[30 / 6 / ?]
Quoted By: >>30944626 >>30945066
Posting this on Ajwf's behalf:
So let's talk about Stealth Rocks.
There are two types of competitive games. Games that force a defender and aggressor, and games that give an advantage to aggresion. Games that give an advantage to aggresion have a common characteristic of 'starting on even ground'.
Defender v Offender games are less common in 'truly competitive games', however CS:GO gives us a real taste of what that kind of balance has. TIME neccesistates victory in a specified period because otherwise the defender would always lose. Therefore with the condition of aggression being forced upon the attacker and the defender having to hold out for a specified period, these games don't give advantage to the aggressor but give a period where aggression can be had. Instead, players are rewarded for 'performing their roles optimally'. Economy in CS:GO, Ult Charge in Overwatch and Killstreaks in COD all emphasize this. Even if the last isn't competitive, it still shows the same roots.
So let's talk about Stealth Rocks.
There are two types of competitive games. Games that force a defender and aggressor, and games that give an advantage to aggresion. Games that give an advantage to aggresion have a common characteristic of 'starting on even ground'.
Defender v Offender games are less common in 'truly competitive games', however CS:GO gives us a real taste of what that kind of balance has. TIME neccesistates victory in a specified period because otherwise the defender would always lose. Therefore with the condition of aggression being forced upon the attacker and the defender having to hold out for a specified period, these games don't give advantage to the aggressor but give a period where aggression can be had. Instead, players are rewarded for 'performing their roles optimally'. Economy in CS:GO, Ult Charge in Overwatch and Killstreaks in COD all emphasize this. Even if the last isn't competitive, it still shows the same roots.