Stforv

    @Stforv

    2 ай бұрын

    Minerals + time (Carrier can only build 1 at a time) and obviously a fixed limit of those units on board. And also make hosts unburrow to build new locust.

  • @markthompson6139
    @markthompson6139Ай бұрын

    So all those free units have been nerfed or removed. BL’s have shorter range and broodlings exist for half as long, infested terrans are gone, and swarm hosts waves were nerfed. So now, zerg in sc2 has to roll banes into every comp, because that and corrosive biles connecting is the meta. SH is rarely played except vs turtle terran, maybe turtle toss. Broodlords are easily handled by both races now, either air or ground units hard shut them down. So the “free” units still cost something. In sc2, its supply invested into a unit that will not be able to do anything half the time(SH)or a unit on a one way trip half the time(broods). Free units are zerg’s only way to compete with the supply efficiency of turtling styles. If anything should change it is map design that favors and encourages turtling.

  • @mixamasl
    @mixamaslАй бұрын

    There's my way to balance out SH - make them straight up copy of a HotS campaign ones, no flying locusts - spawn them as ground units, they go as ground units. Maybe make SH root instead of burrow, im not sure about that - rooting made them clunky as f*ck for themselves and locusts even in campaign, i think in multiplayer it will bring their usage rate straight to 0%.

  • @iamLI3
    @iamLI3Ай бұрын

    glad to see you've changed your mind on this really just imagine , is locusts were slower , and infested terrans costed 75 energy , and brood lord attack speed was slower with longer lasting broodlings , that would basically fix all their balance problems , but instead we had lame solutions applied to them....

  • @TarsonTalon
    @TarsonTalonАй бұрын

    Me, who uses the Operator as cannon fodder on zero money playthrough of Cepheus Protocol: *Sideways monkey stare and reflect

  • @alanevans5353
    @alanevans5353Ай бұрын

    I think the problem with free units in their problematic cases is that they typically have the capacity to make WAY too many units at a time. That's why summoned units in Warcraft aren't typically a problem but in Starcraft they can pump out multiple entire control groups (I know control groups have no max in SC2, but still) at a time, and then do it again quickly with the same units. the XP is another big reason it's less OP in Warcraft. I will also definitely say infernals, phoenix, and Doom guard should 100% count so it is literally half the heroes.

  • @Shadec1
    @Shadec12 ай бұрын

    Age of empires 1&2 conversions could be considered free Aoe3 changed this but still allowed units to train other units and heroes converting guardians...modifiers governed their usefulness...

  • @WikiHL

    @WikiHL

    2 ай бұрын

    AoM tied it to either God Powers or Mythic Age units, as far as I remember

  • @abandon2100
    @abandon21002 ай бұрын

    @grubbytalks do you know Metal Fatigue? (yes, its sadly old, unfinished and unpolished game) There is surface battle, where any unit can fight, then floating islands, that flying units can fight for and underground, that small units can fight for. So pretty much 3 maps in one. Interesting concept, never seen any other RTS to try something like that. (not to mention modable robots with different interchangeable body parts)

  • @QuestionableObject
    @QuestionableObject21 күн бұрын

    The era of swarm host domination was when I checked out of SC2 and never looked back lol

  • @yoeram8690
    @yoeram8690Ай бұрын

    at 7:44 , that's netstorm: islands at war isnt it, or am I overestimating the number of whirligigs

  • @ocek2744
    @ocek274413 күн бұрын

    So this is my opinion on most game mechanics; if your enemy can do it too, it's probably balanced. This is why "free" units ("free" in quotations because they still have requirements to obtain) in War3 are seemingly balanced; because if your enemy can do it so can you. Every race ( debatable with night elf treants) has easily accessed summons with no resource cost.

  • @CaiisGaming
    @CaiisGamingАй бұрын

    Would broodlord have been balanced if the broodlings only had blocking hitboxes for buildings and themself and not for other ground type units?

  • @echomikeoscar8310
    @echomikeoscar8310Ай бұрын

    People forget about the endless swarm of summoned monster in war1, scorpions and water elementals vs spiders and demons.

  • @DiablosDeviljho91
    @DiablosDeviljho912 ай бұрын

    What would you guys think about a building that you can only have one of at a time, that spawns a wave of free uncontrollable units that just seek enemies and attack them. Long cooldown until they come again and overall not very strong.

  • @mistery8363
    @mistery8363Ай бұрын

    i hope that stormgate's vanguard has some fantasy elements and the infernal host has sci-fi elements. Like some space marines are literally knights and OTOH some of the demons have some technology like doom or quake

  • @Hisu0
    @Hisu0Ай бұрын

    Grubs, you might want to take a look at Supreme Commander. It has fully featured air, ground and navy. Bonus detail: only a few hitscan weapons, and about half is not homing.

  • @kayn9651
    @kayn965114 күн бұрын

    Extra argument... there is no such thing as a genuinely "free" unit in WC3 There are just alternative resources. Necromancers and the rods of undead need to have corpses, hero summons are a moot point because they're part of the power budget of the hero, and you need to use mana which you than must spend gold to replentish. - Keeper also costs trees, death knight's temporarily summoning the corpses of deceased units, paladins rezzing friendlies. And they can't do it endlessly. There's a mana cost, a cooldown, or an alternative resource which then either requires the spending of gold or other resources in order to enable. - And wards aren't even units so much as structures that provide buffs which the enemy can target and destroy. Also, WC3 has effects like purge, or dispells, which are effects that deal massive damage to summoned units specifically. - So it's like "Yeah, I COULD make a skeleton army with necromancers and meat wagons... but then one AOE purge from him and it all dies in one go." Also, things like skeletons and treants are temporary, so even if you get them for "free", they're borrowed power and their alternate resource can be depleted. - You can run out of corpses, or your necromancers can go OOM. There's nothing quite as problematic there as a unit that you can train in massive numbers, burrow somewhere out of sight and then have it continuously produce army for no cost and with no limiting factor. - Make it cost 5 vespene gas to spawn the locusts, make it so swarm hosts have enough energy to summon 5 waves, but then their energy only regenerates when they're not burrowed, or only when they're burrowed on creep so they're either a defensive platform or it requires more telegraphing to use them offensively like having an overlord make a puddle of creep that can be detected and targeted with AOEs. I don't count brood lords personally because they can't really stealth and their "units" are just their attack, they'd be just as problematic if they were an air to ground striker with huge range. Summoner units in general can be balanced around their summons, where the summoner and their summons together basically consist of one unit's power. And at that point they're just a way to create a large mob of small units that can counter single-target-heavy-hitting armies like for example the yamato cannon of battlecruisers. You got a unit that deals one attack for 50 damage every 2 seconds, well are you gonna attack it with three units that have 45 health each, or nine units that have 15 health each and a third the damage? It'll take that 50 damage dealing unit three times as long to deal with the swarm, and much of that single target damage will go to waste in the form of overkill. But the larger unit will be better against something like a marine that deals many quick instances of small damage because that unit will have the same damage output until it dies, compared to the swarms dealing less damage as the small units get killed, and the swarms would be more susceptible to splash damage. Also, brood lords and swarm hosts would be a lot less problematic if SC armies had some sort of unit or ability specifically that "dispelled" those summoned units, like giving Ghosts a viral grenade that were specifically potent against "lesser" organisms and would deal massive damage to locusts while only draining some energy from "ordinary" units. - Yes, literally give them some form of purge or dispel effect, and a similar thing to templars for protoss and infestors for zerg. Give each race a specific unit or ability that's tailor made to dispose of the little summons, and boom, problem solved. - They can be very powerful but have a clear counter that won't immediately invalidate the unit type but allow some additional counter-play, while allowing them to be more powerful whenever those resources aren't available.

  • @TheBikeOnTheMoon
    @TheBikeOnTheMoonАй бұрын

    at 7:46 Grubby, If you want an RTS that has great focus on air units and water units like you described there, take a look at Red alert 3. I haven't seen any other RTS that places a lots of emphasis on air superiority than Red alert 3. The game has many balance issues, yes, but In that game, if you have air superiority, you can do some crazy unit maneuvering with air units and players will always be encouraged to dominate air space or water space rather than ground space. If I have to be honest, Red alert 3 has better Air gameplay than even Starcraft 2 or warcraft 3 and better water gameplay than aoe 2 or aoe 4.

  • @peterholub4375
    @peterholub43752 ай бұрын

    I liked how you wrapped your thoughts in the final thoughts section. I remember really not liking PvZ gameplay or balance in WoL so seeing swarmhost play in HoS in this matchup was actually much more interesting... However the games usually ended in 1h+ slugfests with boring combinations like mass tempests+collosi+mothership vs mass sporecrawlers+swarmhosts+infestors+corruptors. From my perspective the problem was not the swarmhost but the lack of counters of Protoss T3 (as Terran didn't really suffer vs swarm hosts by having good options). Would Protoss have some kind of SC1 reaver unit which could deal with masses of locusts more easily (as storm is mana based and collosi didn't really provide enough splash damage) then it may have been manageable... Would the infestor not being broken from day 1 and not countering air with one click, voidrays or carriers could actually counter swarm hosts plays quite well...

  • @potenviking
    @potenviking2 ай бұрын

    The issue with all of the units mentioned is basically that the summoner of the free unit doesn't have to be part of the fight. If Broodlords had 3 range instead of 8-9 or whatever and they were inside it wouldnt feel bad, if infestors had to be in 4 range of the infested terran that would have been different mechanic, if the Swarm host couldnt move while in cooldown that would have been a different mechanic. Thats the free units issue - that the summoner is not takikg part in the fight.

  • @sakesaurus1706

    @sakesaurus1706

    2 ай бұрын

    tbh they shouldn't have changed the guardian at all zerg was very balanced and didn't have any outrageous ideas in SC:BW

  • @alexmineru

    @alexmineru

    14 күн бұрын

    ​@@sakesaurus1706defiler

  • @sakesaurus1706

    @sakesaurus1706

    14 күн бұрын

    @@alexmineru oh my bad i mean the Spellcasters were kind of difficult to use in general so it's not a surprise that they were forced to nerf them after smart cast and pathing improvement

  • @alexmineru

    @alexmineru

    14 күн бұрын

    @@sakesaurus1706 the spacing of units did play a part in stuff not being as effective

  • @sakesaurus1706

    @sakesaurus1706

    13 күн бұрын

    @@alexmineru you mean like the aoe spells?

  • @Faxe90
    @Faxe90Ай бұрын

    Could also be worth to mention that you can dispel most summoned units in WC3, so you have a few more options to deal with them. Makes it also a bit more balanced in my opinion.

  • @besacciaesteban
    @besacciaesteban15 күн бұрын

    I remember a patch of heores of the storm where i would play azmodan with a full creep build. Every time there was an objective they would have to choose between doing 4v4 and lose a full keep or go 4v5 and lose a full keep 😂. I had over 80% winrate before they reworked the hero.

  • @staceygram5555
    @staceygram5555Ай бұрын

    1. Not free (cost mana) 2. Mana is limited 3. Amount of summons is relatively small (two Spirit Wolves, three Water Elementals, etc.) 4. Can be dispelled 5. Gives XP

  • @Physithor
    @PhysithorАй бұрын

    WC3 not counting this and that to total 9 ... well let's count ALL heroes with summon abilities (no items, but all temporary and edgecases) Human: 2 (counting Phoenix), Orcs: 3 (Swordmaster Doubles are essentialy Summons), Undead: 2 (Counting Inferno), Nightelfs: 3 (Scout is still a summon, also Vengeance), Neutral: 7 (edgecases: Tornado und Brewmaster-Ulti) ...17 of 24 ... Should I also add Ressurection and Animate Dead (Temp-Ressurection) for 19 total?

  • @drumunism3781
    @drumunism37812 ай бұрын

    Grubby talks. I listen.

  • @johnkalyvas4838
    @johnkalyvas48382 ай бұрын

    Another important thing to note is that fiends cut into your supply (1 supply per fiend). Ofcourse, you can go over the supply limit by infesting, but you won't be able to remake units until you lose the extra supply.

  • @roosterdf
    @roosterdf2 ай бұрын

    Dawn of War had free units, but it was implemented great. It's an end game research, the units need to be built and you get very little of them even after you built them and getting more requires more buildings. What you get is the crappy tier 1 orc boys and then you need them to move all the way from your base and then they die like flies, but if you are that late in the game you deserve to spam free ork boyz at that point.

  • @MrDizuki
    @MrDizukiАй бұрын

    I think there is a lot more to unpack here. Warcraft is a chunkier game than SC2, that also plays to its favor. Often times the "free unit producers" are either Heroes or a very vulnerable unit. Meanwhile all 3 zerg summoners have a natural defense defense, broodloards fly, infesters can burrow and move while burrowed, and Swarm hosts can burrow and be way away from any threats. Compare that to WC2 Necromancer who is a very squishy unit, that needs another unit to tank for it. Plus the summoned skeletons are pretty weak with low HP and low damage and requires corpses so they add to an ongoing battle as oppose to being an opener. Hero summons are stronger, but still not that strong no when you consider the alternative hero abilities. A broodling is pretty much a free Zergling with a little less health, but i would say the health doesn't matter because it doesn't need to close distance and always gets a free attack off with its impact damage. That's a free Zergling every 2 seconds for no recourses, no larvae, no supply. Locust are even worse, they got more HP than a Zergling, they deal more damage, are ranged, and are summoned like 4 at a time. The SC2 spawn units are just too much value. It takes pro level skill to deal with them. They definitely are not impossible to deal with, just hard in a way a unit with no skill required shouldn't be.

  • @anghainguyen9951

    @anghainguyen9951

    Ай бұрын

    On top having no good way for other 2 race to deal with it. If storm deal extra damage on the summon unit( or gen mana when kill summon unit) or EMP deal high damage for the unit like how dispell work in war3 then the summon unit will be less problem to deal with

  • @infeza3255
    @infeza32552 ай бұрын

    There's gotta be a trade off if there is a unit like this. For example the reaver - 15 minerals for the scarab and you need a shuttle to cart it around. Even though the 15 minerals per shot is peanuts, it still requires hyperfocus to keep them alive and actually do damage. If you can afk a free unit, that is absolutely braindead design which will lead to a lack of interest which happened to SC2. Stormgate and infest is going to be a very hard thing to pull off, and they gotta pivot now if it's in the wrong direction or it could actually put the entire game in jeopardy

  • @gregsmw
    @gregsmwАй бұрын

    human also has pheonix and the paladins resurection, which is "technically" free units in a way undead have the infernal as well as the DKs res nelf have the wardens ultimate every race has at least 2 heros that have "free" units, monk was right, half the heros can summon just because the ultimate summons are "not there most of the games" doesnt mean they dont exist most games dont see a beast master do they, but you still count him as a hero that summons, just because "most games" dont see an infernal, doesnt mean its not a thing and its not a "free" unit

  • @Blizz3112
    @Blizz3112Ай бұрын

    I also remember the American Paradrop from Red Alert 2... the only faction special unit(s) free of cost... :-P

  • @kevingriffith6011
    @kevingriffith6011Ай бұрын

    Game design is a lot like engineering. Just because an idea has problems doesn't make it unsalvageable: The reality is that bad iterations of an idea don't make the idea bad, they're simply test cases to be learned from to figure out *why* the mechanic doesn't work. We shouldn't be asking "Is this idea fundamentally bad", we should be asking "what are the problems with this idea, how can we fix it?". With summoned units that exist outside of the in-game economy, there's a lot of levers to pull and not enough RTS games to really see what happens when you pull them. I'm all for seeing what Stormgate brings to the table with these summoned units.

  • @flashyJulie
    @flashyJulie2 ай бұрын

    I mean the SwarmHost in HotS was totally broken, but since than many things changed and SH's nowdays are really terrible with a huge cooldown. Even the Broodlords got nerfed many times, because Blizzard understood free units are kinda broken.

  • @shigerufan1
    @shigerufan12 ай бұрын

    What's weird is that there no shortage of examples of free units in Turn-based/Hybrid Strategy games, and overall it seems like it's easier to balance in that format. The Heroes of Might and Magic series has a Necromancer faction that is built entirely around getting free units after every battle, but it's contrasted against the fact that they have no good ranged options until later in the game, meaning they also have no choice but to trade units in melee for a lot of early fights. This also limits the engagements they could take on in the early game when exploring the map. Several of Total Warhammer's factions (Skaven, Undead, and Beastmen) have extra units that you can summon in the middle of a battle, but those abilities all have long cooldowns and the uses are limited. The summoned units would also automatically disappear after a set period of time.

  • @user-pr1dh2bw6k
    @user-pr1dh2bw6k2 ай бұрын

    A free unit isn't necessarily bad per se, but to have units created without direct resources usually requires a cost applied somewhere else. If balanced properly, an entire civilization can be built around it. There is a game that I used to really like, called Warlords Battlecry. It had two specific design characteristics that worked in tandem around the idea of summoning free units: The civilization of the Undead and the Necromancer hero. The undead race had the mechanic of a multi-tiered unit that would upgrade between tiers at a cost, starting from the lowly skeleton which would be turned into a wight as a frontline unit, to a Death Knight, a stronger tank, to a Doom Knight, a terrifying juggernaut. Each new tier had massive resource costs, which would accumulate making the creation of the base units before upgrading a costly endeavour. But there was a way to go around the high costs involved, and that is to have a Necromancer Hero. The game had the peculiar mechanic of being a mix of an RTS with an RPG. You would create a hero unit that would go between games and level up as you won matches. It had the ability to learn spells including the Necromancy sphere of magic, specialized in summoning different tiers of these undead units, that would in most official releases be permanent. Having this unit corrected the issues that the race already had, showing the opportunity to balance the hero and the race around each other. Of course, this doesn't mention its cost. To use any of the spells needed a special currency from the hero: Mana, together with the skill points used in this sphere of magic. This meant that a hero that would specialize on Necromancy would be very good at massing an army, but could not fight it all by himself (Unlike other heroes, who were designed to be warriors) and would have no resources for aggressive spells. For "free units" to be balanceable, they need to have opportunity costs somewhere. Be it occupying supply slots, skill points or a slower economy around it, the player needs to feel like they are losing something by getting the free units, but still feel that it's worth it to continue with the strategy. It's a design problem that is not unresolvable, but tricky to get right.

  • @TheRealBoz
    @TheRealBoz13 күн бұрын

    "It's not half, it's a quarter, and if we count them up, it's a third, but only if we not count some arbitrarily, which makes half of them" Truly a 200IQ thought process.

  • @GraveUypo
    @GraveUypoАй бұрын

    good chat, mentioned homeworld when you said sky being the primary battlefield. that's what i'd have said. anyway, there's bound to be some RTS with an underwater dimension that isn't just "invisible water units" like they are in warcraft 2, and surface units are the quirky ones.

  • @dawoifee
    @dawoifeeАй бұрын

    3rd race just might be some Fey Creatures or something. But Angelic stuff is very likely.

  • @491drpepper
    @491drpepper2 ай бұрын

    Could have gaunts infestation only have so many charges so that a single gaunt will spawn a reasonable amount of free units.

  • @TheRealXartaX
    @TheRealXartaXАй бұрын

    Meanwhile I'm over here thinking the swarm host pro scene era was the most entertaining games ever. I watched those hour long games while chilling and it was the best.

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