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Rush-down (playstyle)

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--- Auto-Generated Description ---
This diagram models a real-time strategy game mechanism focusing on resource management, development, and combat between a player and an enemy. At its core, the diagram features mechanisms for accumulating resources, developing bases, building troops, and engaging in combat where each entity's base health and troop strength are pivotal to success or failure. Resources are generated by sources labeled "Player" and "Enemy," which continuously feed into respective resource pools. These resources can then be allocated towards developing the base or building troops, with a portion of the resources automatically converted into tangible assets for advancement or conflict.

The strategic element is highlighted in how resources are divided between immediate military strength (troops) and long-term economic development (base development), reflecting a high-risk high-reward scenario described in the accompanying text. The player and enemy's actions can influence each other's resources and capabilities through gates and state connections, simulating the dynamic and reciprocal nature of real-time strategy games. Combat outcomes affect each player's base and troop health, managed through pools and drains, showcasing the impact of strategic decisions over time. Combat dynamics are further nuanced by state connections that modify troop numbers based on development decisions, reflecting how investment in economy or military can directly influence the power balance. Overall, the diagram encapsulates the essence of strategy game elements—resource management, decision-making, and combat outcomes—into an interactive model.

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glossaryCombatskillgameplaystrategybehaviorplaystyle
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